infiltrator_2k 29 Posted June 30, 2015 I've got various vehicle and air spawn scripts, although I'm looking for one that works similar to I&A where AI air assets will keep spawning until an object is destroyed - in I&A's case the radio towers. I'm currently working on a CQC mission but I'd also like to have helicopters and jets to add a little more of a challenge and dimension to the mission, but I'd ideally like an array of air assets to spawn at any one time and perhaps at different times oppose to set intervals where players know what's coming and at what time albeit until a trigger's activated to stop the air assets spawning. Does anyone have any scripts that can achieve this? Cheers Infil Share this post Link to post Share on other sites
Gunter Severloh 3951 Posted June 30, 2015 Might be one on my list under scripts or in the section for choppers and jets: http://forums.bistudio.com/showthread.php?175400-AI-Compilation-List-of-Addons-Mods-Scripts-amp-Misc&p=2656299#post2656299 Share this post Link to post Share on other sites
infiltrator_2k 29 Posted July 2, 2015 Might be one on my list under scripts or in the section for choppers and jets:http://forums.bistudio.com/showthread.php?175400-AI-Compilation-List-of-Addons-Mods-Scripts-amp-Misc&p=2656299#post2656299 Thank you Gunter, I'll have a good look ;) Share this post Link to post Share on other sites
fn_Quiksilver 1633 Posted July 2, 2015 Thank you Gunter, I'll have a good look ;) Feel free to pull the one out of I&A, it should be reasonably modular with some tweaking. What spawn conditions did you require, and what sort of air assets were you intending for it to spawn? Share this post Link to post Share on other sites
infiltrator_2k 29 Posted July 2, 2015 Feel free to pull the one out of I&A, it should be reasonably modular with some tweaking.What spawn conditions did you require, and what sort of air assets were you intending for it to spawn? I&A is an awesome mission and I've hosted and played many hours of it. The air assets and trigger conditions it has would be absolutely perfect for what I need, but the structure of I&A is pretty complex for a noob like me to decipher and I wouldn't know where to start pulling it :( Share this post Link to post Share on other sites
HazJ 1288 Posted July 2, 2015 (edited) Not tested. Hostile_Air.sqf : // Created by: Haz if (!isServer) exitWith {}; _Start = [_this, 0, objNull] call BIS_fnc_param; _Side = [_this, 1, objNull] call BIS_fnc_param; _Types = [_this, 2, objNull] call BIS_fnc_param; _Amount = [_this, 3, objNull] call BIS_fnc_param; _Delay = [_this, 4, objNull] call BIS_fnc_param; _Position = ""; if (_Start in allMapMarkers) then { _Position = getMarkerPos _Start; } else { if (typeName _Position == "ARRAY") then { _Position = _Start; } else { _Position = getPos _Start; }; }; _Center = createCenter _Side; _Group = createGroup _Side; for "_i" from 0 to _Amount do { _Type = _Types call BIS_fnc_selectRandom; _Air = createVehicle [_Type, _Position, [], 0, "FLY"]; _Crew = [_Air, _Group] call BIS_fnc_spawnCrew; sleep 1; }; _Sleep = (_Delay select 0) + random (_Delay select 1); sleep _Sleep; nul = [_Start, _Side, _Types, _Amount, _Delay] execVM "Hostile_Air.sqf"; nul = ["Marker", opfor, ["O_Heli_Light_02_F", "O_Heli_Attack_02_F", "O_Plane_CAS_02_F"], 2, [600, 1200]] execVM "Hostile_Air.sqf"; Dirty Haz Edited July 2, 2015 by Dirty Haz Share this post Link to post Share on other sites
infiltrator_2k 29 Posted July 3, 2015 Not tested.Hostile_Air.sqf : // Created by: Haz if (!isServer) exitWith {}; _Start = [_this, 0, objNull] call BIS_fnc_param; _Side = [_this, 1, objNull] call BIS_fnc_param; _Types = [_this, 2, objNull] call BIS_fnc_param; _Amount = [_this, 3, objNull] call BIS_fnc_param; _Delay = [_this, 4, objNull] call BIS_fnc_param; _Position = ""; if (_Start in allMapMarkers) then { _Position = getMarkerPos _Start; } else { if (typeName _Position == "ARRAY") then { _Position = _Start; } else { _Position = getPos _Start; }; }; _Center = createCenter _Side; _Group = createGroup _Side; for "_i" from 0 to _Amount do { _Type = _Types call BIS_fnc_selectRandom; _Air = createVehicle [_Type, _Position, [], 0, "FLY"]; _Crew = [_Air, _Group] call BIS_fnc_spawnCrew; sleep 1; }; _Sleep = (_Delay select 0) + random (_Delay select 1); sleep _Sleep; nul = [_Start, _Side, _Types, _Amount, _Delay] execVM "Hostile_Air.sqf"; nul = ["Marker", opfor, ["O_Heli_Light_02_F", "O_Heli_Attack_02_F", "O_Plane_CAS_02_F"], 2, [600, 1200]] execVM "Hostile_Air.sqf"; Dirty Haz Thank you Dirty Haz I'll give it go. Share this post Link to post Share on other sites
tpw 2315 Posted July 3, 2015 There's an ambient jet/helicopter spawning script (TPW AIR) in TPW MODS which you also might be able to adopt to your needs. Share this post Link to post Share on other sites
infiltrator_2k 29 Posted July 5, 2015 There's an ambient jet/helicopter spawning script (TPW AIR) in TPW MODS which you also might be able to adopt to your needs. Sweet :) Share this post Link to post Share on other sites