lawman_actual 24 Posted May 26, 2015 I'm trying to work on a basic system whereby a deceased unit is added to a count of units "on standby". When there is (for example) 4 units on standby, the 4 dead units are replaced by a new fireteam, who are then assigned an objective from scratch and wander off to do their thing. So my query is about how I go about referring to these newly spawned units after they have spawned? Example Let's say I've spawned just 1 new unit. I want that unit in a group, and I want to move that group somewhere. ???? join groupleadersname How? Share this post Link to post Share on other sites
zectbumo 10 Posted May 26, 2015 _unitPos = [1760,5920,0]; _group = createGroup west; _unit = "B_engineer_F" createUnit [_unitPos, _group]; _wpPos = [1765,5872,0]; _radius = 10; _wp = _group addWaypoint [_wpPos, _radius]; _unit setCurrentWaypoint _wp; Share this post Link to post Share on other sites
lawman_actual 24 Posted May 27, 2015 _unitPos = [1760,5920,0]; _group = createGroup west; _unit = "B_engineer_F" createUnit [_unitPos, _group]; _wpPos = [1765,5872,0]; _radius = 10; _wp = _group addWaypoint [_wpPos, _radius]; _unit setCurrentWaypoint _wp; Ok, so you're saying you add the new unit to a group through the createUnit command and then you have to control it through it's group? I attempted to work with this yesterday but I couldn't get the group to create. I read on the BI page on createGroup that; " An HQ (center) for that side must already be in the Mission.sqm or have been initialized with createCenter" This might explain why I couldn't seem to get the new unit to join a group. I had a radio trigger that was supposed to display units within a group in sidechat so I could check if the unit was being added properly, but it would only return "any". From what I could gather the group wasn't being created. How do I create a "HQ centre" in the Mission.sqm? Thanks Share this post Link to post Share on other sites
lawman_actual 24 Posted May 28, 2015 I've been messing around with this for a day or two and I'm still having some difficulty. I've got the four units I want to spawn in, but I can't seem to get them to move where I want. Here's the script I'm working with; _newgroup = createGroup west; _leadunit = "B_Soldier_GL_F" createUnit [getMarkerPos "respawn1",_newgroup,"",0.5,"CORPORAL"]; sleep 1; "B_soldier_AR_F" createUnit [getMarkerPos "respawn1",_newgroup]; sleep 1; "B_medic_F" createUnit [getMarkerPos "respawn1",_newgroup]; sleep 1; "B_Soldier_F" createUnit [getMarkerPos "respawn1",_newgroup]; player groupChat "checkpoint 1 passed"; _wpPos = getMarkerPos "point1"; _thisobjective = _newgroup addWaypoint [_wpPos]; _leadunit setCurrentWaypoint _thisobjective; player groupChat "checkpoint 2 passed"; The checkpoints are all passing so I know the script is finishing. Note that I also ran a groupChat to call out _wpPos after it was set; the coordinates came back correct, so I know that it is correctly selecting 'point1' as the waypoint destination Everything else works Ok, but the units just stand there and don't move anywhere. ---------- Post added at 10:32 ---------- Previous post was at 10:29 ---------- Disregard my last. Discovered a second later that adding the radius makes it work. :rolleyes: ---------- Post added at 11:54 ---------- Previous post was at 10:32 ---------- Slight problem adding something to the init of a created unit. I can get the unit to spawn just fine using a code like this; _leadunit = "B_Soldier_GL_F" createUnit [getMarkerPos "respawn1",_newgroup,"",0.5,"CORPORAL"]; But I need to make it so that newly spawned units trigger a script on their death. So I tried the following; _leadunit = "B_Soldier_GL_F" createUnit [getMarkerPos "respawn1",_newgroup, _leadunit addEventHandler ["killed", {null = [] execVM "respawni.sqf";}],0.5,"CORPORAL"]; No Dice. The script carries on, but the unit I want doesn't spawn in. Seems weird since the code I've added is almost exactly the same as what I've placed in the init of starting units; this addEventHandler ["killed", {null = [] execVM "respawni.sqf";}]; The above works just fine. Share this post Link to post Share on other sites