This module was made to reduce the amount of existing and acting (walking, patroling, spotting) on the server (usually as a result of pre-placing units in 3DEN Editor). Those units have a tendency of putting unnecessary strain on the server and bombs player's FPS, which decreases the quality of the mission as a whole.
This module was meant to be used together with 3DEN Triggers, which would allow a mission maker to create garrisons in buildings if some conditions are met (mostly if the player enters an area). This gives the mission maker the ability to automatically spawn units in buildings only when needed, to both make Zeusing easy and keep performance as good as possible.
The way it works is that every building (with exception of some modded buildings) have certain amount of "positions" inside them. Those positions are detected by script and a certain amount of units is spawned in the building.
First you need to setup the squad and vehicle composition (basically units and vehicles that the script will be using). On the right-hand side of the 3DEN Editor do the following:
Modules (F5)
FUM - Modules
Setup Composition
moduleAfter placing the module down, 2 menus will pop up, one for Squad Composition, the other for Vehicle Composition. Select units you want to use for each designated role and do the same for vehicles. Vehicles are side bound.
When you've finished the setup, double click on the module and do the following:
variable name
(variable name is usually found at the top of the attributes menu)If you set the SIDE opposite of the unit FACTION, the units will start killing each other.
On the right-hand side of the 3DEN Editor do the following:
Modules (F5)
FUM - Modules
Spawn Units
modulePosition of the module will be used as the origin point.
Once placed, you can start setting up the module. The module has an Area
around it that defines the Spawn Radius
, you can change that using size
widget in the 3DEN toolbar. Only buildings within the area of the module will be selected.
Once placed, you can start setting up the module. There are 10 settings that you can change:
variable name
of the Setup Composition
modulePutting random letters or a minus in Building fill will most likely result in script error.
Next, to make the module active, you must place down a trigger that will activate it. To do that do the following:
Now you have to Sync, or connect, the FUGU module with the Trigger. To do that do the following:
If you have multiple FUGU modules, you can select all of them, then right-click one of them and do the procedure above. This will sync all modules with the trigger at the same time.
If FUGU module is synced with multiple triggers, it will select one of those as it's one and only trigger.
FUGU module will not start if you do not sync it with a trigger.
Now you have to set up the trigger for it to activate the FUGU module under certain conditions. To do that open the trigger settings by double clicking it and then do the following:
this
represents all conditions we have set in the trigger above (Type, Activation, Activation Type)It is good practice to have the Trigger Size radius be twice as big (even bigger if you plan on spawning vehicles) as the FUGU spawning radius to prevent players from seeing units pop in.
While it is not an error to leave Server Only off, it is usually a good practice to have it on. Leaving it off means that the trigger will be spawned on every client and it will be executed by every client upon completion.
Deleting
this
in Condition will prevent trigger from activating.
Here we'll go over the process of setting up custom positions. This can be used if a desired building doesn't have any placement positions (can happen in modded buildings). A custom position will be detected with the Spawn Radius, so if the position is within the radius, it will be selected as a possible spawn position.
To create a custom position do the following:
Road Crack (Grass, v5)
in search barSigns > Graffiti > Road Crack (Grass, v5)
Example of placing a building spawn point on the roof:
Now we'll go over how to set up Custom loadouts for FUGU module. The way it works is that Custom loadouts completely override any default faction loadouts the units have. To make the loadouts work you must fill all the Custom Loadout - Role fields with exported loadouts.
First, you must make your own loadouts, so spawn 3-6 units that would represent your common squad composition. Edit them in the ACE Arsenal and when you feel like you're done, do the following for each unit:
[]
This is what the finished FUGU module should look like:
Example of CSAT spies dressed in NATO gear inside a building:
Any faction can be used.
Units will keep their skins and voices from the used faction, so you can use that to your advantage if you want your units to be from certain ethnic group.
You don't have to specifically fill all Custom Loadout fields with different loadouts, you can put all fields to be the same, if you feel like players won't notice.
If you leave but one of the Custom Loadout fields empty
[]
, the custom loadouts will not be used.
Do not put anything else in Custom Loadout fields, as that will result in script error.