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igneous01

RUIS - Random Unit Invasion Script

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I used -showscripterrors command. I retreive the errors in .rpt here there are

Error in expression <;

_locA = _logicE select floor (random(count _logicE));

_wp = _spawned addWaypo>

Error position: <count _logicE));

_wp = _spawned addWaypo>

Error count: Type Object, expected Array,Config entry

File C:\Users\ ...\Documents\ArmA 2\missions\RUIS _ RandomUnitInvasionScript.utes\RUIS.sqf, line 112

Error in expression <

_locA = _logicE select floor (random(count _logicE));

_wp = _spawned addWaypo>

Error position: <count _logicE));

_wp = _spawned addWaypo>

Error count: Type Object, expected Array,Config entry

File C:\Users\ ... \Documents\ArmA 2\missions\RUIS _ RandomUnitInvasionScript.utes\RUIS.sqf, line 140

Error in expression <

_locA = _logicE select floor (random(count _logicE));

_wp = _spawned addWaypo>

Error position: <count _logicE));

_wp = _spawned addWaypo>

Error count: Type Object, expected Array,Config entry

File C:\Users\ ... \Documents\ArmA 2\missions\RUIS _ RandomUnitInvasionScript.utes\RUIS.sqf, line 168

I've set up 1 spawn. They spawned well but they didn't move to waypoint.

In your exemple taken from here http://www.armaholic.com/page.php?id=14854&highlight=RUIS nothing happens. I got the same errors.

its because the newer script added the ability to have more waypoints for the ai to move to, so the attackwp is to be incased in brackets (its an array)

those errors tell me that the script took in a gamelogic (one waypoint to move to) but is not in [waypoint], hence it errors expecting an array.

hope that helps

EDIT***

I see i forgot the functions module in my example mission, which is why it wasnt working - MAKE SURE YOU HAVE FUNCTIONS MODULE or CBA running! (I always forget about this)

sorry, I hope that helps you now

Edited by Igneous01

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ooooh the brackets !!! I've forgotten these :p

Sorry for losing your loosing your time :p

Now it's working perfectly, thanks :)

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ooooh the brackets !!! I've forgotten these :p

Sorry for losing your loosing your time :p

Now it's working perfectly, thanks :)

its fine, dont worry about it, I can only feel ashamed of myself of all those people who tried the demo mission realizing it didnt work because no functions module was on the map.

glad it worked for you, enjoy!

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Question... Would it be possible to also include an init for the units spawned? This way not only can we spawn the units, but set values for some that are spawned?

-VRCRaptor

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Question... Would it be possible to also include an init for the units spawned? This way not only can we spawn the units, but set values for some that are spawned?

-VRCRaptor

this is definitly possible, i havent touch the script in a while, however, right after the group is spawned in script, you can add a setVehicleInit and processinitcommands to the leader of the spawned group, this obviously requires a new variable in the script.

If you feel up for it your free to modify it to your needs, all you really need is another variable to add to parameters (init string) and using leader _grp to setvehicleinit after the group spawns.

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Cool, thx - Igneous01 - will have to give it a go this weekend. looking forward to some new updates and anything you may have up your sleeve! :)

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hello. can someone explain how the editable variables in the script work? does the "maximum amount of infantry that can be spawned in a single wave" means how many units or how many teams are spawned in a wave? I've set the _maxinf to 1 and it spawns about 30-40 people. how can i make a wave of infatry smaller( around 10-15 soldiers)

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Hello !

First, sorry for my english.

Your script is great and i use it many time with some addon factions. But, is it run with factions of independent side ? I cant do it run anyway. :confused:

// OA Takistani civil faction,
// Custom Insert faction
if (_faction == "BIS_TK_GUE") then {
   _unit setVariable ["infantry", ["TK_GUE_Group", "TK_GUE_GroupWeapons", "TK_GUE_Patrol", "TK_GUE_ATTeam", "TK_GUE_AATeam"], true];
   _unit setVariable ["vehicle", ["TK_GUE_Technicals", "TK_GUE_MotorizedGroup", "TK_GUE_MotorizedPatrol"], true];
   _unit setVariable ["lightarmor", ["TK_GUE_MechanizedPatrol", "TK_GUE_MechanizedGroup"], true];
   _unit setVariable ["armor",  ["TK_GUE_T55Section", "TK_GUE_T34Platoon"], true];
   _unit setVariable ["air", ["Your air classname here"], true];
};

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Can you explain what the blacklisted groups comment is referring to?

blacklisted: "RU_SniperTeam", "USMC_SniperTeam", "USMC_FRTeam", "USMC_FRTeam_Razor"

I've had a look at a few unit spawning scripts, this one has been the easiest for me to look at and understand what is happening. Many thanks for sharing this.

