shuko 59 Posted January 11, 2011 Try this in one of the hpad's init: if isserver then { SHK_moveobjects = compile preprocessfile "shk_moveobjects.sqf"; _pads = [hpad1,hpad2,hpad3,hpad4,hpad5,hpad6,hpad7,hpad8,hpad9]; _dest = _pads select (floor (random count _pads)); [siteObjects,_dest,25] call SHK_moveobjects; _pads = [hpad12,hpad13]; _dest = _pads select (floor (random count _pads)); [siteObjects1,_dest,25] call SHK_moveobjects; }; That should move everything before players get control of their units. Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 12, 2013 Sorry to drag this old thread up , but is it possible to move Markers as well ? Share this post Link to post Share on other sites
shuko 59 Posted January 13, 2013 Sorry to drag this old thread up , but is it possible to move Markers as well ? Nope, create them after the move or keep a separate marker array. The script uses nearestobjects, which only finds objects. Share this post Link to post Share on other sites
1para{god-father} 105 Posted January 13, 2013 ahhh thanks ! Share this post Link to post Share on other sites
melbo 3 Posted May 4, 2013 Reviving thread again. Is there anyway to make this script take into account of units inits lines? I have certain props spawning at different heights which then clip back down to ground level when it chooses a random point. Share this post Link to post Share on other sites
shuko 59 Posted May 6, 2013 Reviving thread again. Is there anyway to make this script take into account of units inits lines? I have certain props spawning at different heights which then clip back down to ground level when it chooses a random point. Nope, unless they've added a command to retrieve the init line from an object. I haven't payed attention to the changes in the past couple of years. One way could be to use set/getvariable. Share this post Link to post Share on other sites