Edwin de Beer
Member-
Content Count
4 -
Joined
-
Last visited
-
Medals
Everything posted by Edwin de Beer
-
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";
-
respawn group AI help please.
Edwin de Beer replied to Edwin de Beer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Oh oke nice, thanks for your reply 7erra i will test this tommorow. Thx again -
respawn group AI help please.
Edwin de Beer replied to Edwin de Beer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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. -
Ai spawning script players get stuck
Edwin de Beer posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.