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lockjaw-65-

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Everything posted by lockjaw-65-

  1. lockjaw-65-

    create vehicle with name

    I dont think that is the problem as I have 43 AI pre-placed on the map to stop triggers activating etc.
  2. During game play when a zone is deleted, it tells you that the zone is deleted via the coms text at the side. How do I stop the text saying this?
  3. lockjaw-65-

    create vehicle with name

    Just finished the main part of the campaign im doing, apart from a few bug fixes everything seems to work fine now. Many thanks for your help with this @ Giallustio & F2K Sel. Something that I have noticed however is the behaviour of the spawned units. An example: im part of a tank squad attacking a town, lots of activity going on I spot a static mg drive right up to it, get out and shoot the operator. All this time He did not move BTW he was facing the other way but I have also noticed other units and they just seem really dumb. Is there a way to set the behaviour of the spawned units??
  4. lockjaw-65-

    create vehicle with name

    thanks Giallustio. Is that code for the init.sqf or the trigger
  5. lockjaw-65-

    create vehicle with name

    Of course! would garbage collector module remove them? Im not sure that it works very well anyway.
  6. lockjaw-65-

    create vehicle with name

    Just tested again. I made sure all code was correct I copy and paste it. Ok the tungsta and crew get deleted, the mg nest gets deleted but the mg man remains dead on floor.
  7. lockjaw-65-

    create vehicle with name

    Just tested and same thing the objects get deleted but the crew still there even on the tungstas?
  8. lockjaw-65-

    create vehicle with name

    Thanks your a great help. wish I knew about the seperate scripts before, I have done over 50 objectives like that lol. I will test these later thanks. So can I use that script for all now?
  9. lockjaw-65-

    create vehicle with name

    Ok thanks... this is whats in the call trigger for the first objective. [tas1] call DAC_Activate; _spawn = [getmarkerpos "air1", "2S6M_Tunguska", "aa1",180] execVM "mission1a.sqf"; _spawn = [getmarkerpos "air2", "2S6M_Tunguska", "aa2",180] execVM "mission1b.sqf"; _spawn = [getmarkerpos "def1", "RU_WarfareBMGNest_PK", "def1a",280] execVM "mission1aa.sqf"; _spawn = [getmarkerpos "def2", "RU_WarfareBMGNest_PK", "def1b",290] execVM "mission1ab.sqf"; _spawn = [getmarkerpos "def3", "SPG9_Gue", "def1c",280] execVM "mission1ac.sqf"; _spawn = [getmarkerpos "def4", "Land_Fort_Watchtower", "def1d",315] execVM "mission1ad.sqf"; _spawn = [getmarkerpos "def5", "SPG9_Gue", "def1e",335] execVM "mission1ae.sqf"; _spawn = [getmarkerpos "def6", "RU_WarfareBMGNest_PK", "def1f",75] execVM "mission1af.sqf"; _spawn = [getmarkerpos "def7", "SPG9_Gue", "def1g",75] execVM "mission1ag.sqf"; Each one of these has the script: _spawn_zone = _this select 0; _veh_type = _this select 1; _name = _this select 2; _dir = _this select 3;// new _group = createGroup east; _veh = createVehicle [_veh_type, _spawn_zone, [], 0, "NONE"]; _gunner = _veh emptyPositions "gunner"; _commander = _veh emptyPositions "commander"; _cargo = (_veh emptyPositions "cargo") - 1; "MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinDriver _veh;this assignAsDriver _veh;"]; if (_gunner > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinGunner _veh;this assignAsGunner _veh;"];}; if (_commander > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCommander _veh;this assignAsCommander _veh;"];}; for "_i" from 0 to _cargo do { "MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCargo _veh;this assignAsCargo _veh;"]; }; _veh setdir _dir;// new _veh SetVehicleVarName _aa1; call compile format["%1 = _veh", _name]; Once all the units are dead i have another trigger with this: ["tas1"] call DAC_fDeleteZone; {{deleteVehicle _x} foreach crew _x+[_x]} foreach [def1a,def1b,def1c,def1d,def1e,def1f,def1g,aa1,aa2] This deletes the objects but not the units. I think with the tungstas the crew gets deleted but I will have to check that again
  10. lockjaw-65-

