bLAcKmAgE87 13 Posted April 16, 2023 However... they will fly up automatically quite a bit before settling back into their designated height. Spoiler tarZ = [] ; tarZ pushBack targetAnimal ; triggerFireN = 1 ; private _area = ( vehicles inAreaArray 'ladyS' ) ; private _alsocount = count ( allUnits inAreaArray 'ladyS' ); private _alsocountV = count ( vehicles inAreaArray 'ladyS' ); private _modulZX = modulZX ; private _modulZS = modulZS ; _modulXXs = ( modulXX ) ; _modulXX = ( _modulXXs - 1) ; hint ( str modulZX + " z " + str modulXX + " x " + str modulZS + " s " + str racksModulZ + " r " + str racksModulZZ + " r ." ); //sleep 7 ; _groups = [] ; _objects = [] ; _Vehicles = [] ; { _Vehicles pushBack _x ; } forEach _area ; private _namr = 'jop_' ; private _namr2 = 'zop_' ; private _count = 1 ; private _blam = '' ; private _blamo = '' ; { _blam = _namr + (str _count) ; _x setName _blam ; stag = _count ; _x = missionNamespace setVariable[_blam, _x]; _groups pushback _blam ; _objects pushback _blam ; _count = _count + 1; } forEach _Vehicles ; _count = _count - 1; _startSen2 = 'jop_' ; _startTar2 = 'leadOne' ; private _finSen2 = ''; private _finTar2 = ''; private _mySpot = getPos leadOne ; private _doubleCo = 0 ; what = ( _mySpot select 0 ) ; what2 = ( _mySpot select 1 ) ; hold = what ; hold2 = what2 ; stepper = 1 ; stepperx = 1 ; _bang = 1 ; _hox = 0 ; _waitTimeToFireAfterData = 3 ; hint ('firing in ' + str _waitTimeToFireAfterData) ; sleep _waitTimeToFireAfterData ; wallx = 1 ; ranCirRad = 12; ranCirInner = 330 ; _markerTargetZ = createMarker['targetZone', ( _mySpot )] ; _markerTargetZ setMarkerShape 'ELLIPSE'; _markerTargetZ setMarkerSize [ ranCirRad , ranCirRad]; for [{private _i = 1},{ _i <= _modulZX },{_i = _i + 1}] do { scopeName 'forShoot' ; for [{private _j = 0},{ _j < _modulZS },{ _j = _j + 1}] do { _randomZ = random 610 ; _randomXY = random ranCirRad ; _randomXY = _randomXY + ranCirInner ; private _centerZ = _mySpot getPos [ _randomXY , _randomZ ] ; passSx = ( _centerZ select 0 ) ; passSy = ( _centerZ select 1 ) ; sweet = _j ; if( sweet == _modulXX && _i == _modulZX ) then { breakTo 'forShoot' ; //this shit sux and causes it to move around from _i } ; if(_hox == 1 ) then { wallx = wallx + _modulZX ; _bang = wallx ; } ; if( _hox == 0 ) then { _bang = _i ; _hox = 1 ; } ; what = passSx ; what2 = passSy ; _finSen2 = _startSen2 + str ( _bang ) +'' ; _finTar2 = _startTar2 ; _finSen2 = missionNamespace getVariable [_finSen2 , objNull]; _finTar2 = missionNamespace getVariable [_finTar2 , objNull ]; _finTar2 setPos[ what , what2 , getPos leadOne select 2 ]; _myShot = getPos leadOne ; _faze = _finSen2 getDir targetAnimal ; _faze = _faze ; distanceTo = _finSen2 distance2D targetAnimal ; private _myCur = getPosASL _finSen2 ; private _bop = 33 * _i ; sleep .01 ; _nowX = floor ( _myCur select 0 ) ; _nowY = floor ( _myCur select 1 ) ; _nowZ = ( _myCur select 2 ) + _bop ; _newPosAB = [_nowX,_nowY,_nowZ] ; private _posZ = _newPosAB; _finSen2 action ["engineOn", vehicle _finSen2 ]; _finSen2 allowFleeing 0; _finSen2 move getPosATL _finSen2; _finSen2 flyInHeight 4 ; _finSen2 disableAI "AUTOCOMBAT" ; what = hold ; what2 = hold2; }; stepperx = _i + 1 ; _hox = 0 ; wallx = stepperx ; }; hint('finished attempt' ) ; sleep 2 ; Share this post Link to post Share on other sites