Jump to content

Edwin de Beer

Member
  • Content Count

    4
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Edwin de Beer

  • Rank
    Rookie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Edwin de Beer

    respawn group AI help please.

    Oh oke nice, thanks for your reply 7erra i will test this tommorow. Thx again
  2. Edwin de Beer

    respawn group AI help please.

    No it spawns 4 Ai soldiers on two differend locations, but in the original script I did this script 4x with sleep 60 and sleep 120; if (!isServer) exitWith {}; _grpInf1 = [getmarkerpos "spawn1Inf", WEST, [ "LIB_GER_gun_unterofficer", "LIB_GER_mgunner", "LIB_GER_soldier_MP40", "LIB_GER_soldier_K98"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn1InfWp1 = _grpInf1 addWaypoint [getmarkerpos "spawn1InfWp1", 0]; { _x setSkill ["aimingspeed", 0.3]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.01]; _x setSkill ["spottime", 0.8]; _x setSkill ["spotdistance", 0.8]; _x setSkill ["commanding", 1]; _x setSkill ["general", 0.8]; _x allowFleeing 0; } foreach units _grpInf1; _spawn1InfWp1 setWaypointType "MOVE"; _spawn1InfWp1 setWaypointSpeed "Full"; _spawn1InfWp1 setWaypointBehaviour "COMBAT"; _spawn1InfWp1 setWaypointFormation "FILE"; _spawn1InfWp1 setWaypointCombatMode "RED"; sleep 60; _grpInf2 = [getmarkerpos "spawn2Inf", WEST, [ "LIB_GER_gun_unterofficer", "LIB_GER_mgunner", "LIB_GER_soldier_MP40", "LIB_GER_soldier_K98"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn2InfWp1 = _grpInf2 addWaypoint [getmarkerpos "spawn2InfWp1", 0]; { _x setSkill ["aimingspeed", 0.3]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.01]; _x setSkill ["spottime", 0.8]; _x setSkill ["spotdistance", 0.8]; _x setSkill ["commanding", 1]; _x setSkill ["general", 0.8]; _x allowFleeing 0; } foreach units _grpInf2; _spawn2InfWp1 setWaypointType "MOVE"; _spawn2InfWp1 setWaypointSpeed "Full"; _spawn2InfWp1 setWaypointBehaviour "COMBAT"; _spawn2InfWp1 setWaypointFormation "FILE"; _spawn2InfWp1 setWaypointCombatMode "RED"; sleep 120; _grpInf1 = [getmarkerpos "spawn1Inf", WEST, [ "LIB_GER_rifleman", "LIB_GER_rifleman", "LIB_GER_rifleman"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn1InfWp1 = _grpInf1 addWaypoint [getmarkerpos "spawn1InfWp1", 0]; { _x setSkill ["aimingspeed", 0.3]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.01]; _x setSkill ["spottime", 0.8]; _x setSkill ["spotdistance", 0.8]; _x setSkill ["commanding", 1]; _x setSkill ["general", 0.8]; _x allowFleeing 0; } foreach units _grpInf1; _spawn1InfWp1 setWaypointType "MOVE"; _spawn1InfWp1 setWaypointSpeed "Full"; _spawn1InfWp1 setWaypointBehaviour "COMBAT"; _spawn1InfWp1 setWaypointFormation "FILE"; _spawn1InfWp1 setWaypointCombatMode "RED"; sleep 60; _grpInf1 = [getmarkerpos "spawn2Inf", WEST, [ "LIB_GER_rifleman", "LIB_GER_rifleman", "LIB_GER_rifleman"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn2InfWp1 = _grpInf1 addWaypoint [getmarkerpos "spawn2InfWp1", 0]; { _x setSkill ["aimingspeed", 0.3]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.01]; _x