Blitzer134 1 Posted April 14, 2013 i'll spawn civilians like this if (!isServer) exitWith {}; waituntil {!isnil "bis_fnc_init"}; civ = createGroup east; sleep 0.5; "O_soldier_TL_F" createUnit [getMarkerPos "spwn1", civ ,"civ _1 = this,0.8, "sergeant"]; sleep 0.5; how can I delete them when we leave area because only a few will die by a bomber don't want randoms walking around or is there easier ways Share this post Link to post Share on other sites
bearbison 10 Posted April 14, 2013 OK, so not looked yet to see what side each faction is on and I have not tested this method in A3 and just calling it a night so can't test, but you could use something like a trigger around your area with the condition of WEST countside thislist == 0 && obj1done assuming you have an objective that completes before you move out and in my case name obj1done. Then in the on act have {if (side _x == east AND _x in thisList) then {_x setDamage 1};} foreach thisList; which would kill the units when you leave the area. There may be better ways of doing it but this should work assuming you have the sides correct. Share this post Link to post Share on other sites
Blitzer134 1 Posted April 14, 2013 WEST countside thislist == 0 && obj1done ]. Then in the on act have {if (side _x == east AND _x in thisList) then {_x setDamage 1};} foreach thisList; . WEST countside thislist == 0 && !alive ied not working maybe i'm doing something wrong i'll keep trying after some sleep thanks for help Share this post Link to post Share on other sites
bearbison 10 Posted April 15, 2013 Just did a quick test and working for me, noticed the only thing I forgot to say was change the activation to anybody, if you still can't get it working I will upload a test mission for you Share this post Link to post Share on other sites
Blitzer134 1 Posted April 15, 2013 sorry to be a pain could you upload test mission please ? Share this post Link to post Share on other sites
sasij 1 Posted April 16, 2013 What about something basic like this? while {alive _unit} do { if((getMarkerPos "spwn1" distance _unit)>200) _unit setDamage 1; }; Share this post Link to post Share on other sites
bearbison 10 Posted April 16, 2013 No pain, you can download an example mission at http://www.rustyinplaces.org/armaediting/deleteai.Stratis.7z I have created a zone marked which you can go out of and the ai will stay alive, if you then go in and destroy the ammo crate and then leave the area the ai will be killed and a hint will appear. Share this post Link to post Share on other sites
Blitzer134 1 Posted April 16, 2013 @BearBison CHEERS thats perfect the problem was the civies thanks for your help @sasij thanks Share this post Link to post Share on other sites