james p 0 Posted December 22, 2003 Okay, so I am making a mission set in Tatu on Tonal Island. It's loosely based on a story some guy from the airforce told me about Baghdad. Anyways, the amount of units i'm using is gonna cause some serios lag. So I want to create some units, including people, LAV's, APC's, Hummers etc etc, simulating a convoy that has just been ambushed, when I enter a trigger. But when I leave that trigger I want the units to get deleted. So whenever I drive back through the area there is no-one there anymore. If that makes sense. Example, What would I put into a script to create an M113 and 4 men from scratch, in pre-determined positions, when I enter the area surrounding the trigger. And when I leave the area, only the M113 and 2 people get deleted. So when I go back to that area, there are only 2 men there. Please take into account that I am pretty amatuer at scripting. So it might not make much sense to me. Also, sorry if it's been answered before. But I done a whole bunch of searches and nothing came up. I'll stop babbling now. Cheers. Share this post Link to post Share on other sites
james p 0 Posted December 22, 2003 I got it working so when I enter a trigger it creates the units. But I need to know what to do so the units are deleted once I leave the area. Also, when the men are created, they all have those beard faces. What should I do to make sure they all have different faces? Heres a bit of my spawn script. usmc1 & usmc2 are the unit names. usmc_1 & usmc_2 are the game logics. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">usmc1="SUCHpatrol_des" camcreate [(getpos usmc_1 select 0), (getpos usmc_1 select 1), (getpos usmc_1 select 2)]; usmc1 setdir 205 usmc2="SUCHftlead_des" camcreate [(getpos usmc_2 select 0), (getpos usmc_2 select 1), (getpos usmc_2 select 2)]; usmc2 setdir 125 Share this post Link to post Share on other sites