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Aurora152

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Everything posted by Aurora152

  1. @gc8 Amazing! Working now! Thank you 🙂
  2. I'm getting a generic expression error from the sleep 2? Edit: I have given this a go: while { true } do { { { _group = _x; if(!(_group in (hcAllGroups player)) && side _group == west) then { player hcSetGroup [_group ]; }; } foreach allgroups; Sleep 2; }; }; And its stopped the error. But it still doesn't work... 😞
  3. @redarmy I am not too sure how you would use the hide/show module linked to the HC module? I have tried this: while {true} do { { HC1 hideObject true; HC1 hideObject false; sleep 1; }; }; (HC1 = High Command Module) I've tried this also: while {true} do { { {player hcSetGroup [_x]} forEach units west; sleep 1; }; }; Neither seem to work, unfortunately.
  4. Hello All, Currently making a zone capture mission between AI. I spawn a group of Ai to transport them as a pilot but, obviously, when I kick them out when I land they just stand there. Is it possible to synchronise the group to the Sector Tactic module? The Group is spawned via script so cannot be synchronised in the Eden editor. This is what I have at the moment... _grp1 = [getMarkerPos "test", west, (configfile >> "CfgGroups" >> "West" >> "BLU_T_F" >> "Infantry" >> "B_T_InfSquad_Weapons")] call BIS_fnc_spawnGroup; {BlueTactic synchronizeObjectsAdd [_x]} forEach units group _grp1; Any suggestions on how to synchronise "_grp1" to the "BlueTactic" module? Or at least how to get the "Spawn AI: Tactics" module to command _grp1? Thanks, Aurora
  5. @Schatten Just doing some testing with it and I have discovered that the action does not appear after the helicopter respawns. Would there be a way to keep the action after the helicopter respawns? Edit: Fixed it... Just set the condition to be that the helicopter is alive rather than true.
  6. Hello all, I have made a mission where you are to transport groups of soldiers from point A to B. Group spawns on a marker, via a trigger, using this: _this = [getMarkerPos "spawn", west, (configfile >> "CfgGroups" >> "West" >> "BLU_T_F" >> "Infantry" >> "B_T_InfSquad_Weapons")] call BIS_fnc_spawnGroup; _wpt1 = _this addWaypoint [getMarkerPos "pad", 0]; _wpt1 setWaypointType "GETIN NEAREST"; _wpt1 setWaypointBehaviour "AWARE"; _wpt1 setWaypointCombatMode "YELLOW"; _wpt2 = _this addWaypoint [getMarkerPos [["mrk1","mrk2","mrk3"] call BIS_fnc_selectRandom], 0]; _wpt2 setWaypointType "MOVE"; _wpt2 setWaypointBehaviour "AWARE"; _wpt2 setWaypointCombatMode "YELLOW"; Problem 1: The group ignores the first waypoint when the helicopter has all crew positions taken. there are still 8 passenger slots available. How would I fix this? I then want to be able to force eject this group when the helicopter has landed via an addAction Command. I have got this so far: heli2 addAction ["Kick Out Passengers", {{doGetOut _x} foreach assignedCargo (vehicle heli2)}]; Problem 2: This only ejects single units at a time, which then get back in because the group leader is in the helicopter still. How would I fix this? The helicopter has gunners in it, so I can't just eject everything except the player. I haven't given the group spawned a specific name as I want this to be able to happen multiple times. Any help would be much appreciated. :) Regards, Aurora
  7. That has worked perfectly! Thank you very much!
  8. Perfect that has worked! Thanks. I have started putting the unit spawn into the addAction, and so far its working okay. However, I can't seem to remove the action with removeAction. I have a trigger, where it activates when any player is present with this in: Activation: {_x Setdammage 0} Foreach thislist; _spawn = player addAction ["Spawn Units", "spawn.sqf"]; Deactivation: player removeAction _spawn; But the action won't go away when the player leaves the trigger area. Any idea how to fix this? I see that you can add an actionID to the addAction, but for the life of me can't figure out how it works...
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