The idea for a custom init on spawned groups and custom groups would be great to have.

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@ Steffo: I ran it with the A2 guerilla faction with no issues, so yeah. It should work. Actually I even ran it with custom factions. Make sure you remove everything unnecessary (i.e "Your air classname here").

@ssechaud: Those are just a comment, noting that those "special" groups are not included in the lists. You can include them if you want to, though.

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@ Steffo: I ran it with the A2 guerilla faction with no issues, so yeah. It should work.

Can you post a sample? I'm also unable to get this script to work with any independent group.

// OA PMC faction (broken)
if (_faction == "PMC_BAF") then {
   _unit setVariable ["infantry", ["PMC_VIP_Bodyguard","PMC_Field_Security_Patrol","PMC_Field_Security_Team","PMC_Security_Detail","PMC_Security_Specialists","PMC_Field_Support_Team","PMC_Team_Sword"], true];
   _unit setVariable ["vehicle", ["PMC_Patrol"], true];    
   _unit setVariable ["lightarmor", ["PMC_Tactical_Patrol"], true];
   _unit setVariable ["armor",  ["PMC_Armored_Patrol"], true];
   _unit setVariable ["air", [], true];
};

// OA BAF faction (broken)
if (_faction == "BIS_BAF_MTP") then {
   _unit setVariable ["infantry", ["BAF_Fireteam_MTP"], true];
   _unit setVariable ["vehicle", ["BAF_MSection","BAF_MTeam","BAF_MPatrol"], true];    
   _unit setVariable ["lightarmor", ["BAF_MechAT","BAF_MechSec"], true];
   _unit setVariable ["armor",  ["BAF_WPlatoon"], true];
   _unit setVariable ["air", [], true];
};

// A2 GUE faction (broken)
if (_faction == "GUE") then {
   _unit setVariable ["infantry", ["GUE_InfSquad","GUE_InfSquad_Assault","GUE_InfSquad_Weapons","GUE_InfTeam_1","GUE_InfTeam_2","GUE_InfTeam_AT","GUE_GrpInf_TeamAA","GUE_GrpInf_TeamSniper","GUE_MilitiaSquad"], true];
   _unit setVariable ["vehicle", ["GUE_MotInfSection","GUE_MotInfSquad"], true];    
   _unit setVariable ["lightarmor", ["GUE_MechInfSection","GUE_MechInfSquad"], true];
   _unit setVariable ["armor",  ["GUE_TankSection"], true];
   _unit setVariable ["air", [], true];
};

// OA Takistani Locals faction (broken)
if (_faction == "BIS_TK_GUE") then {
   _unit setVariable ["infantry", ["TK_GUE_Group", "TK_GUE_GroupWeapons", "TK_GUE_Patrol", "TK_GUE_ATTeam", "TK_GUE_AATeam"], true];
   _unit setVariable ["vehicle", [], true];
   _unit setVariable ["lightarmor", ["TK_GUE_Technicals", "TK_GUE_MotorizedGroup", "TK_GUE_MotorizedPatrol", "TK_GUE_MechanizedPatrol", "TK_GUE_MechanizedGroup"], true];
   _unit setVariable ["armor",  ["TK_GUE_T55Section", "TK_GUE_T34Platoon"], true];
   _unit setVariable ["air", [], true];
};

// A2 UNO faction (broken)
if (_faction == "BIS_UN") then {
   _unit setVariable ["infantry", ["UN_Patrol"], true];
   _unit setVariable ["vehicle", ["UN_MotorizedPatrol"], true];    
   _unit setVariable ["lightarmor", ["UN_MechanizedPatrolBMP2","UN_MechanizedPatrolM113"], true];
   _unit setVariable ["armor",  [], true];
   _unit setVariable ["air", [], true];
};

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I'll check if I can find that in all my mess, but now that you say that, it might have been an issue within the script:

I think it relies on str(side _unit). Which will return "GUER", while you need "Guerrila" for the BIS function to actually spawn the units.

