Aviox93 1 Posted April 29 Hi ! My goal is to make a domination mission, with 10 differentes sectors (Alpha,Beta,.....,India,Juliet). So I made a script that spawn regularly enemy APCs (every 15s in the following script). Warning : Big script but nothing complicated ! _ingame = true; while {_ingame} do { r = random 10; switch (true) do { case (r<=3): { //BMP2 _BMP2 = "CUP_O_BMP2_RU" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_engineer","min_rf_soldier_repair","min_rf_crew","min_rf_crew"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _BMP2; } forEach units _squad; { _x MoveInCargo _BMP2; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; case (r<=5): { //BMP3 _BMP3 = "CUP_O_BMP3_RU" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_engineer","min_rf_soldier_repair"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _BMP3; } forEach units _squad; { _x MoveInCargo _BMP3; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; case (r<=7): { //T15 _T15 = "min_rf_t_15" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_engineer","min_rf_soldier_repair"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _T15; } forEach units _squad; { _x MoveInCargo _T15; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; case (r<=10): { //MTLB _MTLB = "CUP_O_MTLB_pk_Green_RU" createVehicle getmarkerpos "spawn_apc_r"; _squad = [getmarkerpos "spawn_infantry_r", east, ["min_rf_crew","min_rf_soldier_repair"]] call BIS_fnc_SpawnGroup; _squad2 = [getmarkerpos "spawn_infantry_r", east, ["min_rf_soldier_SL","min_rf_soldier","min_rf_support_Mort","min_rf_soldier","min_rf_soldier"]] call BIS_fnc_SpawnGroup; { _x MoveInAny _MTLB; } forEach units _squad; { _x MoveInCargo _MTLB; } forEach units _squad2; null = [_squad] execVM "patrol.sqf"; }; }; sleep 15; } And my patrol.sqf file juste gives a "move" waypoint and the patrol task to the group after the group gets to the "move" waypoint : _squad = (_this select 0); r = random 20; switch (true) do { case (r<=4): { //Alpha hint "Alpha"; _wp = _squad addWaypoint [ getMarkerPos "m_alpha", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_alpha", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=7): { //Beta hint "Beta"; _wp = _squad addWaypoint [ getMarkerPos "m_beta", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_beta", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=9): { //Charlie hint "Charlie"; _wp = _squad addWaypoint [ getMarkerPos "m_charlie", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_charlie", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=11): { //Delta hint "Delta"; _wp = _squad addWaypoint [ getMarkerPos "m_delta", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_delta", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=13): { //Echo hint "Echo"; _wp = _squad addWaypoint [ getMarkerPos "m_echo", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_echo", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=15): { //Foxtrot hint "Foxtrot"; _wp = _squad addWaypoint [ getMarkerPos "m_foxtrot", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_foxtrot", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=16): { //Golf hint "Golf"; _wp = _squad addWaypoint [ getMarkerPos "m_golf", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_golf", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=17): { //Hotel hint "Hotel"; _wp = _squad addWaypoint [ getMarkerPos "m_hotel", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_hotel", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=19): { //India hint "India"; _wp = _squad addWaypoint [ getMarkerPos "m_india", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_india", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; case (r<=20): { //Juliet hint "Juliet"; _wp = _squad addWaypoint [ getMarkerPos "m_juliet", 5]; _wp setWaypointType "MOVE"; [_squad, getMarkerPos "m_juliet", 700] call BIS_fnc_TaskPatrol; _squad setBehaviour "AWARE"; _squad setSpeedMode "NORMAL"; }; }; Anyways, the script works but 40% of the vehicles just appear and don't move. And when there are these kinds of errors, the vehicle appeared and the sector chosen is never the same. (this can happen for a T14 on Golf, or a BMP2 on Alpha even if other BMP2s have gone to Alpha without problems before...). I also tried to spawn only vehicle when I launch the scenario and it seems to work every time. I then made a script to spawn multiple BMP2s to golf (since golf had 70% errors), and it seems like the first and second BMP2s go to Golf but every time the third don't move and after it, it's random. Thanks for helping, I have no idea what it could be! Share this post Link to post Share on other sites
RCA3 586 Posted April 30 Convert your global variable r to a local variable like _r. They are conflicting with each other. Update all references under it of course. Share this post Link to post Share on other sites
Aviox93 1 Posted April 30 6 hours ago, RCA3 said: Convert your global variable r to a local variable like _r. They are conflicting with each other. Update all references under it of course. Hey thx for your answer ! You're right indeed, however, it doesn't solve the issue since the issue seems to come from the fact that a sector is chosen but the apc is just not following the waypoint. 😕 Share this post Link to post Share on other sites
Aviox93 1 Posted April 30 Alr guys I did some test and it seems to work better when I'm moving only 3 soldiers into it. When its more than 3 soldiers, 50% of the times the APC won't move. Any ideas? (There is still the issue tho) And some stuck APCs seem to move after 1/2 minutes spawning Share this post Link to post Share on other sites
Aviox93 1 Posted April 30 And with only one soldier inside the vehicle it seems that no apcs are stuck. (Some of them still don't move when they spawn but start moving 20/30s after). It's really weird... If any of you wants a video so I can show you the issue, no problem. Share this post Link to post Share on other sites
RCA3 586 Posted April 30 Try applying private to all local variables, like so: private _ingame = true; Do it to all local (_thisIsLocal) variables. If you're just using CUP you can share your mission and i'll take a look. DM if you want. Share this post Link to post Share on other sites