Fork122 0 Posted April 30, 2006 I'm working on a simple little coop for flashpoint. Â It's got a group of 9 special forces soldiers surrounded in a small clearing in the Tonali jungle. Â They have to hold off the enemy at the LZ until a helicopter comes to extract them. If it helps at all the mission looks like this: The problem is I want to have a endless stream of enemies attacking the LZ from different directions. Â Ideally, I'd like to have a group come from each of the 4 arrows in the picture above. Â I've been trying to find a script or something to keep respawning the groups and have them head towards the LZ. Â I've searched the forums and the internet, but I just can't find something that would work and that I understand. Â I'd appreciate it if someone could help me out. Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted May 1, 2006 As far as I know, it is impossible to actually create a group in a mission. For every group you want to use, you must create a group (even if it's one man) in the mission editor. I wrote a script to spawn an air cav squad and posted it here the other day: http://www.flashpoint1985.com/cgi-bin....3;st=30 You could use this as a basis to build on if you like. If you want unlimited waves, just modify it so there is always a guy at a safe inaccessable location. Make no mistake, there is a lot of scripting to be done to sucessfully execute a spawn script. Share this post Link to post Share on other sites
AgentFox2 0 Posted May 1, 2006 Fork, you may be interested in the following script suite from the Chain of Command: Link to COC Forums I think its function is to respawn enemy groups once they're dead a number of editor-set times, keeping all waypoints, etc. Share this post Link to post Share on other sites
crashdome 3 Posted May 1, 2006 Here is a simple and remedial way to create an entire group: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> "officerW" createUnit [getpos Player, player, {TempReference = this}, 1, "CAPTAIN"] ~1 ; This next line takes the unit and creates a new group [TempReference] join grpNull "SoldierWB" createUnit [getpos Player, TempReference, {}, 0.75, "PRIVATE"] "SoldierWG" createUnit [getpos Player, TempReference, {}, 0.75, "PRIVATE"] "SoldierWMG" createUnit [getpos Player, TempReference, {}, 0.75, "PRIVATE"] "SoldierWLaw" createUnit [getpos Player, TempReference, {}, 0.75, "PRIVATE"] First unit spawn creates the unit within the players group... also, the new unit gets assigned to a global variable for temporary reference ability. Followed by a short pause just to allow it to join a new group which is created. Subsequent units get assigned to the referenced group. The important thing is: [unit] join grpNull will create a new group Once 64 groups have been created it recycles and can cause erratic behavior [EDIT] ColSanderslite: I highly recommend you check out the EnemyStack scripts by CoC. You would get a big kick out of em. [EDIT 2] Corrected myself... the original code was wrong - was thinking of something else Share this post Link to post Share on other sites
ColonelSandersLite 0 Posted May 1, 2006 Wow, that's news to me. I'll have to try that out now! So you create the unit inside of a group, then you create a new group and join the other units to it. Share this post Link to post Share on other sites
Fork122 0 Posted May 2, 2006 Thanks for the link to that script What do I need to change to make the Enemy Stack scripts work with the BAS Tonal Rebels? (or any addon units) I get lost in the tutorial once it gets to the part about Active and Available units. Â I have the 4 spawn logics set up, but I get confused about what I have to do from there. Share this post Link to post Share on other sites