Casio91Fin 31 Posted June 21, 2020 How do I get each vehicle's AI so it's full? Yes, I get a full group in one vehicle, but not 3 at the same time. Are there any suggestions on how I could be done? script which i am using _Pos_1 = SP_Mission_Pos; _Pos_Spawn = [[[_Pos_1, 25 + random 250]],["water"]] call BIS_fnc_randomPos; _Group = createGroup SP_Missions_Enemy_Side; _Group_Crew = createGroup SP_Missions_Enemy_Side; _Light_Vehicle = selectRandom SP_Patrols_Vehicle_Array; _Spawned_Light_Vehicle = for "_x" from 1 to 3 do {_Light_Vehicle createVehicle _Pos_Spawn;}; _Seats_Number = [_Light_Vehicle,true] call BIS_fnc_crewCount; _Seats_Number_Crew = [_Light_Vehicle,false] call BIS_fnc_crewCount; for "_x" from 1 to _Seats_Number_Crew do { _unit_Crew = _Group_Crew createunit [SP_Civilian_Array select floor(random count SP_Civilian_Array), _Pos_Spawn, [], 0, "None"]; [_unit_Crew] JoinSilent _Group_Crew; _unit_Crew moveInAny _Spawned_Light_Vehicle; (leader _Group_Crew) setSkill 1; _Spawned_Light_Vehicle forceFollowRoad true; _Spawned_Light_Vehicle setConvoySeparation 30; removeAllWeapons _unit_Crew; removeAllItems _unit_Crew; removeAllAssignedItems _unit_Crew; removeVest _unit_Crew; removeBackpack _unit_Crew; removeGoggles _unit_Crew; _Headgear = selectRandom SP_Civilian_Headgear_Array; _Goggles = selectRandom SP_Civilian_Goggles_Array; _Vests = selectRandom SP_Civilian_Vests_Array; _Backpacks = selectRandom SP_Civilian_Backpacks_Array; _unit_Crew addHeadgear _Headgear; //_unit_Crew addGoggles _Goggles; // add possibility if (floor (random 30) < 6) then {_unit_Crew addGoggles _Goggles;}; if (floor (random 30) < 5) then {_unit_Crew addVest _Vests;}; if (floor (random 30) < 15) then {_unit_Crew addBackpack _Backpacks;}; _Primary_Weapon = selectRandom SP_Civilian_primaryWeapon_array; _secondaryWeapon = selectRandom SP_Civilian_secondaryWeapon_array; _handgunWeapon = selectRandom SP_Civilian_HandGunWeapon_array; _Primary_Weapon_Magazines = getArray (configFile / "CfgWeapons" / _Primary_Weapon / "magazines"); _Spawn_Primary_Weapon_magazines = selectRandom _Primary_Weapon_Magazines; _unit_Crew addWeapon _Primary_Weapon; for "_i" from 1 to 3 do {_unit_Crew addItemToUniform _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 1 do {_unit_Crew addItemToUniform "FirstAidKit";}; for "_i" from 1 to 1 do {_unit_Crew addItemToUniform "LIB_Shg24";}; for "_i" from 1 to 2 do {_unit_Crew addItemToVest _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 2 do {_unit_Crew addItemToBackpack _Spawn_Primary_Weapon_magazines;}; _unit_Crew selectweapon primaryWeapon _unit_Crew; reload _unit_Crew; // add possibility if (floor (random 10) < 4) then {_unit_Crew linkItem "ItemMap";}; if (floor (random 10) < 4) then {_unit_Crew linkItem "LIB_GER_ItemCompass";}; if (floor (random 10) < 4) then {_unit_Crew linkItem "LIB_GER_ItemWatch";}; }; _Seats_Number_Cargo = _Seats_Number - _Seats_Number_Crew; for "_x" from 1 to _Seats_Number_Cargo do { _unit = _Group createunit [SP_Civilian_Array select floor(random count SP_Civilian_Array),_Pos_Spawn,[],0,"None"]; [_unit] JoinSilent _Group; _unit moveInAny _Spawned_Light_Vehicle; (leader _Group) setSkill 1; removeAllWeapons _Unit; removeAllItems _Unit; removeAllAssignedItems _Unit; removeVest _Unit; removeBackpack _Unit; removeGoggles _Unit; _Headgear = selectRandom SP_Civilian_Headgear_Array; _Goggles = selectRandom SP_Civilian_Goggles_Array; _Vests = selectRandom SP_Civilian_Vests_Array; _Backpacks = selectRandom SP_Civilian_Backpacks_Array; _Unit addHeadgear _Headgear; //_Unit addGoggles _Goggles; // add possibility if (floor (random 30) < 6) then {_Unit addGoggles _Goggles;}; if (floor (random 30) < 5) then {_Unit addVest _Vests;}; if (floor (random 30) < 15) then {_Unit addBackpack _Backpacks;}; _Primary_Weapon = selectRandom SP_Civilian_primaryWeapon_array; _secondaryWeapon = selectRandom SP_Civilian_secondaryWeapon_array; _handgunWeapon = selectRandom SP_Civilian_HandGunWeapon_array; _Primary_Weapon_Magazines = getArray (configFile / "CfgWeapons" / _Primary_Weapon / "magazines"); _Spawn_Primary_Weapon_magazines = selectRandom _Primary_Weapon_Magazines; _Unit addWeapon _Primary_Weapon; for "_i" from 1 to 3 do {_Unit addItemToUniform _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 1 do {_Unit addItemToUniform "FirstAidKit";}; for "_i" from 1 to 1 do {_Unit addItemToUniform "LIB_Shg24";}; for "_i" from 1 to 2 do {_Unit addItemToVest _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 2 do {_Unit addItemToBackpack _Spawn_Primary_Weapon_magazines;}; _Unit selectweapon primaryWeapon _Unit; reload _Unit; // add possibility if (floor (random 10) < 4) then {_Unit linkItem "ItemMap";}; if (floor (random 10) < 4) then {_Unit linkItem "LIB_GER_ItemCompass";}; if (floor (random 10) < 4) then {_Unit linkItem "LIB_GER_ItemWatch";}; }; [_Group_Crew, _Pos_1, 5000] call BIS_fnc_taskPatrol; [_Group, _Pos_1, 5000] call BIS_fnc_taskPatrol; Share this post Link to post Share on other sites
gc8 970 Posted June 21, 2020 not sure if I get the question but there's different commands when it comes to crew Create crew for empty vehicle: https://community.bistudio.com/wiki/createVehicleCrew Create vehicle with crew: https://community.bistudio.com/wiki/BIS_fnc_spawnVehicle Get vehicle's empty positions: (Useful for manually creating each crew member) https://community.bistudio.com/wiki/emptyPositions hope that helps Share this post Link to post Share on other sites
Casio91Fin 31 Posted June 21, 2020 i don't use the top two because array creates units for vehicles. emptyPositions it was not good thing, because they was outside vehicles Share this post Link to post Share on other sites
Crazy_Man 36 Posted June 22, 2020 Maybe, just loop 3 times the script where you create the vehicles and use alternative synthax of createVehicle command. Finally add some distance between spawned vehicles to avoid collisions. _Pos_1 = SP_Mission_Pos; _Pos_Spawn = [[[_Pos_1, 25 + random 250]],["water"]] call BIS_fnc_randomPos; _Light_Vehicle = selectRandom SP_Patrols_Vehicle_Array; // This line can be inside the "_i" loop to get random vehicles for the groups ** for "_i" from 1 to 3 do { // ** here _Spawned_Light_Vehicle = createVehicle [_Light_Vehicle, _Pos_Spawn, [], 0, "NONE"]; _Seats_Number = [_Light_Vehicle,true] call BIS_fnc_crewCount; _Seats_Number_Crew = [_Light_Vehicle,false] call BIS_fnc_crewCount; _Group = createGroup SP_Missions_Enemy_Side; _Group_Crew = createGroup SP_Missions_Enemy_Side; for "_x" from 1 to _Seats_Number_Crew do { _unit_Crew = _Group_Crew createunit [SP_Civilian_Array select floor(random count SP_Civilian_Array), _Pos_Spawn, [], 0, "None"]; [_unit_Crew] JoinSilent _Group_Crew; _unit_Crew moveInAny _Spawned_Light_Vehicle; (leader _Group_Crew) setSkill 1; _Spawned_Light_Vehicle forceFollowRoad true; _Spawned_Light_Vehicle setConvoySeparation 30; removeAllWeapons _unit_Crew; removeAllItems _unit_Crew; removeAllAssignedItems _unit_Crew; removeVest _unit_Crew; removeBackpack _unit_Crew; removeGoggles _unit_Crew; _Headgear = selectRandom SP_Civilian_Headgear_Array; _Goggles = selectRandom SP_Civilian_Goggles_Array; _Vests = selectRandom SP_Civilian_Vests_Array; _Backpacks = selectRandom SP_Civilian_Backpacks_Array; _unit_Crew addHeadgear _Headgear; //_unit_Crew addGoggles _Goggles; // add possibility if (floor (random 30) < 