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Rexxenexx

Can someone help clean up my group spawn script

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I thought I'd try to make a spawning script cause one of my missions takes a while to load and is kinda slowin down. I set most of the enemy to hold (takes less cpu cycles right?), but it still seems to slow down the computer a bit. Not much but you can tell its having an effect. I got troops and gim tossers all over Nogova and the game seems to pickup the more you kill. Which leads me to the script I just made -below-. I was wondering if you all could give me tips or clean it up!

TIA!!

Some probs I have is how do I make them move after they spawn. I tried group move pos and I also tried to make a waypoint with the first soldier, but they all just spawn and stand around.

here is the code:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

;create a Marker (Empty) where you want the troops to spawn from then name it - ex: spawn_01 -.

;

;Create a Trigger and put the next line in the On Activation field.

;[groupName,"spawnMarkername"] exec "spawngroups.sqs"

;Where "groupName" is the name of the group you want - ex: eastgrp_01 -

;and "spawnMarkername" is the name of the Marker - ex: spawn_01 -

;

;Create a soldier of the side you want to spawn.

;In the soldier init field put: groupName = group(this);deletevehicle this

;-ex: eastgrp_01 = group(this);deletevehicle this-

;

;

;

########################-Soldier Type-########################

_soldiertype = "SoldierE"

##############################################################

_grpname = _this select 0

_grpspawn = _this select 1

_unitArray = units _grpname

_unitcount = count _unitArray

_grpname setSpeedMode "FULL"

_grpname setBehaviour "AWARE"

_grpname setCombatMode "RED"

_gcount = 0

#loop

~2

_soldiertype createunit [getMarkerPos _grpspawn,_grpname]

_gcount = _gcount + 1

?_gcount == 11 :goto "end"

goto "loop"

#end

exit

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