Rexxenexx 0 Posted March 7, 2003 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 <span id='postcolor'> Share this post Link to post Share on other sites