Spriterfight 10 Posted September 26, 2020 Here is my code fnc_spawn = { _selectableunits = ["CUP_B_HIL_GL", "CUP_B_HIL_MMG", "rhsgref_hidf_marksman", "rhsgref_hidf_sniper", "rhsgref_hidf_teamleader", "rhsgref_ins_g_machinegunner", "rhsgref_ins_g_medic", "rhsgref_ins_g_rifleman_akm", "rhsgref_ins_g_rifleman", "rhsgref_ins_g_grenadier", "rhsgref_ins_g_rifleman_RPG26", "rhsgref_ins_g_rifleman", "I_L_Hunter_F", "I_L_Looter_SG_F", "I_L_Hunter_F", "CUP_I_PMC_Sniper", "CUP_I_PMC_Soldier_MG_PKM", "CUP_I_PMC_Soldier_GL_M16A2", "CUP_I_PMC_Pilot", "CUP_I_PMC_Sniper_KSVK", "CUP_I_PMC_Sniper", "CUP_I_PMC_Soldier_AT"]; _c = 5; _group = creategroup east; _pos = (trg1 getRelPos [(random ((triggerArea trg1) select 0)), random(360)]); for "_i" from 1 to _c do { _unit1 = _selectableunits call BIS_fnc_selectRandom; _unit = _unit1 createUnit [_pos, _group]; sleep 1; // it gives me generic erro in expression _unit addEventHandler ["Killed", { _corpse = _unit; _corpse spawn BIS_fnc_DeleteCorpseofSoldier; }]; }; }; Sleep command gives me generic error in expresion.If i remove it it dosent give me error. Share this post Link to post Share on other sites
gc8 977 Posted September 26, 2020 3 minutes ago, Spriterfight said: Here is my code Sleep command gives me generic error in expresion.If i remove it it dosent give me error. How are you calling the code? you need to use spawn to enable pausing/sleeping like so: [] spawn fnc_spawn; 2 Share this post Link to post Share on other sites
Spriterfight 10 Posted September 26, 2020 9 minutes ago, gc8 said: How are you calling the code? you need to use spawn to enable pausing/sleeping like so: [] spawn fnc_spawn; Now it says undefined variable in _unit also i dont use spawn because it messes with my character, it teleports somwhere on the edge of the map Share this post Link to post Share on other sites
gc8 977 Posted September 26, 2020 6 minutes ago, Spriterfight said: Now it says undefined variable in _unit That's because _unit is not defined in "Killed" EH Fix using params: _unit addEventHandler ["Killed", { params ["_unit"]; _corpse = _unit; _corpse spawn BIS_fnc_DeleteCorpseofSoldier; }]; 2 1 Share this post Link to post Share on other sites
Spriterfight 10 Posted September 26, 2020 Thank you! Share this post Link to post Share on other sites
wogz187 1086 Posted September 26, 2020 @Spriterfight, Check this out, Spoiler you_UnitSelect = ["CUP_B_HIL_GL","CUP_B_HIL_MMG","rhsgref_hidf_marksman","rhsgref_hidf_sniper","rhsgref_hidf_teamleader","rhsgref_ins_g_machinegunner","rhsgref_ins_g_medic","rhsgref_ins_g_rifleman_akm","rhsgref_ins_g_rifleman","rhsgref_ins_g_grenadier","rhsgref_ins_g_rifleman_RPG26","rhsgref_ins_g_rifleman","I_L_Hunter_F","I_L_Looter_SG_F","I_L_Hunter_F","CUP_I_PMC_Sniper","CUP_I_PMC_Soldier_MG_PKM","CUP_I_PMC_Soldier_GL_M16A2","CUP_I_PMC_Pilot","CUP_I_PMC_Sniper_KSVK","CUP_I_PMC_Sniper","CUP_I_PMC_Soldier_AT"]; Define your array in init.sqf to make it available to other scripts/functions. you_fnc_spawn= { params [["_loc", objNull], ["_num", 1], ["_arr", you_unitSelect]]; _pos = (_loc getRelPos [(random ((triggerArea _loc) select 0)), random(360)]); _type = selectRandom _arr; private _grp =[ _pos, EAST, _type, [],[],[],[],[_num, 0],0] call BIS_fnc_spawnGroup; { _x addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; _unit spawn BIS_fnc_DeleteCorpseofSoldier; }]; } forEach units _grp; }; Use a configurable, repeatable function to accomplish your script (can paste along with the array above). [trg1, 5, you_unitSelect] call you_fnc_spawn; Call the function any time you need to with the parameters defined and no spawn/sleep is even required! Have fun! 1 Share this post Link to post Share on other sites