setSkill ["spottime", 0.8]; _x setSkill ["spotdistance", 0.8]; _x setSkill ["commanding", 1]; _x setSkill ["general", 0.8]; _x allowFleeing 0; } foreach units _grpInf1; _spawn2InfWp1 setWaypointType "MOVE"; _spawn2InfWp1 setWaypointSpeed "Full"; _spawn2InfWp1 setWaypointBehaviour "COMBAT"; _spawn2InfWp1 setWaypointFormation "FILE"; _spawn2InfWp1 setWaypointCombatMode "RED"; sleep 60; _grpInf1 = [getmarkerpos "spawn1Inf", WEST, [ "LIB_GER_gun_unterofficer", "LIB_GER_mgunner", "LIB_GER_soldier_MP40", "LIB_GER_soldier_K98"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn1InfWp1 = _grpInf1 addWaypoint [getmarkerpos "spawn1InfWp1", 0]; { _x setSkill ["aimingspeed", 0.3]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.01]; _x setSkill ["spottime", 0.8]; _x setSkill ["spotdistance", 0.8]; _x setSkill ["commanding", 1]; _x setSkill ["general", 0.8]; _x allowFleeing 0; } foreach units _grpInf1; _spawn1InfWp1 setWaypointType "MOVE"; _spawn1InfWp1 setWaypointSpeed "Full"; _spawn1InfWp1 setWaypointBehaviour "COMBAT"; _spawn1InfWp1 setWaypointFormation "FILE"; _spawn1InfWp1 setWaypointCombatMode "RED"; _________________________ Here i want a scriptline that if people are close to the spawnmarker (spawn1Inf, spawn2Inf) the marker disapears. So the AI doesn't spawn infront of the players.
  3. Hello guys. Could someone please help me with my script? I made a script for respawning a few groups of German soldiers. In the editor i put a trigger 50 meter around the Marker were the AI spawn in script. When a player goes in the trigger it removes the trigger were the Ai spawn. (so the spawning stops) QUESTION: Is this also possible in the script itself. This is my script: if (!isServer) exitWith {}; _grpInf1 = [getmarkerpos "spawn1Inf", WEST, [ "LIB_GER_gun_unterofficer", "LIB_GER_mgunner", "LIB_GER_soldier_MP40", "LIB_GER_soldier_K98"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn1InfWp1 = _grpInf1 addWaypoint [getmarkerpos "spawn1InfWp1", 0]; { _x setSkill ["aimingspeed", 0.3]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.01]; _x setSkill ["spottime", 0.8]; _x setSkill ["spotdistance", 0.8]; _x setSkill ["commanding", 1]; _x setSkill ["general", 0.8]; _x allowFleeing 0; } foreach units _grpInf1; _spawn1InfWp1 setWaypointType "SAD"; _spawn1InfWp1 setWaypointSpeed "Full"; _spawn1InfWp1 setWaypointBehaviour "COMBAT"; _spawn1InfWp1 setWaypointFormation "FILE"; _spawn1InfWp1 setWaypointCombatMode "RED"; sleep 5; _grpInf2 = [getmarkerpos "spawn2Inf", WEST, [ "LIB_GER_gun_unterofficer", "LIB_GER_mgunner", "LIB_GER_soldier_MP40", "LIB_GER_soldier_K98"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn2InfWp1 = _grpInf2 addWaypoint [getmarkerpos "spawn2InfWp1", 0]; { _x setSkill ["aimingspeed", 0.3]; _x setSkill ["aimingaccuracy", 0.1]; _x setSkill ["aimingshake", 0.01]; _x setSkill ["spottime", 0.8]; _x setSkill ["spotdistance", 0.8]; _x setSkill ["commanding", 1]; _x setSkill ["general", 0.8]; _x allowFleeing 0; } foreach units _grpInf2; _spawn2InfWp1 setWaypointType "SAD"; _spawn2InfWp1 setWaypointSpeed "Full"; _spawn2InfWp1 setWaypointBehaviour "COMBAT"; _spawn2InfWp1 setWaypointFormation "FILE"; _spawn2InfWp1 setWaypointCombatMode "RED";
