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fusion13

move a group of players?

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Hello, I am spawning a group of enemy AI's and I was wondering how I could get the doMove to work on them the way I am using to spawn them in is.

_grp = [getMarkerPos "spawnhereyolo", WEST, ["O_Soldier_lite_F", "O_Soldier_lite_F", "O_Soldier_lite_F", "O_Soldier_lite_F", "O_Soldier_lite_F"],[], ["SERGEANT", "PRIVATE", "PRIVATE", "PRIVATE", "PRIVATE"],[0.3,0.1,0.1,0.1,0.1],[],[],round (random 360)]  null=[grp,(getMarkerPos "spawnhereyolo"),500] call bis_fnc_spawn;

Thanks,

Fusion:yay::yay::yay::yay::yay:

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That's alot of stuff just to spawn a group lol. Something like this maybe? Hope it helps.


//using bis_fnc_spawnGroup instead of bis_fnc_spawn
_group = [getMarkerPos "spawn1", side player, (configFile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "the_group_type")] call BIS_fnc_spawnGroup;

//set skill array works magic
{
   _x setSkill ["general",1];
   _x setSkill ["aimingAccuracy",0.3];
   _x setSkill ["aimingShake",0.4];
   _x setSkill ["aimingSpeed",0.7];
   _x setSkill ["endurance",0.3]; //no longer works?
   _x setSkill ["spotDistance",0.2];
   _x setSkill ["spotTime",0.2];
   _x setSkill ["courage",1];
   _x setSkill ["reloadspeed",0.5];
   _x setSkill ["commanding",1];
   _x doMove getPos someObject; //make the unit move to the position
} forEach units _group;

---------- Post added at 17:17 ---------- Previous post was at 17:06 ----------

You can use setSkill array too, so the spawned AI aren't defaulting to skill 1 (aimbot terminators), without sacrificing vital skills. ie; leadership, courage etc. Low accuracy and shake really helps out in creating good (lasting) firefights. That's what really makes the banana's dance!

:yay::yay::yay::yay::yay:

Edited by Iceman77

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.......... (aimbot terminators).........That's what really makes the banana's dance!

:yay::yay::yay::yay::yay:

man, thats a good one Aimbot Terminatiors :P :yay:

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