Blitzen 10 Posted February 4, 2012 Nikiller, I added new dummy units for resistance, west, and east and now it works great!! I can see how this script could be really flexible and fun to use--especially in advance and capture style missions. For example, if you wanted the player to capture three towns in successive order, you could create three UPS zones and multiple spawn points per city. Then you could create a big trigger that would execute the spawn script when the player got a certain distance from the city! Muahahahah! :cool: Would you be able to add this additional script that would add inifinite respawn/more respawns? That would be sooo cool because because you could specify how many "waves" of AI groups the player would have to fight through. Thank you for your help! Share this post Link to post Share on other sites
rellikki 7 Posted March 4, 2012 This script delete trigger after activation. It saves a lot of performance.... NB: Never use this this script with repeatidly trigger. Just wondering, why shouldn't I use it on triggers activated repeatedly? Didn't notice anything harmful in it. Share this post Link to post Share on other sites
nikiller 18 Posted March 4, 2012 hi, Just wondering, why shouldn't I use it on triggers activated repeatedly? Didn't notice anything harmful in it. You are right it technically deletes repeatedly trigger but your trigger will not work anymore after it has been deleted. Let's say you have a minefield in a tigger set to repeatedly, if a unit activate it and the trigger is deleted after activation your minefield will be deactivated and others units will be able to walk in the minefield without problem. Another example, if you use repeatedly trigger to count if one side dominate the other in a town the trigger will be deleted after the first activation and will not do his count job anymore. Of course, you can delete repeatedly triggers, but ONLY if you don't need it anymore. I made a little demo with the minefield example to show how it works: DEMO LINK @Blitzen: Sorry mate I forgot about you request. I had a look and unfortunetly I fail to find a way to add more respawn to spawnsquad.sqf. For that I will have to write another spawning script from scratch. cya. Nikiller. Share this post Link to post Share on other sites
matteo1944 10 Posted March 11, 2012 Hey Nikiller,it seems that link for demo dont work anymore(at least for d-day mg,and tank firing in defined area),so can you reupload them,or give another link? Share this post Link to post Share on other sites
nikiller 18 Posted March 11, 2012 hi, Hey Nikiller,it seems that link for demo dont work anymore(at least for d-day mg,and tank firing in defined area),so can you reupload them,or give another link? Done. Thanks for reporting dead links. cya. Nikiller. Share this post Link to post Share on other sites
matteo1944 10 Posted March 11, 2012 Whoa! That was FAST! But(there must be at least one BUT...) it seems that the other links arent working as well... :butbut: Share this post Link to post Share on other sites
medusacadenza 6 Posted May 24, 2013 Nikiller, I also wondered if you could fix all the dead links. Thanks in advance. Share this post Link to post Share on other sites
nikiller 18 Posted May 24, 2013 hi, I will check all links one by one tomorrow and fix them if needed. cya. Nikiller. Share this post Link to post Share on other sites
nikiller 18 Posted May 25, 2013 (edited) hi, I think all links work now. Say me if not. I will post new scripts soon. cya. Nikiller. Edited May 25, 2013 by Nikiller Share this post Link to post Share on other sites
medusacadenza 6 Posted May 25, 2013 Thanks. Great scripts. Wish there were other scripts to reduce ai accuracy (I've posted this in another thread) aside form HD. Share this post Link to post Share on other sites
nikiller 18 Posted June 8, 2013 (edited) hi, This script spawn a random minefield in a square. You can see the mines then you can avoid them and cross the minefield if you are careful. You can set the size of the square and the mines number. If one of the victim defined in the array is less than 1m from the mine it will blow up and shrapnels will be ejected around. I tested it with a 100x200 square and 500 mines without too much performance impact. This script can easily be used with mine addons like CoC. Addon needed: N/A Addon suggested: CoC mines Version: 1.0 By: Nikiller Credits: Nikiller MP compatable: Yes Required version: OFP 1.96 or CWA (ofp 1.99) Description: This script spawn a random minefield in a square. You can set the size of the square and the mines number installation: put the misc folder in your mission folder. Note:If you want a lot of mines it could take a bit time to spawn (0.1sec/mine) init.sqs ;******************************** ;Init Script by Nikiller v0.9b ;contact: nikillerofp@hotmail.fr ;[] exec "scriptName.sqs" ;******************************** nik_host=local server nik_players=[p1,p2] ;----------------------------------------------------------------------------------------- ; AP mine ;----------------------------------------------------------------------------------------- nik_finzone=preprocessFile "misc\minefield\inzone.sqf" [gl_minefield,50,25,100] exec "misc\minefield\build_minefield.sqs" exit ap_mine.sqs ;************************************** ;AP mine Script by Nikiller v0.9b ;Blow when an array of units is < 1m ;Note: place a game logic named server ;contact: nikillerofp@hotmail.fr ;[unitName] exec "scriptName.sqs" ;example: [mine1] exec "scriptName.sqs" ;************************************** if nik_host then {} else {goto "ende"} _m = _this select 0 _exp=getPos _m _cx=_exp select 0 _cy=_exp select 1 _ammotype1="GrenadeHand" _ammotype2="BulletSingleW" _i=0 _j=20 _d=0.1 _dist=1 #check ~_d if (([nik_players,_m,_dist] call nik_finzone) || !(alive _m)) then {_m setPos [0,0,0]} else {goto "check"} _boom=_ammotype1 createVehicle _exp #shrap _step=random 360 _dist=1+random 10 _rx=_cx+_dist*sin _step _ry=_cy+_dist*cos _step _rheight=0 _shrapnel=_ammotype2 createVehicle [_rx,_ry,_rheight] _i=_i+1 ~_d if (_i<_j) then {goto "shrap"} #delete ~1 deleteVehicle _m #ende exit build_minefield.sqs ;******************************************************* ;Build minefield Script by Nikiller v0.9b ;spawn random AP mines in defined area ;Note: place a game logic named server ;contact: nikillerofp@hotmail.fr ;[unitName,axisx,axisy,mineNumber] exec "scriptName.sqs" ;example: [gl1,1600,500,500] exec "scriptName.sqs" ;******************************************************* if nik_host then {} else {goto "ende"} _u = _this select 0 _sx = _this select 1 _sy = _this select 2 _nu = _this select 3 _ap="bomb" _pu=getPos _u _d=0.1 _i=0 _j=_nu _l="l" ~5 #l ~_d _cx=_pu select 0 _cy=_pu select 1 _cz=_pu select 2 _cx=_cx+random _sx _cy=_cy+random _sy _cz=0 _mine=_ap createVehicle [_cx,_cy,_cz] _mine setDir random 360 [_mine] exec "misc\minefield\ap_mine.sqs" _i=_i+1 if (_i<_j) then {goto _l} #ende exit inzone.sqf // in_zone private [{_u_ar},{_obj},{_dis},{_zone},{_c},{_i}]; _u_ar = _this select 0; _obj = _this select 1; _dis = _this select 2; _zone=false; _c=count _u_ar; _i=0; while {(_i < _c) and (not _zone)} do { _u=_u_ar select _i; if (alive _u) then { if ((vehicle _u) distance _obj < _dis) then { _zone=true; }; }; _i=_i+1; }; _zone Here's a demo to show how it works: DEMO LINK cya. Nikiller. Edited June 9, 2013 by Nikiller Share this post Link to post Share on other sites
kenoxite 156 Posted June 9, 2013 Good stuff. Coincidentally, I was finally going to script some IED stuff for WW4 EXT but this might save me some work. Share this post Link to post Share on other sites