EnderZC 0 Posted October 25, 2020 Hello! I am making a mission with addons. My main idea for the scripting is to have 2-3 airplanes in formation fly over the AO and having a ZSU fire around the airplanes, maybe ocassionaly taking one down. I want these airplanes and ZSU fire to go every 10-15 minutes or so to create ambiance for the soldiers on the ground. If anyone has any solutions/scripts for this I'd be happy to know! Kind regards// Ender from Zeus Community Share this post Link to post Share on other sites
pierremgi 4908 Posted October 26, 2020 initServer.sqf (or any script for server): MGI_flyBy = { params [["_start",[0,0,0]], ["_end",[worldSize/2,worldSize/2,0]], ["_height",200], ["_speed","LIMITED"], ["_class","O_Plane_Fighter_02_F"], ["_side",EAST]]; _start set [2, _height]; private _dir = _start getDir _end; private _plane = createVehicle [_class,_start,[],0,"FLY"]; _plane setDir _dir; createVehicleCrew _plane; private _pilot = currentPilot _plane; private _grp = group _pilot; _grp deleteGroupWhenEmpty TRUE; _plane setVelocityModelSpace [0,100,0]; _grp setBehaviourStrong "CARELESS"; {_plane disableAi _x} count ["TARGET","AUTOTARGET"]; _grp allowFleeing 0; _grp spawn {waitUntil {sleep 2; isNull _this or units _this findif {isNull objectParent _x} >-1}; {deleteVehicle _x} count units _this}; _plane flyInHeightASL [_height,_height,_height]; private _wpt = _grp addWaypoint [_end, 0]; _wpt setWaypointType "MOVE"; _wpt setWaypointSpeed _speed; _wpt setWaypointStatements [ "true", "private _grp = group this; if (local _grp) then { private _plane = vehicle this; { _plane deleteVehicleCrew _x } forEach crew _plane; deleteVehicle _plane; }" ]; }; This code is a customized version of bis_fnc_ambientFlyby Parameters are: _start, _end, (positions) _height (number) _speed (string: "LIMITED", "NORMAL", FULL" as for any waypoint) _class (string: typeOf your aircraft) Application: place a marker (here named "endFlyby") as end of your flyby place a trigger: NONE, NONE, repeatable, server only, at start position condition: isNil "coooolDown" on activation: 0 = thisTrigger spawn {for "_i" from 0 to (1 + round random 3) do {[getpos _this, getMarkerpos "endFlyby", 200 +random 60, "LIMITED", "O_Plane_Fighter_02_F", EAST] call MGI_Flyby; sleep 1}; coooolDown = TRUE}; on deact. : coooolDown = nil; and... as countdown param min,mid, max as you wish for repeating the wave (in seconds!) 2 1 Share this post Link to post Share on other sites
EnderZC 0 Posted October 30, 2020 Question. I am unable to put isNil "coooolDown" in the condition. 1 Share this post Link to post Share on other sites