I guess I just added some thing like

if (_faction == "GUE") then {
      _side = "Guerrila;

On the other hand, I never tried it with BAF and PMC units, but I remember reading somewhere you need to use the function a bit differently with those two factions.

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Can't get this to work.

Step by step what I do.

  1. place a trigger: on act: "player sidechat format ["10 seconds"];sleep 10; nul = [] execVM "RUinvasion.sqf";"
  2. I place my self on the map
  3. place Module - Function
  4. place 3 markers, name: northspawn, westspawn, eastspawn
  5. Placed a forth marker: called target
  6. Placed a RU unit, named him RUguy and in initializing part; nul = [RUguy, [northspawn, westspawn, southspawn], target, 10, 80] execVM "RUinvasion.sqf"
    I get a sidechat messages that says 10 seconds. But nothing more happens. What am I doing wrong? Script is unedited from download.

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Can't get this to work.

Step by step what I do.

  1. place a trigger: on act: "player sidechat format ["10 seconds"];sleep 10; nul = [] execVM "RUinvasion.sqf";"
  2. I place my self on the map
  3. place Module - Function
  4. place 3 markers, name: northspawn, westspawn, eastspawn
  5. Placed a forth marker: called target
  6. Placed a RU unit, named him RUguy and in initializing part; nul = [RUguy, [northspawn, westspawn, southspawn], target, 10, 80] execVM "RUinvasion.sqf"
    I get a sidechat messages that says 10 seconds. But nothing more happens. What am I doing wrong? Script is unedited from download.

you cant use sleep directly in a trigger. you have to use spawn..
player sidechat format ["10 seconds"]; [] spawn {sleep 10; nul = [] execVM "RUinvasion.sqf"};

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you cant use sleep directly in a trigger. you have to use spawn..
player sidechat format ["10 seconds"]; [] spawn {sleep 10; nul = [] execVM "RUinvasion.sqf"};

Sorry. Still cant make it work. If anyone have time, please take a look.

http://www.mediafire.com/?iya129z265m1azh

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I have seen some people post that they've managed to spawn in units from the Guerilla faction...

I, on the other hand, have not been able to do so. I've tried adding the faction, I've tried adding their units to the Russian faction... All without success.

Can any of the lads that made this work please post their version?

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First of all, good work, this script is really good. But I have a slight problem, I can't get to use this script with unsung mod units, if anyone can help me it would be great.;)

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I have seen some people post that they've managed to spawn in units from the Guerilla faction...

I, on the other hand, have not been able to do so. I've tried adding the faction, I've tried adding their units to the Russian faction... All without success.

Can any of the lads that made this work please post their version?

My personal modified version of Ruis script, for running guerrila faction ...

// RUIS script (Random Unit Invasion Script) v1.2
// changed attak waypoint to function as array - allows for spawned group to randomly select a position to move to

// example: nul = [RUguy, [spawn1, spawn2, spawn3], attackwp, spawntimer, Scripttime] execVM "RUIS.sqf"
// unit - this unit will be checked for what side and faction to spawn
// [spawn1, ...] - gamelogics for units to spawn on
// attackwp - an array of positions spawned units will move to (chosen randomly per group)
// spawntimer - amount of time to wait until the spawning of a new unit 
// scripttime - the amount of waves this script will run (1 wave = 1 iteration of script spawning stuff)

if (isServer || isDedicated) then {
private ["_spawntime", "_logicS", "_logicE", "_temptime", "_scripttime", "_unit", "_perc", "_faction", "_side", "_MaxInf", "_MaxV", "_MaxLA", "_MaxArm", "_MaxAir", "_PInf", "_PV", "_PLA", "_PArm", "_PAir", "_EmptyGroups"];
_unit = _this select 0;
_logicS = _this select 1;
_logicE = _this select 2;
_spawntime = _this select 3;
_scripttime = _this select 4; // this sets the amount of waves the script will do
_faction = faction _unit;
_side = side _unit;
_EmptyGroups = 0;

