Koni 1 Posted September 12, 2011 I'm trying to move a unit from one location to another, backwards and forwards, in a loop. Been trying with this for a few hours and not much luck . lol This is the result I'm trying to get. unitname setPos (getPos loc1); sleep 5; unitname setPos (getPos loc2); sleep 5; unitname setPos (getPos loc1); sleep 5; unitname setPos (getPos loc2); etc etc, but in a better format, without needing endless gibberish Thanks Share this post Link to post Share on other sites
Muzzleflash 108 Posted September 12, 2011 This is one solution. [] spawn { while {true} do { _cycle = [loc1, loc2]; _obj = unitname; { sleep 5.0; _obj setPos (getPos _x); } forEach _cycle; }; }; Share this post Link to post Share on other sites
Koni 1 Posted September 12, 2011 That was a world away from what I was trying. Took the hen script you did earlier, and chopped and changed it every which way, got it to move the unit to the first loc1 but nothing after that. Brilliant, thanks, yet again Muzzleflash :) Share this post Link to post Share on other sites
Muzzleflash 108 Posted September 12, 2011 Completely forgot about that animal thread. Glad you got it working :) I'm a bit curious why do you need to teleport something between some spots every couple of seconds? Share this post Link to post Share on other sites
Koni 1 Posted September 12, 2011 It's because of the animal script. Part of the first mission of what is becomming a campaign I'm working on now, is to find and steal Hens and Goats for your Farmstead. Since just teleporting animals to another location dosen't work propperly "they walk all the way back to where they started from" if you teleport them, they now get deleted and replacements get spawned back at the Farmstead. To spawn them and be able to count them, my only solution I could figure out was to join them to a group, where the group leader is actually a hidden man, then I could count how many animals was in that group. Now when I stole goats, and they spawned at the farm, they would join their hidden man unit so I could count them, but they would all just line up in formation and stand still in a big V shape, which looked stupid. So my logic was to have the HIDDEN unit leader man move around on waypoints around the farm every so often, making the goats follow him, making the scene look realistic, having the goats wandering around, BUT if you we're close to the hidden group leader you could hear his footsteps, like a ghost. So, just teleporting him from one side of the farm to the other, probably every 30 seconds should have the desired effect of the goats wandering around following their leader, but not hearing the leaders footsteaps. Sorry, big explaination, for such a simple task, lol, and most probably there would have been a far easier way of doing what I'm doing. Share this post Link to post Share on other sites
Muzzleflash 108 Posted September 12, 2011 (edited) That's an uhmm very interesting solution. If you can group the animals might have been simpler to just give them a waypoint every now and then. http://community.bistudio.com/wiki/selectLeader http://community.bistudio.com/wiki/move Nevermind misread. But gues you could just use doMove on every animal to some random pos in the farm every now and then. Edited September 12, 2011 by Muzzleflash Share this post Link to post Share on other sites
Koni 1 Posted September 12, 2011 Animals don't respond to commands though, well mine never have anyway :) I've tried in the past, and they just stand there. Share this post Link to post Share on other sites