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BlackbirdSD

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Everything posted by BlackbirdSD

  1. I got the coordinates part working as you described but as for the part where you say "Then in your missions code after you have moved the tower, run..." do you mean this gets placed in the initPlayerLocal file?
  2. Remember that my tower moves to random points so how does the compass follow if not attached? Is it possible for you to show me a small example of what a scripted waypoint would look like? What is a "bern"? Thanks
  3. But then I need to worry about attaching that small item to the tower. How do I get them to roam around on the roof of the tower after they spawn there?
  4. Now that I got a guy in the tower, is it possible for him to walk around a bit on the same floor that he starts?
  5. I tried the direct method and it works great without the "sleep 1;" . I get an error when using the sleep that says '|#|sleep 1;s1 attachTo [t3, [0.0, 0.0, 5]];...' Error Generic error in expression. What does that mean? Was sleep 1 meant to pause for 1 second? How do I rotate the unit? I am putting this command in the units Init T3 is my tower and s1 is my unit Thanks
  6. If you made a base with lets say 5 buildings, how can you get that base to start the mission at random points all together as 1 "base" using random start position? Can multiple items be grouped together to create 1 object? Thanks
  7. so you add the y,x,z coordinates for each objects starting position? Is "weaponComposition" the name of your composition? How would you get this to start at my random start positions?
  8. The goal of my mission is to get to a tower that has 5 random start positions. Instead of having a defensive group of enemy at each possible start position, how do I have the enemy start where my tower starts? Thanks
  9. I thought of that before but never could figure it out. Thanks
  10. I got ya. The problem with that is I made my own custom units. Also when I spawn enemy, can they still follow a scripted waypoint?
  11. Why? Ive tried hiding large numbers of units in the past and it does not improve performance.
  12. So all of my units on the map have this command in the Init field of every group leader. So the entire group starts in a random location within a random 500M radius. _pos = [[[getPos this,500]]] call BIS_fnc_randomPos; { _x setPos _pos; } forEach (units (group this)); I stumbled onto an even simpler method that so far looks great. I made a tower and named it T1. I made a group of AI and in the Init field I put this _pos = [[[getPos T1,500]]] call BIS_fnc_randomPos; { _x setPos _pos; } forEach (units (group this)); All I did was change the "this" to "T1" Then I gave the leader a scripted waypoint with this [group this, getPos this, 500] call BIS_fnc_taskPatrol; in the init field. Now wherever I move the tower, the entire group spawns within a random 500m radius of the tower then continues with their 500m patrol around the tower. This will be so helpful for a lot of my missions! Thanks for all your suggestions guys.
  13. I havent done anything with arrays yet so not sure how that works,
  14. Would this have to be done with each enemy in the group or can it be done in the Init box of the group?
  15. I saw the composition but if I have lets say a building with a series of fences that wrap around the building, how can i make them all start in a random position?
  16. So I currently have about 10 groups anywhere from 3 to 6 per group at each of my 4 possible end points(which is a military tower). Each group currently has a scripted waypoint with this command [group this, getPos this, 500] call BIS_fnc_taskPatrol; so they patrol the area where the end tower will be. I will want to have about 10 groups total that will only be around wherever the end point tower is so i can get rid of the rest. Then they will patrol that area. Thanks
  17. Would you be able to show me an example? There will be about 50 AI i will need to move to that location.
  18. Its a marker under "System" called "Empty" then I right click on the object point to "Connect" then click on "Set Random Start" then draw a line to that marker. Im using 3den so not sure if its a default option. Works great.
  19. Thats an idea but i found that simply hiding units doesnt help performance. I wanted to have less AI on the map.
  20. Im using an empty marker then connecting to it with "Random start position"
  21. Is it possible to have random weather? Thanks
  22. BlackbirdSD

    Random weather?

    Where are the values for wind?
  23. BlackbirdSD

    Random weather?

    I would need this for multiplayer
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