Recon1 0 Posted July 3, 2007 OK i just stared making maps so I need help in the trigger spawning AI's i dont want to spawn to many at the time it lags the game so if anyone can help it would be great oh and I dont care about waves or respawning ai just to spawn them ones thanks Recon1 Share this post Link to post Share on other sites
norrin 9 Posted July 3, 2007 ravennx set up something very similar to what I think you're after so check out this post here m8: http://www.flashpoint1985.com/cgi-bin....t=65117 Just to simplify his code a bit: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;AI spawn script adapted from ravennx group1 = createGroup east group1 createUnit ["SoldierESniper",getMarkerPos "ai", [], 0, "FORM"] ~0.2 group1 createUnit ["SoldierAT",getMarkerPos "ai", [], 0, "FORM"] ~0.2 group1 createUnit ["SoldierEB",getMarkerPos "ai", [], 0, "FORM"] ~0.2 group1 createUnit ["SoldierEMG",getMarkerPos "ai", [], 0, "FORM"] ~0.2 group1 createUnit ["SoldierESniper",getMarkerPos "ai", [], 0, "FORM"] ~0.2 group1 createUnit ["SoldierAT",getMarkerPos "ai", [], 0, "FORM"] ~0.2 group1 createUnit ["SoldierEB",getMarkerPos "ai", [], 0, "FORM"] ~0.2 group1 createUnit ["SoldierEMG",getMarkerPos "ai", [], 0, "FORM"] _waypoint0 = group1 addWaypoint [getMarkerPos "wp", 0] _waypoint0 setWaypointType "SAD" Just make a file in your mission directory called something like spawn.sqs and copy across this code. Then create a trigger (eg. BLUFOR present) and in the OnAct line put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[] exec "spawn.sqs"; the only other thing would be to put a short sleep between each createUnit line in the code (eg add a line and ~2 as above) as this should reduce strain on the server when the units spawn. Finally you'll need to place a couple of markers in the editor to get this code to work one called ai (where the units will spawn) and second called wp where the spawned units will move to. Share this post Link to post Share on other sites
Recon1 0 Posted July 3, 2007 it works great lol now i have to find a way to change it from opfor to mercs and make them bad thanks Recon1 Share this post Link to post Share on other sites