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priglmeier

Unit spawn script creates "Seek and Destroy" markers on map but no units visible in-game

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I have a tested and working trigger that spawns enemy units.
At least it works in a VR room and I did have it working in Eden in SP... now I question my sanity here. 🙂

When I tested this in Eden in SP mode, MP or on the dedicated server I get black map markers which are tagged as "Seek and Destroy" with a black upside down V icon??? 

No idea why. I thought perhaps I needed to change the script exec to global or server only in the trigger, but that had no positive effect either. Very odd. @Gunter Severloh got any thoughts? Thanks

Trigger is basic and is synced to a Warlords Sector. (I have also tried just having it as a stand alone trigger)
Any Player
Present
and null=execVM "SpawnEnemyUnitsLarge.sqf";


The basic script is doing very simple tasks:

// DETECT player's side and deploy 20 opposing units 
// SWITCH COMMAND - Checks if the given parameter matches any case.


// Trigger conditions,: set it to OPFOR/BLUFOR and Present
//

// Local execution for trigger:
// null=execVM "SpawnEnemyUnitsLarge.sqf";

 

...

switch (playerSide) do 
{
case west: {
systemChat "You are BLUFOR - WEST --> Spawn EAST OPFOR units";
    attackers = createGroup EAST; 
    

    fighters = attackers  createUnit ["O_Soldier_SL_F", (marker_spawns) call BIS_fnc_selectRandom, [], 0, "FORM"];

    fighters = attackers  createUnit ["O_Soldier_A_F", (marker_spawns) call BIS_fnc_selectRandom, [], 0, "FORM"];

    fighters = attackers  createUnit ["O_Soldier_AR_F", (marker_spawns) call BIS_fnc_selectRandom, [], 0, "FORM"];

... and so on

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The Black dot is a WP for the unit. 
Try to go to spector function and then find a unit that you have spawned, then press M and you will see the same, that unit will follow them.

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It seems to be an Arma engine behavior.

If that could help, I avoid this issue with my spawning patrols, or group Attack, or taxi... modules , so each time I'm adding a waypoint by addWaypoint command:

ex.: _wp = _grp addWaypoint [_dest,0];

just adding this line in script:

 _wp showWaypoint "NEVER";

 

 

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The units do not appear in the game in SP or server. Only on the map.
In a test VR room with a single player and the trigger point - script it works 100%. The units are spawned and are visible in the game and will begin shooting back.

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These are not linked to any waypoints.

Trigger is basic and is synced to a Warlords Sector. (I have also tried just having it as a stand alone trigger - not synced)
Any Player
Present
and null=execVM "SpawnEnemyUnitsLarge.sqf";

So the issue is:
The script runs.
No errors on screen or in the logs.
The units do not appears to be spawning properly in SP or server games now.
I only see the map markers where they should be spawning.

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So in testing I was using only a single spawn.
In the game I was using this for each trigger spawn point aka "splarge##":

marker_spawns = [splarge01,splarge02,splarge03,splarge04,splarge05,splarge06,splarge07,splarge08,splarge09,splarge10,splarge11,splarge12];

Apparently this is an issue, since it does not work the same  as:

marker_spawns = [splarge01];

Not sure why SQF doesn't like this? No errors in the game or logs.
It works some times in a test with a separate trigger. Doesn't seem consistent at all in the game ... I thought I figured this out but ???

 

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Share a whole script because your bits of code are not easy to connect. No clear view about what could fail at this step.

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