OzeRick 10 Posted August 1, 2009 Hi all I have been playing around with the below script to get 2 planes to spawn and complete the run but I can only get one to spawn. Could some please let me know if I am heading in the right direction or if I am barking up the wrong tree with he way I am doing it Thanks Regards OzeRick setfire=true; titleText ["Click on the map to set your firedirection","plain down"]; onMapSingleClick "ASTarget setPos _pos; setfire=false"; @!setfire; "Firedirection" setmarkerpos getPos ASTarget; onMapSingleClick ""; titleText ["", "plain down"]; ;=========DEFINE======================= _dropPosition = getpos ASTarget; ~0.5 _dropPosX = _dropPosition select 0; _dropPosY = _dropPosition select 1; _dropPosZ = _dropPosition select 2; ~0.1 _planespawnpos = [_dropPosX + 4000,_dropPosY,_dropPosZ + 350]; _pilotspawnpos = [_dropPosX + 4000,_dropPosY,_dropPosZ + 350]; ;=========CREATE======================= _PlaneG = creategroup WEST; _plane = createVehicle ["AV8B",_planespawnpos,[], 0, "FLY"]; _plane setPos [(getPos _plane select 0),(getPos _plane select 1),900]; _pilot = "Pilot" createUnit [getMarkerPos "Firedirection", _PlaneG, "P1=this"]; _Plane setVelocity [100,0,0]; _dropPosition = getpos ASTarget; ~0.4 P1 moveinDriver _plane; P1 setDamage 0; P1 action ["gear_up", vehicle P1]; _plane flyinHeight 100; _plane setSpeedMode "full"; #CHECK P1 doMove getPos ASTarget; P1 doTarget ASTarget; P1 doWatch ASTarget; ? (_plane distance ASTarget) < 2550 : goto "DROP" goto "CHECK" ~0.5 ;=========DEFINE======================= _dropPosition = getpos ASTarget_1; ~0.5 _dropPosX = _dropPosition select 0; _dropPosY = _dropPosition select 1; _dropPosZ = _dropPosition select 2; ~0.1 _planespawnpos = [_dropPosX + 4000,_dropPosY,_dropPosZ + 350]; _pilotspawnpos = [_dropPosX + 4000,_dropPosY,_dropPosZ + 350]; ;=========CREATE======================== _PlaneA = creategroup WEST; _plane = createVehicle ["AV8B",_planespawnpos,[], 0, "FLY"]; _plane setPos [(getPos _plane select 0),(getPos _plane select 1),910]; _pilot = "Pilot" createUnit [getMarkerPos "Firedirection", _PlaneA, "P2=this"]; _Plane setVelocity [100,0,0]; ~0.4 P2 moveinDriver _plane; P2 setDamage 0; P2 action ["gear_up", vehicle P2]; _plane flyinHeight 100; _plane setSpeedMode "full"; #CHECK1 P2 doMove getPos ASTarget; P2 doTarget ASTarget; P2 doWatch ASTarget; ? (_plane distance ASTarget) < 2550 : goto "DROP" goto "CHECK1" ;=========FIRE======================= #DROP _i = 0; _plane flyInHeight 100; _plane setPos [(getPos _plane select 0),(getPos _plane select 1),100]; ~13 #FIRE _i=_i+1; _plane fire "BombLauncher"; ~0.2 ? _i <= 6 : goto "FIRE" ;=========FLY AWAY======================= ASTarget setPos [0,0,0]; "Firedirection" setMarkerPos [0,0]; _plane setSpeedMode "Full"; ~2 _plane flyInHeight 300; P1 doMove getPos ASTarget; #Check2 _plane setDamage 0; P1 setDamage 0; ? (_plane distance Player) > 1000 : goto "ENDE"; goto "Check2" ASTarget setPos [0,0,0]; "Firedirection" setMarkerPos [0,0]; _plane setSpeedMode "Full"; ~2 _plane flyInHeight 300; P2 doMove getPos ASTarget; #Check3 _plane setDamage 0; P2 setDamage 0; ? (_plane distance Player) > 1000 : goto "ENDE"; goto "Check3" ;=========DELETE======================== #ENDE; deleteVehicle _plane; deleteGroup _PlaneG deleteVehicle P1; deleteGroup _PlaneA deleteVehicle P2; exit Share this post Link to post Share on other sites
Rekit 10 Posted August 2, 2009 maybe? conflicting names. In one piece of script you have refered to each vehcile as _plane Share this post Link to post Share on other sites