Casio91Fin 31 Posted October 31, 2022 How to get this idea to work? AI group join another AI group if group size less 3. this is a good start from what I have found on the forum. if (count (units AI_GROUP) < 3) then { hint "HI" }; I think that the AI should be found at x distance from a team then the AI could join the team, but if not found then "FALSE" Share this post Link to post Share on other sites
avibird 1 155 Posted November 1, 2022 Hey I don't know what you are looking for but drongos hands command menu give you the ability to recruit any group on the map under your control. It has a lot of good functions to add to your ability to command your units Share this post Link to post Share on other sites
Larrow 2822 Posted November 1, 2022 Something like... //initServer.sqf #define NEAR_GROUP_DIST 2000 #define MIN_GROUP_SIZE 3 addMissionEventHandler[ "EntityKilled", { params[ "_killed", "_killer", "_instigator", "_useEffects" ]; //If the _killed is a man if ( _killed isKindOf "CAManBase" ) then { _group = group _killed; //Only if it is not a player group and the group size( alive units ) is less than MIN_GROUP_SIZE if ( units _group findIf{ isPlayer _x } == -1 && { count ( units _group select{ alive _x } ) < MIN_GROUP_SIZE } ) then { //All groups that are not this group and are the same side, listed by [ _distance, _group ] _nearGroups = ( allGroups - [ _group ] ) select{ side _x isEqualTo side _group } apply{ [ leader _x distanceSqr leader _group, _x ] }; //If we have found any groups if ( count _nearGroups > 0 ) then { //Only those groups that are within NEAR_GROUP_DIST _nearGroups = _nearGroups select{ _x select 0 <= NEAR_GROUP_DIST }; //If we have any groups within distance if ( count _nearGroups > 0 ) then { //Sort by distance _nearGroups sort true; //Join nearest units _group joinSilent ( _nearGroups select 0 select 1 ); //Clear up old group deleteGroup _group; }; }; }; }; }]; 1 Share this post Link to post Share on other sites
Casio91Fin 31 Posted November 1, 2022 (edited) thank you, I didn't think it would be so easy to find an answer. doesn't work as I imagined but a good start, can this also work as a loop? Edited November 1, 2022 by Casio91Fin Share this post Link to post Share on other sites
Larrow 2822 Posted November 1, 2022 1 hour ago, Casio91Fin said: doesn't work as I imagined but a good start, Well, you didn't give me much to go on 😀. So I presumed that as AI died and the groups became thinned out you wanted them to find nearby groups to join. 1 hour ago, Casio91Fin said: can this also work as a loop? Why would you want a loop? The event is a Mission event so it works continuously for any groups( not those with a player ) that have units killed. 1 Share this post Link to post Share on other sites
froggyluv 2136 Posted November 1, 2022 What Larrow means is that the Event Handler would work probably as you imagined a Loop would but it is far cheaper not firing repeatedly but checking only at the event that an entity is killed. He's assuming your talking about Units have that lost their Groups and thereby need to join another. What it sounds like your after is that for ANY individual or small 2 man group to seek out a larger group to join. Most people wouldnt assume that because that would break alot of mission 2 Share this post Link to post Share on other sites