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Joedapro

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About Joedapro

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  1. My apologies, I have an issue I ran into with this. I tried using this in a script but I run into an error. I outputted the script into a global variable but when I called TAG_sideVehicles select ... in a separate script I get Error select: Type Text, expected Array, String, Config entry. How do I fix this?
  2. For some reason my ai flee from the battlefield which I have to kill them off because if i use zeus to move them back in then they will just continue heading in the direction that they were fleeing. The waypoint is still there but they run away from it sometimes. Not all ai just a few but if its the group leader then the entire group will flee.
  3. Good day Larrow, I do have another question to this. How would I implement this into a script that would select a random unit to spawn without having to copy and past the names manually? I do have the script that spawns the units but only if the names (strings) are already in an array. You dont have to create it, I just need help understanding how the output works with this script without the copy to clipboard and if I can just output it to a variable (_variablename = [];). I tried to select an element from the array but got the type array, expected string error.
  4. Yes, this is one way to do it. But, when im using a script to spawn a lot of ai units naming them will be an issue as well as updating a trigger. I am trying to keep them within a given radius, using this method I would have to create a lot of triggers outside that radius which is inefficient.
  5. I need either a script or in trigger action that will kill AI units that leave the area. I want to also separate the types, example: I have an inner radius lets say 250 by 250 that AI infantry units must stay in. If they leave this area then they will die. Then I have an outer radius, 500 by 500, that allows AI Land vehicles to operate through, they are also allowed in the inner radius but if they leave the outer radius then they will be destroyed. The land vehicles include all land vehicles, not just tracked and tanks. I have thought of using multiple triggers to compare what is in the larger circle which is not in the smaller circle at which the trigger will kill the AI that is not within both triggers but I am not sure how to do that or if there is an easier way.
  6. Great, Thank you, Ill test this out today. Do I need to execute this in the init.sqf? And where will the output be located at, just the clipboard and all I need to do is CTR + V in notepad?
  7. I need a easier way to spawn random units instead of individually pulling all classes from the in game editor and pasting it while adding quotations and commas like this: ["B_mas_med_Army_ENG_F", "B_mas_med_Army_EXP_F", "B_mas_med_Army_GL_F",]. I want to use a script that when called it will pull a random unit from a given side of a given type (infantry, land, air) and spawn them in a group. The group will be filled with random units. I also want it to pull units from mods that I download. I dont want to have to keep updating the script every time I download another unit mod. The mod MMC sandbox has no problem in doing this but I dont know how they did it.
  8. Here's a post that does the weapon portion, could the script be condensed?
  9. So I want to make things easier when randomizing things. Right now I have an array of vehicles, air vehicles, and units class names that I manually pulled from the in game editor. Im alright with manually selecting individual units but now I want to randomize the units vest, weapons, and headgear but I do not want to go through the in games edit loadout screen and export each vest and items then have to search the text to find the class name of the vest to add it to an array. Is there a way for the game to provide a list of ALL vests and ALL weapons ect. in the game including addons? If this is possible is there a way to do that to ALL vehicles and units on a given side like EAST or WEST? Is there a possible way to do this without creating an array like calling a BIS_FN?
  10. I am using the Spawn AI modules in combination with Sector Tactics but I want to be able to set a condition to where : If one side, i.e. BLUFOR, controls a sector that side is the only side that can spawn near it. Then the side that controls the sector can utilize the synchronized spawn points near that sector. If BLUFOR loses control of that sector then those spawn points will not be enabled for them until BLUFOR takes back control of that sector. Now this is just for AI not player respawns. How would I go about doing that?
  11. Joedapro

    Spawn AI Module

    I am using the Spawn AI modules in combination with Sector Tactics but I want to be able to set a condition to where : If one side, i.e. BLUFOR, controls a sector that side is the only side that can spawn near it. Then the side that controls the sector can utilize the synchronized spawn points near that sector. If BLUFOR loses control of that sector then those spawn points will not be enabled for them until BLUFOR takes back control of that sector. Now this is just for AI not player respawns. How would I go about doing that?
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