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robrogamer

Wave Script

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need a simple script where i can have enemy units spawn in like a wave.

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Hey this isn't a straight forward but you can maybe try something like in this thread I am also working on this question I will let you know what I come up with if you didn't solve this by then :D

####MAY HAVE FOUND A WAY####

I made a trigger and made it spawn a unit at a certain marker, Let me know if you wanna do it that way!

Edited by Fusion13

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Both UPS and UPSMON allow you to set many parameters for spawned groups, including how many waves, or clones you want to have as well as a large range of control and configurations you may want those clones to have.

For example,

here's a list of the parameters UPSMON allows;-

Optional parameters: _
//    random      = Place unit at random start position.
//    randomdn    = Only use random positions on ground level.
//    randomup    = Only use random positions at top building positions. 
//    min:n/max:n = Create a random number (between min and max) of 'clones'. ("min:",2,"max:",5)
//    init:string = Custom init string for created clones.
//    nomove      = Unit will stay or hide in the near buildings until enemy is spotted.
//    nofollow    = Unit will only follow an enemy within the marker area.(When fight sometimes can go outside)
//    onroad      = Unit will get target destination only on the roads 
//    nosmoke     = Units will not use smoke when s/o wounded or die.
//    delete:n    = Delete dead units after 'n' seconds.
//    nowait      = Do not wait at patrol end points.
//    noslow      = Keep default behaviour of unit (don't change to "safe" and "limited").
//    noai        = Don't use enhanced AI for evasive and flanking manoeuvres.
//    trigger     = Display a message when no more units are left in sector.
//    empty:n     = Consider area empty, even if 'n' units are left.
//    reinforcement  = Makes squad as reinforcement, when alarm KRON_UPS_reinforcement==true this squad will go where enemy were.
//    reinforcement:x  = Makes squad as reinforcement id, when alarm KRON_UPS_reinforcementx==true this squad will go where enemy were.
//    fortify = makes leader order to take positions on nearly buildings at distance 200 meters, squad fortified moves less than "nomove"
//	  aware,combat,stealth,careless defines default behaviour of squad
//    noveh       = the group will not search for transport vehicles (unless in fight and only combat vehicles)
//    nowp  = No waypoints will be created for this squad UNTIL ENEMY DETECTED, this squad will communicate enemies but will not be moved by UPSMON until enemy detected, after that upsmon takes control of squad
//    nowp2 = No waypoints will be created for this squad UNTIL ENEMY DETECTED and damaged, this squad will communicate enemies but will not be moved by UPSMON until enemy detected and damaged, after that upsmon takes control of squad
//	  nowp3	= No waypoints will be created for this squad in any way, this squad will communicate enemies but will not be moved by UPSMON.
//	  ambush	= Ambush squad will not move until in combat, will lay mines if enabled and wait for incoming enemies stealth and ambush when near or discovered.
//	  ambush2	= Ambush squad will not move until in combat, will NOT LAY MINES and wait for incoming enemies stealth and ambush when near or discovered.
//	  ambush:n	= Creates an ambush and wait maximum the specified time n in seconds. you can put 0 seconds for putting mines and go away if combined with "move" for example
//	  ambush2:n = Same as ambush:n but without laying mines.
//	  respawn = allow squad to respawn when all members are dead and no targets near
//	  respawn:x = allows to define the number of times squad may respawn.
//    showmarker  = Display the area marker.
//    track       = Display a position and destination marker for each unit.

Ask questions about these scripts in their respective threads.

Good luck.

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that sounds cool how did you do it?

My way or the above? If talking about my way.

I used a trigger with the on act of

 "B_soldier_AR_F" createUnit [getMarkerPos "spawn", group player]; 

and then made a marker called "spawn" on the map but only one issue, I cant figure out the spawn for other teams... :/

Hope this was a boost tho

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and then made a marker called "spawn" on the map but only one issue, I cant figure out the spawn for other teams... :/

Hope this was a boost tho

you mean for ai teams??

---------- Post added at 02:47 ---------- Previous post was at 02:37 ----------

My way or the above? If talking about my way.

I used a trigger with the on act of

 "B_soldier_AR_F" createUnit [getMarkerPos "spawn", group player]; 

and then made a marker called "spawn" on the map but only one issue, I cant figure out the spawn for other teams... :/

Hope this was a boost tho

yeah but this only spawn one person.

do you have skype or teamspeak so we can work together?

**UPDATE**

if you put in an enemy solider it adds him to your squad and acts just like a friendly unit???

Edited by RobroGamer

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you mean for ai teams??

---------- Post added at 02:47 ---------- Previous post was at 02:37 ----------

yeah but this only spawn one person.

do you have skype or teamspeak so we can work together?

**UPDATE**

if you put in an enemy solider it adds him to your squad and acts just like a friendly unit???

I do have a skype I will pm you it and I know I ama trying tk get the enemy spawn down along with multiple units

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