swtx 42 Posted December 24, 2016 If I use this: {deleteVehicle _x} forEach crew _yourVeh; How do you utilize this in a script to keep default units from spawning with the Prowler in game? I'm looking for a empty vehicle to spawn with my custom recon team. Thx in advance for your help. Share this post Link to post Share on other sites
Tankbuster 1733 Posted December 24, 2016 {_vehiclename deletevehicle _x} foreach crew _vehiclename; Don't know if you knew your code wouldn't work or if it's just there for representation. :) Share this post Link to post Share on other sites
computer 113 Posted December 25, 2016 https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new)#in-missions-mission-makers You must use CBA's Extended Eventhandelers. Share this post Link to post Share on other sites
swtx 42 Posted December 25, 2016 So by utilizing extended event handlers as a pre-Init call, I would be able to call the script from cfg groups in my custom unit config ? Tankbuster, if i set the variable name "_vehiclename" equal to the class name of the prowler i want to use in game, would that allow me to spawn an empty vehicle in game? I apologize for my lack of scripting knowledge. If you know what code would work best to achieve this please feel free to post it below. Again, thx for your input. Share this post Link to post Share on other sites
Tankbuster 1733 Posted December 25, 2016 Your question isn't clear. How are you planning to spawn the vehicle in the game? Script, trigger, Zeus, a debug tool? Until we know what you want to achieve, it's hard for us to help. Why is the vehicle spawning with crew? What's spawning it Share this post Link to post Share on other sites
swtx 42 Posted December 25, 2016 I'm spawning the Prowler via config, specifically via config groups. class Motorized { name = "Recon"; class bluf_motorized_nswu_motorized_recon_team { name = "[NSWU] Motorized Recon Team"; side = 1; faction = "BLU_F"; icon = "\A3\ui_f\data\map\markers\nato\b_recon.paa"; rarityGroup = 0.5; class Unit0 { position[] = { 0 , 0 , 0 }; rank = ""; side = 1; vehicle = "B_LSV_01_armed_black_F"; }; class Unit1 { position[] = { 5 , -5 , 0 }; rank = "CAPTAIN"; side = 1; vehicle = "Custom_Uniform"; }; class Unit2 { position[] = { -5 , -5 , 0 }; rank = "PRIVATE"; side = 1; vehicle = "Custom_Uniform_LS"; }; class Unit3 { position[] = { 10 , -10 , 0 }; rank = "PRIVATE"; side = 1; vehicle = "Custom_Uniform_LS4"; }; class Unit4 { position[] = { -10 , -10 , 0 }; rank = "PRIVATE"; side = 1; vehicle = "Custom_Uniform_LS7"; }; class Unit5 { position[] = { -15 , -10 , 0 }; rank = "PRIVATE"; side = 1; vehicle = "Custom_Uniform_LS3"; }; }; }; Unfortunately, the this group is spawning with a default ARMA crew. I want to spawn this group with an empty prowler. Thx Share this post Link to post Share on other sites
Tankbuster 1733 Posted December 26, 2016 Why are you spawning it via config? Share this post Link to post Share on other sites
swtx 42 Posted December 26, 2016 Quote Why are you spawning it via config? Seemed like the most logical way to have a motorized recon team. If there is a better way to achieve this, please let me know. Thx again for your help. Share this post Link to post Share on other sites
Tankbuster 1733 Posted December 26, 2016 OK. So... what you want is a motorised recon teams vehicle, but no the crew that goes along with them? You are using BIS_ fnc_spawngroup? Share this post Link to post Share on other sites
swtx 42 Posted December 26, 2016 Quote You are using BIS_ fnc_spawngroup? Nope, wasn't even aware of it. Can you please elaborate on how to set it up and use it with my mod ? Thx Share this post Link to post Share on other sites
Tankbuster 1733 Posted December 26, 2016 https://community.bistudio.com/wiki/BIS_fnc_spawnGroup Share this post Link to post Share on other sites