Somerville 0 Posted December 8, 2008 Morning all, I've been trying to get this working. The below is a script that is designed to spawn an empty T72, but to try and make it 'enemy' so that an A10 can lock on to it. However, it just shows as a white dot on the radar and won't lock on no matter how many times I fly past. Here is the script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?!(local Server): exit _Xpos = _this select 0 _Ypos = _this select 1 _Xspread = _this select 2 _Yspread = _this select 3 time = _this select 4 targets = _this select 5 localtargetcounter = 0 showresult = false Publicvariable "showresult" TargetHits = 0 publicVariable "TargetHits" Targetmiss = 0 publicVariable "Targetmiss" targetcount = 0 publicVariable "Targetcount" #loop _X = _Xpos _Y = _Ypos _X = _X + (random _Xspread - _Xspread /2) _Y = _Y + (random _Yspread - _Yspread /2) _target = "T72" createvehicle [_X,_Y,0] _grp1 = createGroup EAST _spawndrive = "SquadLeaderE" createUnit [position _target, _grp1,"spawndrive = this",1,"PRIVATE"] spawndrive moveInDriver _target _target setSide OPFOR _driver disableAI "MOVE" _markerf = createMarker ["Fired", position _target] "Fired" setMarkerSize [250, 250] "Fired" setMarkerColor "ColorRedAlpha" "Fired" setMarkerShape "ELLIPSE" ~240 deleteMarker "fired" targetcount = targetcount + 1 Publicvariable "Targetcount" localtargetcounter = localtargetcounter + 1 testnumber1 = localtargetcounter Publicvariable "testnumber1" testnumber2 = targets Publicvariable "testnumber2" timecount = 0 #Time showhint = false Publicvariable "Showhint" ~0.25 ?(getdammage _target > 0.1) : goto "hit" timecount = timecount + 0.25 ?timecount < time : goto "time" _target setdammage 1 Targetmiss = Targetmiss + 1 Publicvariable "Targetmiss" ~1 showhint = true Publicvariable "Showhint" goto "next" #Hit _target setdammage 1 TargetHits = Targethits + 1 Publicvariable "TargetHits" ~1 showhint = true Publicvariable "Showhint" goto "next" #next ~2 deletevehicle _target ~2 ?localtargetcounter >= targets : showhint = true; Publicvariable "Showhint"; goto "end" goto "loop" #end testinprogress = false Publicvariable "testinprogress" showresult = true Publicvariable "showresult" testnumber1 = 0 Publicvariable "testnumber1" testnumber2 = 0 Publicvariable "testnumber2" I hope you can help Thanks, Somerville Share this post Link to post Share on other sites
Mr_Tea 0 Posted December 8, 2008 Any vehicle is counted as an enemy as soon it`s occupied by an enemy unit. That should apply to this scenario too. Empty vehicles are Blue, like civilian stuff. Share this post Link to post Share on other sites
HitmanFF 6 Posted December 8, 2008 Hi Sommerville, for a vehicle to be noticed on the radar, the engine has to be switched on. With your current script this will not happen: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">. . _spawndrive = "SquadLeaderE" createUnit [position _target, _grp1,"spawndrive = this",1,"PRIVATE"] spawndrive moveInDriver _target _target setSide OPFOR _driver disableAI "MOVE" . . You have mixed _spawndrive and spawndrive (without underscore). So the unit is never moved into the vehicle. Als the variable _driver is not defined anywhere, and thus the disableAI command will not work. I can't check right now, but creating the vehicle and then switching on the engine with<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_spawndrive action ["engineOn", _target]might work. Otherwise creating the vehicle and assigning the AI unit as commander would be an option, as the commander will not drive away and the turret will activate the engine. Share this post Link to post Share on other sites
Somerville 0 Posted December 8, 2008 Ahh, thanks for the help Share this post Link to post Share on other sites