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Spriterfight

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Everything posted by Spriterfight

  1. Spriterfight

    HELP With respawn waypoint

    Basically in arma 3 when a unit in mp completes its waypoint then respawns it will have no waypoint.
  2. Spriterfight

    HELP With respawn waypoint

    If the ai reaches its waypoint.The waypoint is completed but if the ai dies while the waypoint had been completed after respawn the ai moves nowhere since its waypoint was completed.I want a script that checks if the waypoint of this group is completed and then with a respawm eventhandler i would give them another waypoint.
  3. Oh probably he wants the units to be unconscious and teleport them outside of the heli and then "wake" them up.Yeah i havent tested my code
  4. _pilot = driver vehicle player If (vehicle player isTouchingGround) then { { _x setUncounsious true; _x allowDamage false _x action ["Eject", vehicle _x]; sleep 10; } forEach units groupName - _pilot; };
  5. It is adviseable not to keep too many mods activated at once since it causes performance and stanility issues.Functions could overwrite eachoter etc.I filter by era like ww2 mods,cold war era mods ,modern era mods...
  6. So i wonder how can i check ,last alive member of a group
  7. So i have this code: if (vehicle player != player) then {hint format["Player is in a vehicle: %1", vehicle player]} else { hint "Palyer is not in a vehicle"; }; It returns something like B Alpha 1:2-2 but not the vehicle class name .
  8. I want a group of playable ai respawn if everyone is dead but instead everyone respawns after they died. this addEventHandler ["Killed", { _victim = _this select 0; _grpvicitm = group _victim; waitUntil {count units _grpvicitm == 0} }]; The respawn in wave dosent work for playable ais.I dont want to use spawn ai module.So basically i want that if an ai dies then waituntil everyone is dead in the group after that the group respawns.
  9. If you are intrested i will show you how i done it if you are familiar with scripting
  10. Okay i solved it.When the unit respawns i disabled simulation and i hide it then i check if the memebers of the group are hidden if they are hidden then disable simulation and reveal them.
  11. But it seems to be working with my method.I have to work on it but it is going to be ok.
  12. Oh what if i hide the units when they respawn and if everyone died and respawned then i unhide them?
  13. But i have custom units and i dont want them to enter the planes separetly.And i want the pilots respawn when everyone died 7
  14. Since i cant respawn in sp i use mp where i can respawn alongside with the playable ais.I checked the respawn in waves and set the deal 30 but the ais dosent respawn at the same time,I tried scripting with eventhandler that would delay until the group count reaches 0.So if i die and one of my teammate is alive i can respawn again i want that if one of my teammates die they have to wait until everyone is dead and then the group respawns.
  15. Since the playable units are llike bots and they can respawn i use them.I have your ai respawn module but i cant set them custom waypoints in that.
  16. Playable ai for mp skrimish there are two teams each team enters in planes and dogfight with eachother. But i dont want them respawn immediately i want them to wait eachother until the group unit count reaches 0.Then the team respawns. I dont want to use spawn ai module because my units are custom units.I hate when every unit in a group is miles away from me.Or the other is just enters again in a plane because it respawned.
  17. I want that if the unit sees a target or detects a target then it will trigger an acton for him.My idea is i would create a radius for the unit attach to them and if the unit is in that radius then the trigger will activate.But i i have no idea how can i make an araea or radius for an unit via script ,i tried createMarker and attach it to the unit but markers can not be attached to units.Any idea?Maybe if i add an firednear eventhandler and filter the unit's side...
  18. So i have this: while {alive _gunner} do { _list = nearestObjects [_gunner,["Man"],400]; _listfiltered = _list select {side _x == EAST}; if (count _listfiltered > 0) then { _target = _listfiltered select 0; } else { _target = nil; ); if (_target distance _gunner < 400) then { //gives an error at this line it gives me an error that undefined variable in expression _target but i defined if the unit is in the radius of gunner then t will be _listfiltered select 0; but i dont understand that ,how can i bypass this ?should a _target = nil; work in the else statement?I tried with private _target = nil; before the while loop but didnt work
  19. Oh thank you very much.Now it dosent gives me errors.
  20. How should i skip these error if i have an local variable that will be defined in a if statement ? it works if one of east units are within the radius but if there are none then its gives me an error.Tried this ,dosent work; while {alive _gunner} do { _list = nearestObjects [_gunner,["Man"],400]; _listfiltered = _list select {side _x == EAST}; private _target = nil; if (count _listfiltered > 0) then { private _target = _listfiltered select 0; }; if (private _target distance _gunner < 400) then {
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