Casio91Fin 31 Posted March 18 (edited) how could I fill the random helicopter with soldiers? some helicopter only has 6-8-12-more +++ seats, how could they be filled. how to get the script to calculate the free positions and fill them with infantry. I have looked at other people's works, but they are very confusing scripts. _Helicopter = [_SpawnHeliPos, _dir, _UseHeliTransport select floor (random count _UseHeliTransport), east] call BIS_fnc_spawnVehicle; _Heli = _Helicopter select 0; _totalSeats = [_Heli, true] call BIS_fnc_crewCount; _crewSeats = [_Heli, false] call BIS_fnc_crewCount; _cargoSeats = _totalSeats - _crewSeats; for "_x" from 1 to _cargoSeats do {..spawn....inf.....}; the script does not recognize BIS_fnc_crewCount at all ??? Edited March 19 by Casio91Fin Share this post Link to post Share on other sites
Casio91Fin 31 Posted March 21 I finally solved the problem after many steps and experiments. If anyone has the same type of problem here is the script for it. Spoiler _DropZone1 = [SectorA, 150, 600, 30, 0, 1, 0, [[markerpos "Blacklist", 1800, 800, 315, true]], []] call BIS_fnc_findSafePos; _SpawnHeliPos = SectorA getRelpos [2500, random 360]; _Helipad1 = createVehicle ["Land_HelipadEmpty_F", _DropZone1, [], 0, "NONE"]; _dir = [_SpawnHeliPos, _DropZone1] call BIS_fnc_dirTo; _Helicopter = [_SpawnHeliPos, _dir, _UseHeliTransport select floor (random count _UseHeliTransport), west] call BIS_fnc_spawnVehicle; _Heli = _Helicopter select 0; _cargoLimit = getNumber (configFile >> "CfgVehicles" >> typeOf _Heli >> "transportSoldier"); _turretLimit = "getNumber (_x / 'dontCreateAI') == 1" configClasses (configfile >> "CfgVehicles" >> typeOf _Heli >> "Turrets"); _cargoLimit = _cargoLimit + (count _turretLimit) - 1; for "_x" from 1 to 1 do { New_AI_Team = createGroup [west, true]; _Team_Leader = New_AI_Team createUnit [_UseTeamBoss select floor (random count _UseTeamBoss), _SpawnHeliPos, [], 0, "NONE"]; for "_x" from 1 to _cargoLimit do { _New_Soldier = New_AI_Team createUnit [_UseInf select floor (random count _UseInf), _SpawnHeliPos, [], 0 ,"NONE"]; }; {_x assignAsCargo _Heli; _x moveInCargo _Heli;} forEach units New_AI_Team; }; Share this post Link to post Share on other sites