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Lt.Hellfire

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About Lt.Hellfire

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  1. I put two markers on the map with different names and in different places, and a trigger for each one with activation by detection, but when I entering the first trigger the second instantly activates even though I am not on it, spawning the AI of the second at the wrong time, and after the spawn they start moving towards me when I want them to stand guard. I'm trying to get the second trigger to just activate and spawn the second squad when I enter the second trigger area, can you help me with that? I created a sqf file InfSquad1 and inside it I put this _InfSquad1 = [(getMarkerPos "InfSpawn1"), EAST, (configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] Call BIS_fnc_spawnGroup; _InfSquad1 = [(getMarkerPos "InfSpawn2"), EAST, (configFile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfSquad")] Call BIS_fnc_spawnGroup; In the trigger i place this script On Act null = player execVM "InfSquad1.sqf" "InfSpawn1" is the name of the first mark to AI spawn in the trigger zone, "InfSpawn2" is the name for the second marker in the second trigger. I am looking to a way of spawn multiple squad units in a unique trigger zone and make another triggers but only activate when the player enters the right area.
  2. Hi everybody, Im making a mission with multiples objectives like "Go to a location and kill a General" or "Go to another location take confidential documents and destroy enemy radar". But i have encountered a problem that is the game only support 288 NPCs, and Im looking for a way to spawn enemy units like CSAT and others to defend that locations where the objectives is, when a player like BLUFOR entering a trigger. Like the Liberation mission but with tasks already determined. It's basically the mission starts and the players can see what tasks have to do but only when the players " BLUFOR" gets closest to the objective the AI spawn to defend that location. I think with this mode i can make a mission with more of 288 NPCs bcs they only spawn when players enter the trigger. Anyway theres a way do to this? Can someone help me with that? Thanks :)
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