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mcvittees

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Everything posted by mcvittees

  1. One day I'll be able to use what I've read here. One day... :D
  2. Here is some code Shk helped me with. It spawns groups and assigns them a name pulled from the array. I'm guessing you could substitute the SpawnGroup for a vehicle or whatever. Obviously you don't need the wp bit but I thought I'd leave it in its entirity. //nul = [<"GroupName">,<"Spawn">,<"Wp1">,<"Wp2">] execvm "spawn.sqf" _grp = _this select 0; _pos = _this select 1; _wp1 = _this select 2; _wp2 = _this select 3; call compile format ["%1 = [getmarkerpos _pos, EAST, %2] call BIS_fnc_spawnGroup",_grp,["RU_Soldier","RU_Soldier2",]]; _grp = call compile format ["%1",_grp]; Sleep 3; _waypoint0 = _grp addwaypoint [getmarkerpos _wp1,0]; _waypoint0 setWaypointType "move"; _waypoint0 setWaypointBehaviour "alert"; _waypoint0 setwaypointcombatmode "green"; _waypoint0 setWaypointSpeed "full"; _waypoint1 = _grp addwaypoint [getmarkerpos _wp2,0]; _waypoint1 setWaypointType "SAD"; _waypoint1 setWaypointBehaviour "combat"; _waypoint1 setWaypointformation "wedge"; _waypoint1 setwaypointcombatmode "red"; _waypoint1 setWaypointSpeed "normal";
  3. Screen shot of the triggers? Do you have any other scripts / triggers running in your mission? Test to see if you can make it work without the LHD.
  4. One reason why the code above may not have worked is because in each line you needed to add 'units' and remove the semicolon ';' in the curly brackets. e.g. I know you got it sorted but it might help your knowledge.
  5. Off topic but related to waypoint fields: Are scripts (or commands) placed in a waypoint's On Act. field run local to the computer that is controlling that unit? I'm assuiming that would be the logical assumption.
  6. mcvittees

    Detaching Helicopters

    Man, I've has so much bother just getting them to land on the ground where I want to - sometimes they do, sometimes they dont *sigh*. World of hurt coming your way... (Sorry nothing constructive to say but I've been fiddling around with some helos for over a week so they're my pet peeve at the mo! :p)
  7. mcvittees

    proper AH64 support

    Rhodsey, did you find a way to keep the AI up high? I wouldn't mind knowing how to do it it you did.
  8. mcvittees

    Caching scripts

    I must admit I thought I was being pretty frugal with unit numbers, but obviously not frugal enough! I'll see if I can cut some AI fat. Hell, it may not be saving any CPU cycles to spawn these guys at all.
  9. I have a spawn script that creates some troops using call BIS_fnc_spawnGroup. However, when the mission is busy it can take over a couple minutes for all the troops to spawn which messes up another trigger which moves them into some vehicles. Is there a way to cache certain scripts at the beginning of a mission so when they run, they do so instantly?
  10. Ta Shk, that worked a treat!
  11. I've been trowling through these forums for over a week and I can't find an answer to this: How do I spawn a group and give it a name that I can use to delete it later via {deletevehicle _x} foreach units GroupName? Createunit won't do because it requires an existing group (and I don't want there to be one) and with the bis_spawn_fnc it requires an existing group or a side. Please help!
  12. Shk, sorry to bother you again but could you tell me what I need to reformat to get my group to move to waypoints in the script?
  13. mcvittees

    civilian spawn

    Why do you suggest putting this in the init.sqf? Wouldn't you want to call it from inside the mission so you could use it only when needed? (I'm right in thinking that the above puts them in the mission from the start, right?) ---- Ooops, just noticed esco7800 asked it be in the mission from the start. *Face Palm* Duh!
  14. Shk, thank you so much that did it all! I can't say I fully understand the syntax you've used in these examples as they seem pretty advanced (or maybe my brain is old and slow) but hopefully one day!:)
  15. This is perfect Shk except I can't specify a unit list array i.e. and also, I can't spawn Civilians - haven't tried resistance side. :( Anyways around the specify units list and side limitation? (I know I'm demanding, I feel ashamed):o
  16. Wow that looks so simple! I'll be trying that asap! ---------- Post added at 10:59 AM ---------- Previous post was at 09:08 AM ---------- Shk, that works but is there a way do it so I don't need a separate script for each group I want to create? What I mean is, how can I pass from the execution array a name which will then become the global variable in the script? E.g. (I know this doesn't work, but I'm trying to indicate what I'm trying to achieve). I think what I am asking is how to make a local variable global? Does my question make sense? Edit: I tired making a series of cases to get around the need to specify the global variable from the in the execution array but it didn't seem to work:
  17. I didn't mean to imply I don't want to define a side (I do) only that it seemed I could only do that or assign my new group to an existing one. I'll research global variables. ta shk, I'll see how far i get with them.
  18. :)This is my bodge mod of Norrin's script. Bet there is a more sophisticated (i.e. simple) way of doing this but baby steps : This will create a group of vehicles that will have drivers and gunners who will drive to the waypoints listed. You need to play with the values in brackets after SIN and COS to set where in relation to the first vehcile the others spawn, but they'll all be spaced 10m apart. Also SetDir will set the direction the spawned vehicles face. Adding in more vehicles and crew is just a matter of copy and pasting lines and incrementing the numbers above.
  19. With regards to Norrin's script: How do I modify it so multiple vehicles belonging to the same group are spawned and all follow the waypoints added at the bottom? Could I make _group a variable passed to the script and then run it three times? i.e.
  20. The realism depends of ARMA depends on what you're trying to do. If you want to know about military tactics and procedures then with the right group you can pretty realistically practise these and gain an understanding of their principles (this only applies to MP games). However, I doubt it would prepare you for being shot at for real!
  21. mcvittees

    Isla Duala

    I've been searching to no avail - can anyone help me: where (or how) do i find out the class names for the differenet units supplied with 1.6?
  22. mcvittees

    Pukf - WIP

    *Falls off his chair* Awesome.
  23. Yeah but the wiki says it can only be used on men and Vehicles - not static objects.:(
  24. Making a sidechat message come up when something happens is easy: Make a tigger with whatever activation condition you need, then in On Activation use: Adding sounds is little more complicated, but if you do a search... :p
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