Jump to content
Sign in to follow this  
b00tsy

issues with cached groups and triggers

Recommended Posts

Hi guys,

I am creating a simple town defense mission with opfor groups surrounding a town. I have around 300 AI in multiple groups around the town holding that position till triggers on countdown actives them to move to the town with the condition 'attacknow = true'. That is all working properly and they will all attack with a few minute gaps between them when the countdown ended. But because it is so much AI I wanted to reduce the load by placing all the units except the leaders in cache using this unit cache script I found on armaholic. However this script messes up all the triggers and the groups will now not wait anymore till the trigger/waypoint condition is met, all the groups starts advancing to the town right away totally ignoring the 'true && AttackNow;' condition in the waypoint.

Is this script in armaholic simply not compatible with ArmA2 (it sais it is, but it originates from OPF), or is there a way around this problem? Anyone have experience using that cache script from armaholic? The script works fine when groups are in a simple 'move' cycle, but as soon you add conditions to the waypoint it gets messed up and the condition is ignored.

Share this post


Link to post
Share on other sites

Bump... I would like to know these answers too. I haven't done much with caching, and will avoid it if this is unresolved.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×