macnova1 0 Posted November 15, 2017 Hi sorry to bother everyone, I have been working on this mission for weeks trying all kinds of different script, right now I have a oil rig made and spawning, with 2 helos spawning and landing and blowing up cos they come in way hot, i would like them to land drop troops off then their engines turn off as they will be part reward for completing the mission on an exile server , also at one point i had the static guns being used with BIS_fnc_taskDefend now its not working so any help there would be great too, here is what i have any help would be great (i am using a streamline server to host the server if that helps) _missionRigGuns = [ ["rhsgref_ins_zsu234", [8735.68, 25196, 67.9931]], ["rhsgref_ins_ZU23", [8192.2, 25305.7, 27.6065]], ["rhsgref_ins_ZU23", [8015.43, 24929.2, 34.6462]], ["rhsgref_ins_ZU23", [8441.75, 25010.9, 109.287]], ["rhsgref_ins_zsu234",[8460.99, 25028.6, 107.33]], ["rhsgref_ins_ZU23", [8692.93, 24850.9, 25.6884]], ["rhsgref_ins_ZU23", [8778.6, 25182.4, 68.1689]], ["rhsgref_ins_ZU23", [8789.81, 25181.3, 67.9752]], ["rhsgref_ins_ZU23", [8799.1, 25180.3, 67.4169]], ["rhsgref_ins_ZU23", [8718.96, 25177.7, 73.8134]], ["rhsgref_ins_zsu234", [8735.68, 25196, 67.9931]] ]; _group1 = createGroup EAST; { _vehicle = createVehicle [(_x select 0),(_x select 1),[],0,"NONE"]; createVehicleCrew _vehicle; _vehicle setVectorUp surfaceNormal position _vehicle; { _x addMPEventHandler ["MPKilled", { private ["_killer","_currentRespect","_amountEarned","_newRespect","_killSummary","_newKillerFrags"]; _killed = _this select 0; _killer = _this select 2; _killingPlayer = _killer call ExileServer_util_getFragKiller; Event_ALLAI_SimulatedUnits = Event_ALLAI_SimulatedUnits - [_killed]; _currentRespect = _killingPlayer getVariable ["ExileScore", 0]; _amountEarned = 600; _newRespect = _currentRespect + _amountEarned; _killingPlayer setVariable ["ExileScore", _newRespect]; //_killSummary = []; //_killSummary pushBack ["ENEMY FRAGGED", _amountEarned]; //[_killingPlayer, "showFragRequest", [_killSummary]] call ExileServer_system_network_send_to; _newKillerFrags = _killingPlayer getVariable ["ExileKills", 0]; _newKillerFrags = _newKillerFrags + 1; _killingPlayer setVariable ["ExileKills", _newKillerFrags]; format["addAccountKill:%1", getPlayerUID _killingPlayer] call ExileServer_system_database_query_fireAndForget; format["setAccountScore:%1:%2", _newRespect, getPlayerUID _killingPlayer] call ExileServer_system_database_query_fireAndForget; _killingPlayer call ExileServer_object_player_sendStatsUpdate; } ]; } forEach crew _vehicle; [_group1, _vehicle] call BIS_fnc_taskDefend; _vehicle addMPEventHandler ["MPKilled", { private ["_killer","_currentRespect","_amountEarned","_newRespect","_killSummary","_newKillerFrags"]; _killed = _this select 0; _killer = _this select 2; _killingPlayer = _killer call ExileServer_util_getFragKiller; Event_ALLAI_SimulatedUnits = Event_ALLAI_SimulatedUnits - [_killed]; _currentRespect = _killingPlayer getVariable ["ExileScore", 0]; _amountEarned = 10000; _newRespect = _currentRespect + _amountEarned; _killingPlayer setVariable ["ExileScore", _newRespect]; _killSummary = []; _killSummary pushBack ["VEHICLE DESTROYED", _amountEarned]; [_killingPlayer, "showFragRequest", [_killSummary]] call ExileServer_system_network_send_to; //_newKillerFrags = _killingPlayer getVariable ["ExileKills", 0]; //_newKillerFrags = _newKillerFrags + 