    create vehicle with name

    Tried both ways but the units remain?
  11. lockjaw-65-

    create vehicle with name

    @Giallusto. Your method works fine for the vehicles and objects. Im using your script that you posted earlier in this thread which spawns the crew for the named vehicles. deleteVehicle objectName; deletes the vehicles etc ok but the crew is still there, how would I delete the crew?? @Demonized, thanks for your help. Your script was one of the ones I tried before but could not get it to work. Im not sure if its because I have DACS 3 running at the same time..
  12. lockjaw-65-

    create vehicle with name

    I tried something like that but I may have not done it right as that looks different. I will try it tonight Thanks :-)
  13. lockjaw-65-

    create vehicle with name

    Been working on this for a long time now on and off. Im at the stage where I have lots of objectives and at each one I have a lot of things that spawn as we have mentioned. Once the objective is complete and I dont need them what is the best way to delete them. I have tried garbage removel and a couple of other scritps but none of them remove the items? has anybody got any suggestions?
  14. Thanks, just tried and it works, dont know how I missed that! Must be because you dont need to do that with the deactivating call
  15. Hi, im having a problem deleting a zone when its not needed. When I make a trigger and put this: [tas1] call DAC_Deactivate. The zone turns black and deactivates but when i put: [tas1] call DAC_fDeleteZone. Nothing happens and the zone stays red??
  16. Hi all Im having a problem setting the direction of this spawned unit. I have tried all sorts but it wont work. here is what I have in the script: _spawn = [getmarkerpos "air1", "2S6M_Tunguska", "aa1"] execVM "mission1a.sqf"; I know this will be a simple one but I just cant see it!
  17. Just tried this and it works great. Many thanks.
  18. ok this is it: _spawn_zone = _this select 0; _veh_type = _this select 1; _name = _this select 2; _group = createGroup east; _veh = createVehicle [_veh_type, _spawn_zone, [], 0, "NONE"]; _gunner = _veh emptyPositions "gunner"; _commander = _veh emptyPositions "commander"; _cargo = (_veh emptyPositions "cargo") - 1; "MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinDriver _veh;this assignAsDriver _veh;"]; if (_gunner > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinGunner _veh;this assignAsGunner _veh;"];}; if (_commander > 0) then {"MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCommander _veh;this assignAsCommander _veh;"];}; for "_i" from 0 to _cargo do { "MVD_Soldier" createUnit [_spawn_zone, _group, "this moveinCargo _veh;this assignAsCargo _veh;"]; }; _veh SetVehicleVarName _aa1; call compile format["%1 = _veh", _name];
  19. Thanks for your quick response. its very simple what I am doing, i have a trigger on the map that calls for mission one script to be activated: mission1.sqf: Obj7= player createSimpleTask ["Clear all enemy forces at Stary & Novy Sobor"]; Obj7 setSimpleTaskDestination (getMarkerPos "objmk7"); "objmk7" setMarkerAlpha 1; hint "Clear all enemy forces, Recon tells us they have good air defence and artiliary positions"; [tas7] call DAC_Activate; _spawn = [getmarkerpos "air1", "2S6M_Tunguska", "aa1"] execVM "mission1a.sqf"; _spawn = [getmarkerpos "air2", "2S6M_Tunguska", "aa2"] execVM "mission1b.sqf"; _spawn = [getmarkerpos "air3", "2S6M_Tunguska", "aa3"] execVM "mission1c.sqf"; the other scripts that are called on the end are just the crew for the vehicles. where ever i put the setdir command it stops anything from spawning,
  20. Ok thats great I will download now. I did not think it was there as I did not see any mention of it :)
  21. Any news on the chernarus version yet?
  22. Ok LOL thats why I cant find it :D Any idea how long before release :)
  23. Thanks for info. I must have missed something because I cannot find the Chernarus version? could someone please show me where to find it Thanks...
  24. Im loving this game mode. Can it be ported to another map? is it possible to increase enemy numbers in sp version...
  25. lockjaw-65-

    Yet another airdrop script

    Tried your example mission, nothing happens?
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