Spriterfight 10 Posted September 26, 2020 55 minutes ago, wogz187 said: @Spriterfight, Check this out, Hide contents you_UnitSelect = ["CUP_B_HIL_GL","CUP_B_HIL_MMG","rhsgref_hidf_marksman","rhsgref_hidf_sniper","rhsgref_hidf_teamleader","rhsgref_ins_g_machinegunner","rhsgref_ins_g_medic","rhsgref_ins_g_rifleman_akm","rhsgref_ins_g_rifleman","rhsgref_ins_g_grenadier","rhsgref_ins_g_rifleman_RPG26","rhsgref_ins_g_rifleman","I_L_Hunter_F","I_L_Looter_SG_F","I_L_Hunter_F","CUP_I_PMC_Sniper","CUP_I_PMC_Soldier_MG_PKM","CUP_I_PMC_Soldier_GL_M16A2","CUP_I_PMC_Pilot","CUP_I_PMC_Sniper_KSVK","CUP_I_PMC_Sniper","CUP_I_PMC_Soldier_AT"]; Define your array in init.sqf to make it available to other scripts/functions. you_fnc_spawn= { params [["_loc", objNull], ["_num", 1], ["_arr"], you_unitSelect]; _pos = (_loc getRelPos [(random ((triggerArea _loc) select 0)), random(360)]); _type = selectRandom _arr; private _grp =[ _pos, EAST, _type, [],[],[],[],[_num, 0],0] call BIS_fnc_spawnGroup; { _x addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; _this select 0 spawn BIS_fnc_DeleteCorpseofSoldier; }]; } forEach units _grp; }; Use a configurable, repeatable function to accomplish your script (can paste along with the array above). [trg1, 5, you_unitSelect] call you_fnc_unitSelect; Call the function any time you need to with the parameters defined and no spawn/sleep is even required! Have fun! invaild number in expression Share this post Link to post Share on other sites
Spriterfight 10 Posted September 26, 2020 2 minutes ago, Spriterfight said: invaild number in expression i made another script so it works but yours gives me error in line 36 between the function and the arrays Share this post Link to post Share on other sites
wogz187 1086 Posted September 26, 2020 @Spriterfight, All fixed, Spoiler you_UnitSelect = ["CUP_B_HIL_GL","CUP_B_HIL_MMG","rhsgref_hidf_marksman","rhsgref_hidf_sniper","rhsgref_hidf_teamleader","rhsgref_ins_g_machinegunner","rhsgref_ins_g_medic","rhsgref_ins_g_rifleman_akm","rhsgref_ins_g_rifleman","rhsgref_ins_g_grenadier","rhsgref_ins_g_rifleman_RPG26","rhsgref_ins_g_rifleman","I_L_Hunter_F","I_L_Looter_SG_F","I_L_Hunter_F","CUP_I_PMC_Sniper","CUP_I_PMC_Soldier_MG_PKM","CUP_I_PMC_Soldier_GL_M16A2","CUP_I_PMC_Pilot","CUP_I_PMC_Sniper_KSVK","CUP_I_PMC_Sniper","CUP_I_PMC_Soldier_AT"]; you_fnc_spawn= { params [["_loc", objNull], ["_side", EAST], ["_num", 1], ["_type", ["I_G_soldier_lite_f"]], ["_area", 100]]; private _pos = [_loc, _area /2, _area, 3, 0, 20, 0] call BIS_fnc_findSafePos; private _grp =[_pos, _side, _type, [],[],[],[],[_num, 0],0] call BIS_fnc_spawnGroup; { _x addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; [_unit] spawn {sleep 1; deleteVehicle (_this select 0);}; }]; } forEach units _grp; }; [trg1, EAST, 5, you_unitSelect, 100] call you_fnc_spawn; Watch out for the dreaded invisible character bug! The "sleep" is back! Have fun! 1 Share this post Link to post Share on other sites