1; //_killingPlayer setVariable ["ExileKills", _newKillerFrags]; //format["addAccountKill:%1", getPlayerUID _killingPlayer] call ExileServer_system_database_query_fireAndForget; format["setAccountScore:%1:%2", _newRespect, getPlayerUID _killingPlayer] call ExileServer_system_database_query_fireAndForget; _killingPlayer call ExileServer_object_player_sendStatsUpdate; } ]; } forEach _missionVehicles; // Options. // _groupType = (configFile >> "CfgGroups" >> "West" >> "BLU_F" >> "Infantry" >> "BUS_ReconPatrol"); // CONFIG - CfgGroups entry of preset group _groupType = ["O_Soldier_SL_F", "O_Soldier_LAT_F", "O_soldier_AR_F", "O_Soldier_LAT_F", "O_soldier_AR_F", "O_Soldier_F","O_Soldier_F","O_Soldier_F","O_Soldier_SL_F", "O_Soldier_LAT_F", "O_soldier_AR_F", "O_Soldier_LAT_F", "O_soldier_AR_F", "O_Soldier_F","O_Soldier_F","O_Soldier_F"]; // ARRAY - List of classnames to spawn for reinforcements. Option instead of above. _groupType2 = ["O_Soldier_SL_F", "O_Soldier_LAT_F", "O_soldier_AR_F", "O_Soldier_LAT_F", "O_soldier_AR_F", "O_Soldier_F","O_Soldier_F","O_Soldier_F"]; _landPos = getMarkerPos "HELI3"; // Where you want them to land. _spawnPos = getMarkerPos "Heli1"; // Where they spawnfrom. _landPos2 = getMarkerPos "HELI4"; // Where you want them to land. _spawnPos2 = getMarkerPos "Heli2"; // Where they spawnfrom. // Spawn invis helipad to land on. _helipad = createVehicle ["Land_HeliPadEmpty_F", _landPos, [], 0, "NONE"]; // Spawn invis helipad to land on. _helipad2 = createVehicle ["Land_HeliPadEmpty_F", _landPos2, [], 0, "NONE"]; // Spawn helicopter and crew. _helisv = [_spawnPos, 180, "B_Heli_Transport_03_F", EAST] call BIS_fnc_spawnVehicle; _heli = _helisv select 0; _heliCrew = _helisv select 1; _heliGroup = _helisv select 2; // Spawn helicopter and crew. _helisv2 = [_spawnPos2, 180, "O_Heli_Attack_02_black_F", EAST] call BIS_fnc_spawnVehicle; _heli2 = _helisv2 select 0; _heliCrew2 = _helisv2 select 1; _heliGroup2 = _helisv2 select 2; // Spawn reinforcements and get them in the helicopter. _units = [_spawnPos, EAST, _groupType] call BIS_fnc_spawnGroup; {_x assignAsCargo _heli; _x moveInCargo _heli;} forEach units _units; // Spawn reinforcements and get them in the helicopter. _units2 = [_spawnPos2, EAST, _groupType2] call BIS_fnc_spawnGroup; {_x assignAsCargo _heli2; _x moveInCargo _heli2;} forEach units _units2; // Stuffs {_x allowFleeing 0} forEach units _units,_units2; // Waypoint to the location _wp1 = _heliGroup addWaypoint [_landPos, 0]; _wp1 setWaypointSpeed "LIMITED"; _wp1 setWaypointType "UNLOAD"; _wp1 setWaypointStatements ["true", "(vehicle this) LAND 'GET OUT';"]; _wp2 = _heliGroup2 addWaypoint [_landPos2, 0]; _wp2 setWaypointSpeed "LIMITED"; _wp2 setWaypointType "UNLOAD"; _wp2 setWaypointStatements ["true", "(vehicle this) LAND 'GET OUT';"]; // Get out! _units leaveVehicle _heli; //sleep 5; // Get out! _units2 leaveVehicle _heli2; //sleep 5; // Wait till we're out. waitUntil{sleep 1; {_x in _heli} count units _units == 0}; sleep 5; // Wait till we're out. waitUntil{sleep 1; {_x in _heli2} count units _units2 == 0}; sleep 5; // Release heli from being landed and clean up. _heli flyInHeight 0; _heli engineOn false; deleteVehicle _helipad; // Release heli from being landed and clean up. _heli2 engineOn false; _heli2 flyInHeight0; deleteVehicle _helipad; OffshoreMissionCount = 1; } else { diag_log "Offshore Mission is already spawned"; }; Share this post Link to post Share on other sites