  4. Goodday guys, I have a question? On our server we have a mission were ai groups spawn in by triggers. But now when players come in the server they get stuck in the receiving data screen. I removed the spawning scripts and everything works great, nobody stuck and mission works perfectly. This is the script i made, can somebody please look at it and see if there's something wrong with it? I put in trigger and in init i put: null = execVM"scripts\Spawn1.sqf"; if (!isServer) exitWith {}; _spawn1 = [getmarkerpos "spawn1", EAST, ["uns_men_NVA_65_off","uns_men_NVA_65_RTO","uns_men_NVA_65_MED","uns_men_NVA_65_HMG"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn1Wp1 = _spawn1 addWaypoint [getmarkerpos "spawn1Wp1", 0]; { _x setSkill ["aimingAccuracy", 0.6]; _x setSkill ["aimingShake", 0.6]; _x setSkill ["aimingSpeed", 0.3]; _x setSkill ["commanding", 1]; _x setSkill ["courage", 1]; _x setSkill ["endurance", 0.8]; _x setSkill ["general", 1]; _x setSkill ["reloadSpeed", 0.5]; _x setSkill ["spotTime", 0.8]; _x setSkill ["spotDistance", 0.8]; _x allowFleeing 0; } foreach units _spawn1; _spawn1Wp1 setWaypointType "SAD"; _spawn1Wp1 setWaypointSpeed "Full"; _spawn1Wp1 setWaypointBehaviour "AWARE"; _spawn1Wp1 setWaypointFormation "LINE"; _spawn1Wp1 setWaypointCombatMode "RED"; sleep 10; _spawn2 = [getmarkerpos "spawn2", EAST, ["uns_men_NVA_65_off","uns_men_NVA_65_RTO","uns_men_NVA_65_MED","uns_men_NVA_65_HMG"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn2Wp1 = _spawn2 addWaypoint [getmarkerpos "spawn2Wp1", 0]; { _x setSkill ["aimingAccuracy", 0.6]; _x setSkill ["aimingShake", 0.6]; _x setSkill ["aimingSpeed", 0.3]; _x setSkill ["commanding", 1]; _x setSkill ["courage", 1]; _x setSkill ["endurance", 0.8]; _x setSkill ["general", 1]; _x setSkill ["reloadSpeed", 0.5]; _x setSkill ["spotTime", 0.8]; _x setSkill ["spotDistance", 0.8]; _x allowFleeing 0; } foreach units _spawn2; _spawn2Wp1 setWaypointType "SAD"; _spawn2Wp1 setWaypointSpeed "Full"; _spawn2Wp1 setWaypointBehaviour "AWARE"; _spawn2Wp1 setWaypointFormation "LINE"; _spawn2Wp1 setWaypointCombatMode "RED"; sleep 10; _spawn1 = [getmarkerpos "spawn1", EAST, ["uns_men_NVA_65_off","uns_men_NVA_65_RTO","uns_men_NVA_65_MED","uns_men_NVA_65_HMG"],[],[],[],[],[],180] call BIS_fnc_spawnGroup; _spawn1Wp1 = _spawn1 addWaypoint [getmarkerpos "spawn1Wp1", 0]; { _x setSkill ["aimingAccuracy", 0.6]; _x setSkill ["aimingShake", 0.6]; _x setSkill ["aimingSpeed", 0.3]; _x setSkill ["commanding", 1]; _x setSkill ["courage", 1]; _x setSkill ["endurance", 0.8]; _x setSkill ["general", 1]; _x setSkill ["reloadSpeed", 0.5]; _x setSkill ["spotTime", 0.8]; _x setSkill ["spotDistance", 0.8]; _x allowFleeing 0; } foreach units _spawn1; _spawn1Wp1 setWaypointType "SAD"; _spawn1Wp1 setWaypointSpeed "Full"; _spawn1Wp1 setWaypointBehaviour "COMBAT"; _spawn1Wp1 setWaypointFormation "LINE"; _spawn1Wp1 setWaypointCombatMode "RED"; Thank you very much.
×