
(select 3) - spawnType - The method by which AI will spawn. No relation to the radius of the editor-placed trigger. (select 2) - radius - The radius of the "subject area" around the trigger, where all buildings inside it are "subject buildings". (select 1) - side - The side that you want the spawned AI to be on. (select 0) - thisTrigger - A command (not a name) returning the trigger.
Modify execution parameters as desired using the following rules:. Execute by putting this line of code in the trigger's On Activation field:. Create a trigger in the area of where you want buildings occupied. Simply copy the file "G_Occupation.sqf" into your mission directory. The purpose of this script is to save time while encouraging randomized gameplay and limitless mission construction.Īt this time, there is no “installer” for the script, and it is instead a simple series of actions and file moves. The script was made in order to allow for quick yet proper "filling of space" in missions where combat in general is intended, without having to go through the headache of placing individual units and positioning them correctly. Kent “KC” Grimes of Austin, Texas, United States is the author of the Grimes Building Occupation Script. For further information or specifics in the code, the user should read the comments to the code within the script files. This README is intended to provide detailed information as to the purpose, function, FAQs, and minor troubleshooting for this script in addition to installation, uninstallation, and maintenance tips. This package includes an application of the script, in debug mode, as part of an example mission. Boredom Fixer - Want a quick CQB practice? Use this script!. Random Objective - Want to have 3 AI at C that could be ANYWHERE between dozens, hundreds of buildings? Use this script!. Filler - Have a mission where a squad goes from A to C and you want non-mission critical AI at B? Use this script!. This script can be utilized in many ways, examples including but not limited to: The spawned AI will fight back as a group, and can be easily manipulated further by adding lines in the right spot in this script. The Grimes Building Occupation Script provides the ArmA 3 mission maker an extremely simple way to occupy a set of buildings within a radius with a random or fixed amount of AI (of any faction, including civilian), both chosen by the maker and limited by the number of official position inside the building.