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Arctic

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  1. Arctic

    Combat Air Support

    I miswrote the command: it's nearestobject. Ok, so the nearest object (in this case it is resistance) is detected by the player. I tell one of the gunships (chosen by one of those pick the straw probability checks) to move (using the move command) to the location of the baddie. There, the gunship is supposed to target the enemy and fire. The problem is, the gunship will not move to the target!
  2. Arctic

    dostop and domove

    My scripting is still a little rusty, but give this a shot. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> {dostop _x} foreach unit in list _this *Check if unit should be units That should make the group leader(s) that activated the trigger to order its squad to halt. you can also use the move command which would create a waypoint for the group. It seems like that might be one of your best options. Why don't you just whip up a little script that has the units move to the trigger then upon the activation of a variable via the trigger, use the move command to send to units somewhere else. I apologize that I am not 100% certain about my code lines, but they will send you off in a good direction.
  3. Thank you both, ColonelSandersLite and General Barron for your help! I wasn't aware that the fleeing ability was somewhat "broken". Thank you ColonelSanders for the script, I will give it a go in my mission.
  4. What about that one "spook" script that came along with Dinger's original artillery package. Would that work by any chance?
  5. Hello there! I was wondering if it was possible to detach fleeing units from a group (perhaps using an "en masse" command(s)). I have 7 trail patrol groups (at the moment) and do not have each individual soldier named. What I want to do is have the player ambush one of the groups on the trail (which ever one crosses his team's path when they set up the ambush) and then check until the group is dead. I am using the Group Link II script by Key Cat so they will call in back-ups, but I want some of the trail patrol units to get ansy under an ambush and run away. If those units run away, the player might never run into them again and thus screw up the completion of the objective. At this very moment, some ideas pop into my head as to what I can do, but I am yet not a very skillful or knowledgable scripter. I think I could use a trigger to create a list of East or Resistance (as the trail patrols are comprised of both sides) and then somehow use that to check for the dead and fleeing. But... I do not know how to do that Any help would be appreciated!
  6. Arctic

    Chopper won't land

    Yea Garcia and Sanctuary were right. Thanks, I never thought that the distance command would only do the x-axis distance! The pythagorean theorem did the trick
  7. Hello there! This question has been asked countless times, but mine deals more with a script. So I have a chopper named AFlight that moves from airport to the Invisible H pad called LZ. I have the following code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #EnableAI AFlight move getpos LZ @((AFlight distance LZ) < 1) unassignvehicle a1 unassignvehicle a2 unassignvehicle a3 unassignvehicle a4 unassignvehicle a5 AFlight land "get out" AFlight flyinheight 120 AFlight move getpos "homeplate" The only problem is, the chopper simply hovers at the LZ spot! The chopper lands when I use a waypoint, but I want to use a script to get it to land. What's the darn problem?
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