// EDIT THESE VARIABLES TO CUSTOMIZE RUIS
_MaxInf = 10;    // Maximum amount of infantry that can be spawned in a single wave
_MaxV = 3;	     // Max amount of vehicles to spawn
_MaxLA = 3;     // Max amount of light armored in a single wave
_MaxArm = 1;    // Max amount of armor
_MaxAir = 1;    // Max amount of air
_PInf = 100;    // Percentage chance of Infantry being spawned (100% = everytime, 0% = never)
_PV = 50;       // Percentage chance of vehicles spawning
_PLA = 25;      // Percentage chance of Light vehicles being spawned
_PArm = 10;	    // Percentage chance of Armor being spawned
_PAir = 5;     // Percentage chance of Air being spawned
// DO NOT EDIT PAST THIS

// OA Takistani civil faction
if (_faction == "BIS_TK_GUE") then {
   _unit setVariable ["infantry", ["TK_GUE_Group", "TK_GUE_GroupWeapons","TK_GUE_Patrol","TK_GUE_ATTeam","TK_GUE_AATeam"], true];
   _unit setVariable ["vehicle", ["TK_GUE_Technicals", "TK_GUE_MotorizedGroup", "TK_GUE_MotorizedPatrol"], true];
   _unit setVariable ["lightarmor", ["TK_GUE_MechanizedPatrol", "TK_GUE_MechanizedGroup"], true];
   _unit setVariable ["armor",  ["TK_GUE_T55Section", "TK_GUE_T34Platoon"], true];
   _unit setVariable ["air", [], true];
};

// Functions for spawn

if (isnil "DZ_Spawn_INF") then {
DZ_Spawn_INF = {
       private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxInf", "_locA"];
       _unit = _this select 0;
       _logicS = _this select 1;
       _logicE = _this select 2;
       _side = _this select 3;
       _faction = _this select 4;
       _MaxInf = _this select 5;
// spawn infantry a random of 5 times
   for "_i" from 1 to (ceil(random _MaxInf)) + 5 do 
       {
           _unitarray = (_unit getVariable "infantry") select floor(random(count (_unit getVariable "infantry")));
           _loc = _logicS select floor(random(count _logicS));
           // spawn random units
           _spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> "Guerrila" >> _faction >> "Infantry" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;
           // move units to waypoint
           _locA = _logicE select floor (random(count _logicE));
           _wp = _spawned addWaypoint [position _locA, 0];
           _wp setWaypointType "SAD"; 
           _wp setWaypointSpeed "NORMAL";
           [_spawned, 0] setWaypointBehaviour "AWARE";
           sleep (random 20);
       };
   };	
};

if (isnil "DZ_Spawn_V") then {
   DZ_Spawn_V = {
       private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxV", "_locA"];
       _unit = _this select 0;
       _logicS = _this select 1;
       _logicE = _this select 2;
       _side = _this select 3;
       _faction = _this select 4;
       _MaxV = _this select 5;
       // spawn vehicle random times
   		for "_i" from 1 to (ceil(random _MaxV)) do 
      	 {
           	_unitarray = (_unit getVariable "vehicle") select floor(random(count (_unit getVariable "vehicle")));
           	_loc = _logicS select floor(random(count _logicS));
           	// spawn random units
            _spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> "Guerrila" >> _faction >> "Motorized" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;

           	// move units to waypoint
           	_locA = _logicE select floor (random(count _logicE));
           	_wp = _spawned addWaypoint [position _locA, 0];
           	_wp setWaypointType "SAD"; 
           	_wp setWaypointSpeed "LIMITED";
           	[_spawned, 0] setWaypointBehaviour "AWARE";
           	sleep (random 20);
       	};
   };	
};

if (isnil "DZ_Spawn_LA") then {
   DZ_Spawn_LA = {
       private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxLA", "_locA"];
       _unit = _this select 0;
       _logicS = _this select 1;
       _logicE = _this select 2;
       _side = _this select 3;
       _faction = _this select 4;
       _MaxLA = _this select 5;
       // spawn light armor random times
   		for "_i" from 1 to (ceil(random _MaxLA)) do 
      	 {
           	_unitarray = (_unit getVariable "lightarmor") select floor(random(count (_unit getVariable "lightarmor")));
           	_loc = _logicS select floor(random(count _logicS));
           	// spawn random units
            _spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> "Guerrila" >> _faction >> "Mechanized" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;

