Jump to content
Sign in to follow this  
ufopilot

Spawn OPFOR squad after X amount of civilians are killed

Recommended Posts

Hello there,

i want to include the above mentioned "penalty" for random civilian killings.

It should behave like this: provide a warning on the first offense,create a mapmarker for everyone to see on the second offense and spawn some kind of "special avenging squad" close to the person doing it.

Found an example for the first two things but im kinda lost on the "spawn a special squad" part.

Could anyone point me in the right direction for this?

if (isServer)then{
_unit=(_this select 0);

_unit addEventHandler ["killed", {
_unit=		(_this select 0); // UNIT THAT DIED
_killer=	(_this select 1); // UNIT THAT KILLED THE UNIT


if (isPlayer _killer)then{ // IF KILLER IS A PLAYER
_id =		format ["civScriptid%1",_unit]; // UNIQUE MARKER NAME
_text=		format ["%1 Killed a civilian",name _killer]; // FORM MARKER TEXT


_mkr = createMarker [_id,getPosASL _unit]; // CREATE MARKER
_mkr setMarkerShape "ICON";
_mkr setMarkerType "hd_warning";
_mkr setMarkerText _text;
_mkr setMarkerColor "colorRed";
_mkr setMarkerAlpha 0.5;

_unit removeAllEventHandlers "killed"; // REMOVE EVENT HANDLER
		};
	}];
};

many thanks for your time

Share this post


Link to post
Share on other sites

mySquad = [your-position-here-in-array-format,side-of-squad-your-spawning,config-path-to-squad] call BIS_fnc_spawnGroup;
{
   _x setSkill random 1;
} foreach mySquad;

should do the job. You'll need to do a bit of work on your part to fully integrate it, but even a non-scripter should be able to figure out what i put in the parameters to send to BIS_fnc_spawnGroup to create a group of OPFOR units for you.

You'll need to get another position in the script in order for the group to not unfairly spawn on top of the player.

Share this post


Link to post
Share on other sites

that points me in the direction,will try to work with your suggestions.thank you austin_medic!

Share this post


Link to post
Share on other sites
that points me in the direction,will try to work with your suggestions.thank you austin_medic!

If you wanna go fancy you could also spawn around 40 units, put them as cargo into a convoy of few trucks led by a .50cal technical and let them engage the civ killer, that's how I'd do it.

Or you could let them para in, could also work wonders.

Share this post


Link to post
Share on other sites

i was thinking about paradrop around the general player area because just spawnining them 200m away of the players position lacks the "woa,why is this happening" effect

Share this post


Link to post
Share on other sites

well,i just tried the code example from my first post and it doesn`t work/do anything.No idea if thats because i use @CAF type civilians or not.Back to the drawing board...

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  

×