smoke52 0 Posted August 14, 2007 i have two questions (read the bottom for question 2)...anyway for my mission i am making the port area in Corazol a hostage and bomb situation. the hostages are supposed to spawn in one of 3 warehouse buildings in the port. im using a script that spawns two guys in a random location. the script works fine but I am having trouble with the hostages spawning on the outside of the building when they get created. i think its because the game is trying to spawn them on the roof but the game doesnt allow that and spawns them outside around it... what do i need to add to get them to spawn inside somewhere? heres the script <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_hostages = createGroup west; _locations = ["hostage1", "hostage2", "hostage3"] _rndloc = (random (count _locations)) - 0.5 _spot = _locations select _rndloc _hos1 = _hostages createUnit ["SoldierWB", (getmarkerpos _spot), [] ,0 ,"corporal"]; removeallweapons _hos1 _hos1 setcaptive true _hos1 setDir random 360; _hos1 allowfleeing 0; _hos1 setBehaviour "AWARE"; _hostages selectLeader _hos1; _hos1 switchmove "testsurrender"; _hos1 DisableAI "ANIM"; ~1 _hos2 = _hostages createUnit ["SoldierWB", (getmarkerpos _spot), [] ,0 ,"private"]; removeallweapons _hos2 _hos2 setcaptive true _hos2 setDir random 360; _hos2 allowfleeing 0; _hos2 setBehaviour "AWARE"; _hos2 switchmove "testsurrender"; _hos2 DisableAI "ANIM"; also how do i get a trigger to spawn in the same area that the hostages are in? Share this post Link to post Share on other sites
dr_eyeball 16 Posted August 14, 2007 1. You need to use something like buildingPos for proper internal building placement. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_soldier setPos (_house buildingPos _i); Do a search for the keyword "buildingPos" and you'll find a ton of threads, since this topic was heavily discussed early on in the year. 2. What do you mean "spawn a trigger"? Do you mean how to create a trigger? To create one in a script, it looks something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> G_UnitsInitTrig = createTrigger ["EmptyDetector", getArray(configFile >> "CfgWorlds" >> worldName >> "centerPosition")]; G_UnitsInitTrig setTriggerArea [22000, 22000, 0, true]; G_UnitsInitTrig setTriggerActivation ["ANY", "PRESENT", false]; G_UnitsInitTrig setTriggerStatements [ "this", "{ [_x] call fn_UnitInit } forEach thisList;", "" ]; Share this post Link to post Share on other sites
smoke52 0 Posted August 15, 2007 thanks alot i found out how to get them inside the building with this line: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _hos1 setPos ((nearestbuilding _hos1) buildingPos 1) as for my trigger spawn question that has been answered as well. what i was shown to do was make a trigger and group it to the player. select VEHICLE, in the script where i place the hostages i put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> trg_hostages setPos (getmarkerpos _spot) and, in the condition field put <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> this && ({alive _x} count [hos1, hos2] > 0) so the player is close to the hostages and at least one of them is still alive. heres the hostage spawn script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _hostages = createGroup west; _locations = ["hostage1", "hostage2", "hostage3"] _rndloc = (random (count _locations)) - 0.5 _spot = _locations select _rndloc trg_hostages setPos (getmarkerpos _spot); ~1 hos1 = _hostages createUnit ["SoldierWB", (getmarkerpos _spot), [] ,0 ,"corporal"]; hos1 setPos ((nearestbuilding hos1) buildingPos 1); removeallweapons hos1; hos1 setcaptive true; hos1 setDir random 360; hos1 allowfleeing 0; hos1 setBehaviour "AWARE"; hos1 switchmove "testsurrender" hos1 DisableAI "ANIM" _hostages selectLeader hos1; ~1 hos2 = _hostages createUnit ["SoldierWB", (getmarkerpos _spot), [] ,0 ,"private"]; hos2 setPos ((nearestbuilding hos2) buildingPos 1); removeallweapons hos2; hos2 setcaptive true; hos2 setDir random 360; hos2 allowfleeing 0; hos2 setBehaviour "AWARE"; hos2 switchmove "testsurrender" hos2 DisableAI "ANIM" and the script thats triggered to tell the hostages to join your squad: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> hos1 setcaptive false; hos2 setcaptive false; hos1 switchmove "" hos1 EnableAI "ANIM" hos2 switchmove "" hos2 EnableAI "ANIM" [hos1,hos2] joinsilent player; Share this post Link to post Share on other sites