           	// move units to waypoint
           	_locA = _logicE select floor (random(count _logicE));
           	_wp = _spawned addWaypoint [position _locA, 0];
           	_wp setWaypointType "SAD"; 
           	_wp setWaypointSpeed "LIMITED";
           	[_spawned, 0] setWaypointBehaviour "AWARE";
           	sleep (random 20);
       	};
   };	
};

if (isnil "DZ_Spawn_ARM") then {
   DZ_Spawn_ARM = {
       private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxArm", "_locA"];
       _unit = _this select 0;
       _logicS = _this select 1;
       _logicE = _this select 2;
       _side = _this select 3;
       _faction = _this select 4;
       _MaxArm = _this select 5;
       // spawn vehicle a random of 3 times
        for "_i" from 1 to (ceil(random _MaxArm)) do 
       {
       	_unitarray = (_unit getVariable "armor") select floor(random(count (_unit getVariable "armor")));
       	_loc = _logicS select floor(random(count _logicS));
       	// spawn random units
       	_spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> "Guerrila" >> _faction >> "Armored" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;
       	// move units to waypoint
       	_locA = _logicE select floor (random(count _logicE));
           _wp = _spawned addWaypoint [position _locA, 0];
       	_wp setWaypointType "SAD"; 
      	_wp setWaypointSpeed "LIMITED";
       	[_spawned, 0] setWaypointBehaviour "AWARE";
       	sleep (random 20);
       };
   };	
};

if (isnil "DZ_Spawn_AIR") then {
   DZ_Spawn_AIR = {
       private ["_unit", "_loc", "_wp", "_spawned", "_logicS", "_logicE", "_unitarray", "_side", "_faction", "_MaxAir", "_locA"];
       _unit = _this select 0;
       _logicS = _this select 1;
       _logicE = _this select 2;
       _side = _this select 3;
       _faction = _this select 4;
       _MaxAir = _this select 5;
       // spawn vehicle a random of 3 times
       for "_i" from 1 to (ceil(random _MaxAir)) do 
       {
       	_unitarray = (_unit getVariable "air") select floor(random(count (_unit getVariable "air")));
       	_loc = _logicS select floor(random(count _logicS));
       	// spawn random units
       	_spawned = [getPos _loc, _side, (configFile >> "CfgGroups" >> "Guerrila" >> _faction >> "Air" >> _unitarray),[],[],[],[],[],180] call BIS_fnc_spawnGroup;
       	// move units to waypoint
       	_locA = _logicE select floor (random(count _logicE));
           _wp = _spawned addWaypoint [position _locA, 0];
       	_wp setWaypointType "SAD"; 
       	_wp setWaypointSpeed "NORMAL";
       	[_spawned, 0] setWaypointBehaviour "AWARE";
       	sleep (random 20);
       };
   };	
};
//player sidechat "getting into loop";
while {_scripttime > 0} do {
   _perc = round(random 100);
   _scripttime = _scripttime - 1;
   _temptime = _spawntime;
   //player sidechat format ["percentage: %1", _perc];
   if (_perc <= _PInf) then {
         _infspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxInf] spawn DZ_Spawn_INF;
   };
   _perc = round(random 100);
   if (_perc <= _PV) then {
    _vehspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxV] spawn DZ_SPAWN_V;
   };

   // check if an index in the array exists
   if (count (_unit getVariable "lightarmor") > 0) then {
   		_perc = round(random 100);
   		//player sidechat format ["percentage: %1", _perc];
   		if (_perc <= _PLA) then {
       		_laspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxLA] spawn DZ_Spawn_LA;
   		};
   };
   _perc = round(random 100);
   //player sidechat format ["percentage: %1", _perc];
   if (_perc <= _PArm) then {
       _armspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxArm] spawn DZ_Spawn_ARM;
   };
   sleep 1;

   // check if an index in the array exists
   if (count (_unit getVariable "air") > 0) then {
       _perc = round(random 100);
       //player sidechat format ["percentage: %1", _perc];
       if (_perc <= _PAir) then {
           _airspawn = [_unit, _logicS, _logicE, _side, _faction, _MaxAir] spawn DZ_Spawn_AIR;
       };
   };
   waitUntil {sleep 1; _temptime = _temptime - 1; _temptime < 1};
   {if (({alive _x} count units _x) == 0) then {deleteGroup _x}} foreach allGroups; 
};
};

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Has anyone replaced the SAD waypoint to a Guard waypoint in the script?

