Arma 3
ROS AI Respawn Script Demo (v1.6 new)
43 Comments
RickOShay  [author] 25 Aug @ 1:30am 
@Kayien - I'm sorry I can't remember our previous discussion and I can't find your previous comment below. Can you remind me what options you need please?
Kayien 24 Aug @ 9:30am 
Rick any update ? for implementated IED o Civils ?
RickOShay  [author] 4 May @ 1:18pm 
@Avbird - each cycle - random patrol waypoints are created around the start position with a variable waypoint interleave distance and direction
Avibird 4 May @ 4:57am 
Hey quick question for you. Do the waypoints get randomly generated each time the group respawns or is it the same waypoints with each spawn. Are the waypoints randomly generated based on the marker position or are they edited place waypoints?
RickOShay  [author] 17 Jul, 2024 @ 7:39am 
@Avibird - I've updated the ROS AI Respawn script and added some important new features - including the ability to specify a trigger to terminate further respawns - and a built in viewdistance and caching system which improves FPS (optional) - plus a number of other improvements - like vehicles automagically use roads when no near enemy around etc.
RickOShay  [author] 15 Jul, 2024 @ 12:02am 
@panzershrekt sure thing. Just send me friend request and pm me and I'll do a screen share and we can set up triggers etc in your mission.
Panzershrekt 14 Jul, 2024 @ 4:56am 
@Rickoshay
Thank you so much for your reply Rick!

Just wondering, are there any wiki pages or guides online on how to set up these triggers to toggle vis and sim? I tried searching around but unfortunately can't seem to find it, since I'm still relatively new in arma modding.

Would sincerely appreciate your help with this!
Avibird 13 Jul, 2024 @ 10:00am 
Hey I know you can set the amount of spawns but is there a way to set a trigger to end spawns like if a unit is killed or an object is destroyed or a location is reached. I prefer to play with systems that have a way to stop respawns of groups rather than a set number of spawns in the mission.
RickOShay  [author] 12 Jul, 2024 @ 2:58pm 
@panzershrekt - the script will work with most caching systems. It's best to use numerous small groups to respawn x times (rather than have larger groups spawn fewer times. Another method is to use show and hide modules called via triggers to toggle vis and sim in an area.
Panzershrekt 12 Jul, 2024 @ 10:15am 
Hi Rick just wondering, is there a Cache system for spawn similar to JEBUS? Where Group will cache until players are within "CACHE=" metres

This will help significantly with performance, temporarily disabling AI units if they are a certain distance away. And spawn them when players move within a certain distance of the marker (say 300m)

Does this mod currently have something like this?
Avibird 2 May, 2024 @ 3:07pm 
Hey two quick questions. Does custom face models and voices carry over with the respawns.
I know you said you can set the limit number of respawns but is there a way to stop the respawns while in a game with a trigger either destroying something killing someone or get into a location. The systems I use allow for indefinite spawning until one of the three objectives are completed.
RickOShay  [author] 26 Jan, 2024 @ 8:20pm 
@sk4yes the newly spawned unit will need the EH added to it. Pm me and I can help you resolve.
sk4yes 26 Jan, 2024 @ 1:25pm 
I managed to kill the driver in the event of an ejection but it only works at the first ejection, after the respwan it no longer works, so I tried to integrate it into your script because I think that at respawn the plane doesn't get its name again, but I can't do it....

JetfighterP is the name of the jet pilot

JetfighterP addeventhandler ["GetOutMan",
{
JetfighterP setDamage 1;

}];
RickOShay  [author] 24 Jan, 2024 @ 8:52pm 
@sk4yes - place an event handler on all ai pilots (!isplayer _x) that forces them back in the plane when they try to eject. Or maybe better just kill them on eject event using the same EH. https://forums.bohemia.net/forums/topic/172267-how-to-prevent-ai-from-ejecting/
sk4yes 23 Jan, 2024 @ 12:02pm 
thanks ! work great but i would like to stop ai jet pilot to eject because it's the plane can't respawn if you dont kill the pilot ... and in a plane ... tis hard to spot a guy on the ground ^^ ... any idea on how to stop the pilot from eject ?
RickOShay  [author] 10 Dec, 2023 @ 8:03pm 
@Panzershrekt - the script is optimized and can handle large numbers of simultaneously downed units - within reason. D-Day landing scenarios can obviously push the limits of A3 so there has to be a trade off.
Panzershrekt 10 Dec, 2023 @ 2:31am 
Thanks so much for your hard work?
Just a quick question, what advantage does this respawn script bring over the true and tested JEBUS one?

