nebulazerz 18 Posted July 6, 2016 I have written a script to spawn a vehicle in the middle of 2 bases that red and blu can contend over, when blue kills red they get money and vice versa but I have run into a problem with spawning neutral vehicles. If I use an opfor vehicle then when i kill opfor from the vehicles weapon, it thinks I am killing a friendly. Is there a way that when I spawn this vehicle with this script I can also set the vehicles faction or tell it to ignore that it has a faction? if (isServer) then { disableSerialization; private["_position","_direction","_nearestTargets","_scanArea"]; //Create Marker createMarker ["LSVM1",[2914.5,12625.5]]; "LSVM1" setMarkerType "Empty"; "LSVM1" setMarkerSize [2, 2]; //Check if the marker has any cars near it _position = getMarkerPos "LSVM1"; _scanArea = 5; _direction = 125; _nearestTargets = nearestObjects[_position,["landVehicle","Air","Ship"],_scanArea] select 0; //if the marker has no cars near it then spawn the new car with nothing in inventory if (!isNil "_nearestTargets") then { sleep 300; }else{ _veh = createVehicle ["O_T_LSV_02_armed_F", _position, [], 0, "FLY"]; _veh setVariable ["BIS_enableRandomization", false]; _veh setDir _direction; _veh setPos [2914.5,12625.5,4]; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; clearItemCargoGlobal _veh; _veh setVehicleVarName "MercLSV1"; MercLSV1 = _veh; //Delete Vehicle in 299 Seconds and delete the marker execVM "Classes\Merc\Vehicles\Veh1Cleanup.sqf"; deleteMarker "LSVM1"; sleep 300; }; }; }; Share this post Link to post Share on other sites
nebulazerz 18 Posted July 8, 2016 I have written a script to spawn a vehicle in the middle of 2 bases that red and blu can contend over, when blue kills red they get money and vice versa but I have run into a problem with spawning neutral vehicles. If I use an opfor vehicle then when i kill opfor from the vehicles weapon, it thinks I am killing a friendly. Is there a way that when I spawn this vehicle with this script I can also set the vehicles faction or tell it to ignore that it has a faction? EDIT: NVM changing the level system fixed it. while{true} do{ if (isServer) then { disableSerialization; private["_position","_direction","_nearestTargets","_scanArea"]; //Create Marker createMarker ["LSVM1",[2914.5,12625.5]]; "LSVM1" setMarkerType "Empty"; "LSVM1" setMarkerSize [2, 2]; //Check if the marker has any cars near it _position = getMarkerPos "LSVM1"; _scanArea = 5; _direction = 125; _nearestTargets = nearestObjects[_position,["landVehicle","Air","Ship"],_scanArea] select 0; //if the marker has no cars near it then spawn the new car with nothing in inventory if (!isNil "_nearestTargets") then { sleep 300; }else{ _veh = createVehicle ["O_T_LSV_02_armed_F", _position, [], 0, "FLY"]; _veh setVariable ["BIS_enableRandomization", false]; _veh setDir _direction; _veh setPos [2914.5,12625.5,4]; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; clearItemCargoGlobal _veh; _veh setVehicleVarName "MercLSV1"; MercLSV1 = _veh; //Delete Vehicle in 299 Seconds and delete the marker execVM "Classes\Merc\Vehicles\Veh1Cleanup.sqf"; deleteMarker "LSVM1"; sleep 300; }; }; }; This is actually still a problem, even using larrows xp/money system tested on a dedicated server with clients connected. It gives me score when i kill, but its not giving me money or xp because it thinks the vehicle is killing and not the player for the side check in the xp system. Is there no way to make this vehicle spawn as independent owned rather than opfor owned? If i can spawn things as independent then it is neutral to both sides but that still might not fix it because it thinks the vehicle is killing, so in that case i would have to look into tying score gain to xp/money gain instead of just looking for kills? I wish that BI would just make it so it is bypassing the vehicle as the killer and just think its the player, kind of an annoying bug for level systems. Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 8, 2016 I think it should be possible with assigning the veh8cle to a group of the side u need. if u not have already a group wh8ch is suitable then u can create 9ne. But be aware bout the 144 groups limit and use a script to clean up groups which have no members because afaik arma isnt deleting empty groups automatically. This code creates a group and assigns a vehicle to it: _group1 = createGroup west; _group1 addVehicle your_desired_vehicle; Now is your_desired_vehicle part of side west and should be treated as those one. 1 Share this post Link to post Share on other sites