_wp = _spawned addWaypoint [position _locA, 0];

_wp setWaypointType "SAD";

_wp setWaypointSpeed "NORMAL";

[_spawned, 0] setWaypointBehaviour "AWARE";

sleep (random 20);

---------- Post added at 00:29 ---------- Previous post was at 22:47 ----------

The Guard waypoints work well for a large open mission however is there a way to set the respawn of groups only when a group is killed. I know I can set a very high spawn time but would like it to work only if the group is killed. Any input would be great. This is a very nice script.

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Can someone point out where in the script you can adjust the -

spawntimer - amount of time to wait until the spawning of a new unit

scripttime - the amount of waves this script will run (1 wave = 1 iteration of script spawning stuff)

I don't see where you can adjust the numbers):

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AVIBIRD -

You set those values in the script call. It is described at the top of the script itself:

// RUIS script (Random Unit Invasion Script) v1.2
// changed attak waypoint to function as array - allows for spawned group to randomly select a position to move to

// example: nul = [RUguy, [spawn1, spawn2, spawn3], attackwp, spawntimer, Scripttime] execVM "RUIS.sqf"
// unit - this unit will be checked for what side and faction to spawn
// [spawn1, ...] - gamelogics for units to spawn on
// attackwp - an array of positions spawned units will move to (chosen randomly per group)
// spawntimer - amount of time to wait until the spawning of a new unit 
// scripttime - the amount of waves this script will run (1 wave = 1 iteration of script spawning stuff)

So, for example, if you want it to wait five minutes (300 seconds) between waves and for there to be ten waves, your script call would be:

nul = [RUguy, [spawn1, spawn2, spawn3], attackwp, 300, 10] execVM "RUIS.sqf" 

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Has anyone replaced the SAD waypoint to a Guard waypoint in the Scrpit?.
This sounds good. Did you try it? Have them attack two waypoints, drop a guard trig at one, the ungaurded wp should move to reinforce guarded.

I have a mission that you need to repel RUIS or atleast half. But, having trouble finding way to end mission witout using time. does anyone have a good technic for conditions, maybe half of ruis or.....? I don't know, killing all of them seems like way to much.

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@Harzach thanks for the reply but I am a little lost in the demo mission. There is no code like this nul = [RUguy, [spawn1, spawn2, spawn3], attackwp, 300, 10] execVM "RUIS.sqf" within the demo. The RUguy on the map has no code in his init box! There is no inti.sqf within the demo THAT HAS THE CODE. The only code that I found in the RUIS.SQF looks like this nul = [RUguy, [spawn1, spawn2, spawn3], attackwp, spawntimer, Scripttime] execVM "RUIS.sqf" AT THE TOP OF THE SCRIPT but that can't call in the script WTF.

How does the demo call in the script and what is the spawntime and the scripttime set for in the demo mission. WFT. Thanks if someone can tell me. It my be right infront of my face but I can't see it(:

@Placidpaul The guard waypoint works well. I have the demo mission set into a domination edit. What ever town or side mission I am going for the opfor units from the demo will show up at some point. Sometimes all and sometimes only a few groups. I aslo have The DAC script working within the same mission. You have never played domination like this very dynamic!!! you never know were you are going to get into combat on the map. I also have one of the RUIS waypoints on SAD at the airport base. Now that's fun when your trying a take off and you get hit hard from armor units moving into the airbase.

I am a big fan of domination mission but I always felt it was lacking a bit in dynamic combat. Issue fix (:

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I think the demo comes with radio triggers, activations in them. One funny thing about the demo is that there is no functions module on the map, so it no work without cba or no functions module. That one threw me for a loop.

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lol I just found the trigger in the demo lol I looked at it the whole time lol that went over my head so many times looking at it.

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