Eddie Haskel 0 Posted September 5, 2005 I've been able to set a trigger to create a unit using a game logic (as per instructions in the great Mission Editing FAQ). A single person, unreachable, using a game logic, etc. etc. What I need to do however, is find a way to create a group. As the mission starts, the units are NOT on the map, but are first formed after a trigger is reached. I'm thinking a script is more appropriate, triggered by a trigger (duh!. Can Anyone clue me in here please? The groups would be created for east (first group is named Yankee, 2nd Group Zulu). If possible, could someone point me in the right direction. I'm a NOOB at editing. THNX!!!! Eddie Share this post Link to post Share on other sites
klavan 0 Posted September 5, 2005 You can't create a whole new group: a newly created unit MUST join an existing group or will not be created! However you can place a unit far from where you want to create the rest of the group and then make the first unit you're going to create to join grpnull and then make the following units to join him. Rough example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "SoldierWB" createUnit [getMarkerPos "marker_1", groupAlpha, "loon1 = this; this addweapon {binocular}", 0.6, "sergeant"] ~0.1 [Loon1] join grpnull NewgroupOne = group loon1 NewgroupOne setgroupid ["Yankee","Groupcolor0"] ~0.1 "SoldierWB" createUnit [getMarkerPos "marker_1", Newgroup, "loon2 = this;", 0.6, "private"] ~0.1 "SoldierWB" createUnit [getMarkerPos "marker_1", Newgroup, "loon3 = this;", 0.4, "private"] ~0.1 .....and so on Hope this help Klavan Share this post Link to post Share on other sites
Eddie Haskel 0 Posted September 5, 2005 You can't create a whole new group: a newly created unit MUST join an existing group or will not be created!However you can place a unit far from where you want to create the rest of the group and then make the first unit you're going to create to join grpnull and then make the following units to join him. Rough example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "SoldierWB" createUnit [getMarkerPos "marker_1", groupAlpha, "loon1 = this; this addweapon {binocular}", 0.6, "sergeant"] ~0.1 [Loon1] join grpnull NewgroupOne = group loon1 NewgroupOne setgroupid ["Yankee","Groupcolor0"] ~0.1 "SoldierWB" createUnit [getMarkerPos "marker_1", Newgroup, "loon2 = this;", 0.6, "private"] ~0.1 "SoldierWB" createUnit [getMarkerPos "marker_1", Newgroup, "loon3 = this;", 0.4, "private"] ~0.1 .....and so on Hope this help Klavan ok, lemme see if i get this right. SoldierWB is the unit/vehicle Id. Check! getMarkerPos "marker_1" is where unit will be created! Check! groupAlpha is the Group name that was made when you made the unit far from where you want to create the rest. Alpha=Group This in the INIT of that man. Check! Loon1, Loon2, and Loon3 are going to be the newly created units. Check! The grpnull I DON'T understand, as I haven't created any group called null, but will take your word for it as I saw something before about a grpnull (It's like a "wayover station" between Alpha and NewGroupOne maybe?) ~0.1 is the pause between creating the units. Check! 0.4, 0.6 and the ranks are the skill level and ranks. Check! setgroupID ["Yankee", "Groupcolor0"] is new to me. The group color I know, but not group ID Yankee. The radio callsigns don't go that high if I remember right. And I think I could replace the getMarkerPos with a game logic. If you could let me know how I did, I would appreciate it. If this all checks I will add this to the editing FAQ. Thnx klavan! Eddie Share this post Link to post Share on other sites
klavan 0 Posted September 5, 2005 The line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> [Loon1] join grpnull Means that Loon1 leaves the group called groupAlpha, thus becoming ready to be the leader of a new group. Groupnull means no group. Follows the list (i'm quite sure they're all here) of the availables group names in OFP <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ALPHA BRAVO CHARLIE DELTA ECHO FOXTROT GOLF HOTEL NOVEMBER KILO YANKEE ZULU BUFFALO TWO THREE GUARDIAN CONVOY About the last question try this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "SoldierWB" createUnit [getPos gamelogicname, groupAlpha, "loon1 = this; this addweapon {binocular}", 0.6, "sergeant"] Hope this help Klavan Share this post Link to post Share on other sites
Eddie Haskel 0 Posted September 5, 2005 Got it! And tried it out! 1) create Game Logic, name it: ENFORCE. Place it in the area where the units should appear. 2) create 1 man, on an unreachable part of the map In his INIT add: Zulu=Group This 3) create a trigger, activated from West (in my case), and put in the On Activation line: this exec "ZRE.sqs" (This is the sqs file I made! The ZRE.sqs file looks like this: ; My first attempt at creating a scripting, so anything is possible. ; BIS, Codemasters and myself are NOT responsible is your computer does an ; this setdammage 1 on you! "z_priest1" createUnit [getPos ENFORCE, Zulu,"Z3=this"] ~0.1 [Z3] join grpnull Kilo = group Z3 Kilo setgroupid ["Whiskey","Groupcolor0"] ~0.1 "basezman" createUnit [getPos ENFORCE, Kilo,"Z4=this"] ~0.1 "z_Girl" createUnit [getPos ENFORCE, Kilo,"Z5=this"] ~0.1 "z_executive" createUnit [getPos ENFORCE, Kilo,"Z6=this"] ~0.1 "z_worker" createUnit [getPos ENFORCE, Kilo,"Z7=this"] ~0.1 "z_Farmer" createUnit [getPos ENFORCE, Kilo,"Z8=this"] ~0.1 "z_Security" createUnit [getPos ENFORCE, Kilo,"Z9=this"] ~0.1 "z_worker" createUnit [getPos ENFORCE, Kilo,"Z10=this"] ~0.1 "z_Farmer" createUnit [getPos ENFORCE, Kilo,"Z11=this"] ~0.1 "z_newman" createUnit [getPos ENFORCE, Kilo,"Z12=this"] ~0.1 Exit note, no " " around ENFORCE, and I dropped the skill, weapons and rank as these are zombies! Thnx again for the help!! Eddie Share this post Link to post Share on other sites
klavan 0 Posted September 5, 2005 Since they're zombies and it's not supposed they can use a radio it's all OK, but for future pourpouse take in mind that you can name a group as you like (eg: abracadabra = group this). The group's name list i've posted above is intended to be used with setgroupid command only. If you want your units to appears as Guardian when it says someting on the radio channels you have to type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Abracadabra = group Z3 Abracadabra setgroupid ["Guardian","Groupcolor0"] You can change Guardian with one of the names listed above, but only with 'em. In your case Whiskey wouldn't works as a radio ID for your group. Klavan Share this post Link to post Share on other sites
Eddie Haskel 0 Posted September 5, 2005 aaaah, copy and pasted to my notes! Thnx! Eddie Share this post Link to post Share on other sites