LastNerve 2 Posted May 20, 2017 Does anyone have a killstreak script theyd like to share? I have made a airdrop kills streak for a vehicles and ammo boxes but was looking for one for maybe mortar / air support or maybe a AI soldier. Share this post Link to post Share on other sites
7erra 629 Posted May 20, 2017 With the following script you can see how many kills the player has got so far (MP only!): onPlayerRespawn.sqf: player setVariable ["Killstreak_Count",0]; player addEventHandler ["HandleScore", { params ["_unit","_object","_score"]; if !(_object isKindOf "MAN") exitWith {}; _killstreak = player getVariable "Killstreak_Count"; _killstreak = _killstreak +1; player setVariable ["Killstreak_Count", _killstreak]; systemChat str _killstreak; false }]; With _streak = player getVariable "Killstreak_Count"; You can return how many kills the player has got so far. Resets after every respawn. 1 Share this post Link to post Share on other sites
LastNerve 2 Posted May 20, 2017 okay I have a AI "parachuting to player" but he dies automatically when he drops. can someone tell me what I need to do or give a better code? here is what im using. Script works but AI dies. Spoiler _killer = _this select 1; _killed = _this select 0; if (isPlayer _killed) then { killstreak = 0; //if the player is killed his killstreak is reset to 0 }; if ((isplayer _killer) && (!isplayer _killed)) then { killstreak = killstreak + 1; if (killstreak == neededKillsForAI) then { killstreak = 0; drop_Action = player addAction ["call AI", { _unit = _this select 0; //*caller of the action*// _dropMark = createMarkerLocal ["Marker1", position _unit]; /////*Use Marker as player may move*//// _dropPosition = getMarkerPos "Marker1"; removeallActions _unit; _dropitem = selectRandom ["B_Soldier_F","B_Soldier_GL_F","B_Soldier_lite_F"];//*add items needed*// _DeliveryVeh = createVehicle ["C_Plane_Civil_01_racing_F",[(_dropPosition select 0)+600,(_dropPosition select 1),(_dropPosition select 2)],[], 0, "FLY"]; _DeliveryVeh flyinHeight 250; _pilotGrp = createGroup independent; _dropPilot =_pilotGrp createUnit ["C_Marshal_F", position _DeliveryVeh,[],5,"NONE"]; _dropPilot moveInDriver _DeliveryVeh; _DeliveryVeh move _dropPosition; WaitUntil {(_DeliveryVeh distance2D _dropPosition) < 30}; hint "Delivery Inbound"; _releasePos = getPosATL _DeliveryVeh; _itemToDrop = createVehicle [_dropItem,[(_releasePos select 0),(_releasePos select 1),(_releasePos select 2)-10],[], 0, "FLY"]; _dropParachute = "B_Parachute_02_F" createVehicle getPosATL _itemToDrop; _dropParachute attachTo [_itemToDrop, [0,0,1]]; //at value of 1 to prevent para from collapsing sleep 0.5; while{alive _dropParachute}do{ _itemToDrop setVelocity [0,0,-15]; if ((((position _itemToDrop)select 2)<1))exitWith{ _itemToDrop setVelocity [0,0,0]; detach _dropParachute; deleteVehicle _dropParachute; sleep 5; _DeliveryVeh deleteVehiclecrew driver _DeliveryVeh; deleteVehicle _DeliveryVeh; deleteGroup _pilotGrp; deleteMarkerLocal "Marker1"; }; }; }]; }; }; Share this post Link to post Share on other sites