Is it more optimised and light weight? I'm looking for one to be used on massive Normandy scale battle scenario, so wish to find the one the performs the best
RickOShay  [author] 13 Oct, 2023 @ 10:36pm 
@izhevsk - read the ROS_AI_respawn_init header - set the last option to false i.e. to not patrol and remain static. There are further vars that let you specify if they use custom loadouts or just the ones they have in the editor. Afa as your marker issue - if you look at the demo you'll see this error doesn't occur - so it might have a marker name typo? Bottom left corner is pos [0,0,0] meaning pos error or null position. Message me and I'll help you resolve.
RickOShay  [author] 10 Oct, 2023 @ 1:12am 
@Izhevsk - when you group Blufor units to an Indep group - the Blufor units essentially become Resistance but only while that grouping is in tact i.e. the grouped units are alive. When the entire Indeo group is killed and it respawns the units assume their original sides that they were placed in the editor with. To resolve this you can simply place this command in your init.sqf: west setFriend [resistance, 1]; Now when the group respawns the global side relations setting will kick in. A simpler method would be to just use all Indep units and change their loadouts.
RickOShay  [author] 1 Jul, 2023 @ 7:33am 
@Couscous - I've done an update that allows static units to respawn - but I need some testing. Quite tricky to ensure that it's backwards compatible. So send me friend request and if you can help test that would be great.
Asuka 30 Jun, 2023 @ 5:01am 
Good day !
Is there a way to force the respawned unit to just stand in position instead of going on patrol and execute some extra code on it like allowCrewInImmobile and allowFleeing ?
RickOShay  [author] 25 May, 2023 @ 12:28am 
@The_E_Man - thanks - its not really - if you like - send me a friend request and pm me - and I'll take you through the process step by step via Discord screen share.
The_Knave 24 May, 2023 @ 12:14pm 
way too complex for me. looks cool though.
RickOShay  [author] 30 Apr, 2023 @ 4:47am 
@C Hall - hmm Ok tricky. I reckon ask Drongo if there's a variable you could use to respawn certain groups of units. Then we can feed that into this respawn script.
C.Hall 27 Apr, 2023 @ 4:03pm 
How would I utilize this tool for units spawned in with this?

Drongos Map Population
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1990653162&searchtext=drongo
MFd00m1775 12 Mar, 2023 @ 11:45pm 
@Rickoshay thank you I'd appreciate it! You are awesome
RickOShay  [author] 12 Mar, 2023 @ 6:08am 
@MFd00m1775 - quite a lot of complexity to your question involving setting respawn settings and custom loadouts for units. Message me on Steam and I'll help.
RickOShay  [author] 12 Mar, 2023 @ 6:05am 
@Hakunai direct link appears to work. Shout if you still stuck.
MFd00m1775 11 Mar, 2023 @ 5:29pm 
How would one go about Re spawning Ai but not having them Patrol, also how would i get them to re spawn with the unit patch I designated them?
Anuousu 3 Feb, 2023 @ 9:27pm 
why cant i download?
RickOShay  [author] 10 Jan, 2023 @ 1:58am 
@French Indochina - Look above the path for scenarios is C:\Program Files (x86)\Steam\userdata\<8 digit number>\ugc\referenced\<19 digit folder> - failing that send me a friend request and dm and I'll send you the DB direct link.
Bidet 10 Jan, 2023 @ 12:37am 
Hello, I seem to have a problem since I cannot find where my scenarios were in my files and only found the ROS AI. unless this is only meant for Altis which is such a shame since I may not try out this mod of yours so it'll be appreciated if someone can answer my call for help.

Thank you in advance!
RickOShay  [author] 28 Dec, 2022 @ 4:15am 
Thanks ศิลปะแห่งส
Simo [C.E.S.A] 28 Dec, 2022 @ 3:25am 
Nice job!!!
duck_entertaiment 21 Dec, 2022 @ 2:01pm 
"Firefight"
RickOShay  [author] 20 Dec, 2022 @ 4:11am 
@Empy - excellent news. I cut down the number of input params for exactly that reason - so it's a lot easier to use.
Empy 20 Dec, 2022 @ 12:58am 
Awesome script :) Way back I tried using DAC but I found it a bit difficult to use however your script I've found much easier to use!
RickOShay  [author] 19 Dec, 2022 @ 11:01pm 
@CaboosePlaysGames - yes :) AI are pretty dumb - no matter how many times I ran this demo they always forgot to fill up the tank.
Cardoon 19 Dec, 2022 @ 3:50pm 
How the poll was taken:
"Shoot me if you like my AI Respawn Script-"
you hear a bang, followed by several more bangs
RickOShay  [author] 19 Dec, 2022 @ 2:43am 
There's a readme help file and the script header explains how to change and put the command onto each group leader and some examples in the demo for you to follow. Try the demo - if it suits your needs then you can unpack the demo and c&p the scripts into your mission.
R3act 19 Dec, 2022 @ 2:31am 
it would be nice if you can paste all of those script in here or in pastebin so people can copy it and paste it to their usints
RickOShay  [author] 19 Dec, 2022 @ 1:25am 
@Endo I agree to an extent - for basic functionality yes - but this is far more flexible and actually quicker than using multiple modules for each group - like adding a spawn position module and a patrol point module and setting multiple options per module and then synching and configuring each module for every group. With the script command line you just change two marker names and set one variable to true or false.
R3act 18 Dec, 2022 @ 6:18am 
would be amazing to do this without script just to use modules and attach it to the group it would make life easier and add option that dead units dont despawn