6) then {_unit_Crew addGoggles _Goggles;}; if (floor (random 30) < 5) then {_unit_Crew addVest _Vests;}; if (floor (random 30) < 15) then {_unit_Crew addBackpack _Backpacks;}; _Primary_Weapon = selectRandom SP_Civilian_primaryWeapon_array; _secondaryWeapon = selectRandom SP_Civilian_secondaryWeapon_array; _handgunWeapon = selectRandom SP_Civilian_HandGunWeapon_array; _Primary_Weapon_Magazines = getArray (configFile / "CfgWeapons" / _Primary_Weapon / "magazines"); _Spawn_Primary_Weapon_magazines = selectRandom _Primary_Weapon_Magazines; _unit_Crew addWeapon _Primary_Weapon; for "_i" from 1 to 3 do {_unit_Crew addItemToUniform _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 1 do {_unit_Crew addItemToUniform "FirstAidKit";}; for "_i" from 1 to 1 do {_unit_Crew addItemToUniform "LIB_Shg24";}; for "_i" from 1 to 2 do {_unit_Crew addItemToVest _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 2 do {_unit_Crew addItemToBackpack _Spawn_Primary_Weapon_magazines;}; _unit_Crew selectweapon primaryWeapon _unit_Crew; reload _unit_Crew; // add possibility if (floor (random 10) < 4) then {_unit_Crew linkItem "ItemMap";}; if (floor (random 10) < 4) then {_unit_Crew linkItem "LIB_GER_ItemCompass";}; if (floor (random 10) < 4) then {_unit_Crew linkItem "LIB_GER_ItemWatch";}; }; _Seats_Number_Cargo = _Seats_Number - _Seats_Number_Crew; for "_x" from 1 to _Seats_Number_Cargo do { _unit = _Group createunit [SP_Civilian_Array select floor(random count SP_Civilian_Array),_Pos_Spawn,[],0,"None"]; [_unit] JoinSilent _Group; _unit moveInAny _Spawned_Light_Vehicle; (leader _Group) setSkill 1; removeAllWeapons _Unit; removeAllItems _Unit; removeAllAssignedItems _Unit; removeVest _Unit; removeBackpack _Unit; removeGoggles _Unit; _Headgear = selectRandom SP_Civilian_Headgear_Array; _Goggles = selectRandom SP_Civilian_Goggles_Array; _Vests = selectRandom SP_Civilian_Vests_Array; _Backpacks = selectRandom SP_Civilian_Backpacks_Array; _Unit addHeadgear _Headgear; //_Unit addGoggles _Goggles; // add possibility if (floor (random 30) < 6) then {_Unit addGoggles _Goggles;}; if (floor (random 30) < 5) then {_Unit addVest _Vests;}; if (floor (random 30) < 15) then {_Unit addBackpack _Backpacks;}; _Primary_Weapon = selectRandom SP_Civilian_primaryWeapon_array; _secondaryWeapon = selectRandom SP_Civilian_secondaryWeapon_array; _handgunWeapon = selectRandom SP_Civilian_HandGunWeapon_array; _Primary_Weapon_Magazines = getArray (configFile / "CfgWeapons" / _Primary_Weapon / "magazines"); _Spawn_Primary_Weapon_magazines = selectRandom _Primary_Weapon_Magazines; _Unit addWeapon _Primary_Weapon; for "_i" from 1 to 3 do {_Unit addItemToUniform _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 1 do {_Unit addItemToUniform "FirstAidKit";}; for "_i" from 1 to 1 do {_Unit addItemToUniform "LIB_Shg24";}; for "_i" from 1 to 2 do {_Unit addItemToVest _Spawn_Primary_Weapon_magazines;}; for "_i" from 1 to 2 do {_Unit addItemToBackpack _Spawn_Primary_Weapon_magazines;}; _Unit selectweapon primaryWeapon _Unit; reload _Unit; // add possibility if (floor (random 10) < 4) then {_Unit linkItem "ItemMap";}; if (floor (random 10) < 4) then {_Unit linkItem "LIB_GER_ItemCompass";}; if (floor (random 10) < 4) then {_Unit linkItem "LIB_GER_ItemWatch";}; }; [_Group_Crew, _Pos_1, 5000] call BIS_fnc_taskPatrol; [_Group, _Pos_1, 5000] call BIS_fnc_taskPatrol; _Pos_Spawn = [(_Pos_Spawn select 0) + 5, _Pos_Spawn select 1, 0]; // Make space between spawned vehicles to avoid BOOM! ^^ }; Hope this help 😉 1 Share this post Link to post Share on other sites
Casio91Fin 31 Posted June 22, 2020 It is perfect. Thank you 👌 1 Share this post Link to post Share on other sites