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imutep

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Posts posted by imutep


  1. _dgrp = [(getpos troops1_1_7),east,30] call bis_fnc_spawngroup;

    Xeno

    This example allowed to spawn randomly count of units that partol.

    _units = 2 + Random 10;
    _grp = [(getpos rupos),east,_units] call bis_fnc_spawngroup;
    [_grp, (getMarkerPos "posvod"), 250] call BIS_fnc_taskPatrol;

    Also this example is more randomly in select vehicle types. The group takes now randomly vehicles from the _vehicle_types list.

    _vehicle_types = ["BMP3","BTR90","T72_RU","T90","GAZ_Vodnik","GAZ_Vodnik_HMG"];
    _max_dist_between_waypoints = 1000;
    
    _dgrp = createGroup east;
    _vec_type = floor (random count _vehicle_types);
    
    for "_i" from 1 to 5 do {
       [(getpos troops1_1_7), random 360, _vehicle_types [b][color="Red"]select random[/color][/b] _vec_type, _dgrp] call BIS_fnc_spawnVehicle;
    };
    
    [_dgrp, (getpos troops1_1_7), _max_dist_between_waypoints] call BIS_fnc_taskPatrol;


  2. Imutep, just seen this, how would I get different coloured flares to fire? Would I need 3 different scripts stating the different classnames then call them via the trigger or...

    Yu mean randomly fired flairs? I know it is possible, but sorry, my scripting knowledge is limited. But here are the flare class names i know.

    "F_40mm_white"
    "F_40mm_yellow"
    "F_40mm_green"
    "F_40mm_red"


  3. Little example: If enemy units detected by trigger, the flare is fired.

    Create a game logic an name it pos. Create a trigger with East detected by West. On activation wrote...

    this exec "flare.sqs";

    flare.sqs

    #Loop
    flare = "F_40mm_white" createVehicle [getPos pos select 0, getPos pos select 1, 150];
    ~20 + (Random 100)
    ? ([i]any condition is true[/i]) : exit
    goto "Loop";


  4. I think you mean the Improvised Explosive Device Script (IED) from Jeevz. I don't know if this script works in ArmA2. Maybe change the bomb class names.

    Here is a link

    ; Improvised Explosive Device Script

    ; By Jeevz

    ; v1.2 12/13/06

    ; This script will create an explosion of a

    ; selected size on any object when called

    ; The arguments are [objectName, explosionPower]

    ; Explosion Power will be 1 of 4 choices

    ; Small - Good for Anti-Personnel use

    ; Medium - Will usually disable a Humvee without killing the occupants

    ; Large - Will usually destroy a passing humvee and kill or severly injure all occupants, will disable the tracks and possibly engine on M1A1

    ; Huge - Nothing will survive, I mean... it's HUGE :-)

    ; Example script call --> [theCar, "Small"] exec "IED.sqs"

    ;start script

    _theObject = _this select 0

    _theExplosion = _this select 1

    ;locate the Object to be blown up

    _bombLoc = GetPos _theObject

    _bombLocX = _bombLoc select 0

    _bombLocY = _bombLoc select 1

    _bombLocZ = _bombLoc select 2

    ; Deterimine the ordinance used to create the explosion

    ? (_theExplosion == "Small") : _ammoType = "R_57mm_HE"

    ? (_theExplosion == "Medium") : _ammoType = "M_Sidewinder_AA"

    ? (_theExplosion == "Large") : _ammoType = "M_Sidewinder_AA"

    ? (_theExplosion == "Huge") : _ammoType = "Bo_GBU12_LGB"

    civvy1 globalchat _ammoType

    ; Get the explosion size and blow the object up

    ? (_theExplosion == "Small") : goto "SMALL"

    ? (_theExplosion == "Medium") : goto "MEDIUM"

    ? (_theExplosion == "Large") : goto "LARGE"

    ? (_theExplosion == "Huge") : goto "HUGE"

    #SMALL

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _theObject setdammage 1

    civvy1 globalchat "Small"

    exit

    #MEDIUM

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _theObject setdammage 1

    civvy1 globalchat "Medium"

    exit

    #LARGE

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _theObject setdammage 1

    civvy1 globalchat "Large"

    exit

    #HUGE

    _ammoType createVehicle[_bombLocX, _bombLocY, _bombLocZ]

    _theObject setdammage 1

    civvy1 globalchat "Huge"

    exit

    Edit: For skill

    "RU_Soldier_SL" createUnit [ getMarkerPos "Startingpoint", group, init, skill, rank] ;


  5. You search for the group classes of all Factions? Hope this helps.

    Thx to Clayman for posting it in our forum ;)

    [b]// USMC[/b]
    USMC_InfSquad
    USMC_FireTeam
    USMC_FireTeam_MG
    USMC_FireTeam_AT
    USMC_FireTeam_Support
    USMC_HeavyATTeam
    USMC_SniperTeam
    USMC_FRTeam
    USMC_FRTeam_Razor
    
    USMC_MotInfSection
    USMC_MotInfSection_AT
    
    USMC_MechInfSquad
    USMC_MechReconSection
    
    USMC_TankPlatoon
    
    USMC_AH1ZSquadron
    USMC_UH1YSquadron
    USMC_MV22Squadron
    USMC_MQ9Squadron
    USMC_F35Squadron
    USMC_AV8BFighterSquadron
    USMC_AV8BBomberSquadron
    
    
    [b]// CDF[/b]
    CDF_InfSquad
    CDF_InfSquad_Weapons
    CDF_InfSection_AT
    CDF_InfSection_AA
    CDF_InfSection_MG
    CDF_InfSection_Patrol
    CDF_SniperTeam
    
    CDF_MotInfSquad
    CDF_MotInfSection
    CDF_MotInfSection_Weapons
    
    CDF_MechInfSquad
    CDF_MechReconSection
    CDF_MechATSection
    
    CDF_TankPlatoon
    
    CDF_Mi24DSquadron
    CDF_Mi8Squadron
    
    
    [b]// RU[/b]
    RU_InfSquad
    RU_InfSection
    RU_InfSection_AT
    RU_InfSection_AA
    RU_InfSection_MG
    RU_SniperTeam
    RUS_ReconTeam
    MVD_AssaultTeam
    
    RU_MotInfSquad
    RU_MotInfSection_Recon
    RU_MotInfSection_Patrol
    
    RU_MechInfSquad_1
    RU_MechInfSquad_2
    
    RU_TankPlatoon
    
    RU_Mi24VSquadron
    RU_Mi24PSquadron
    RU_Pchela1TSquadron
    RU_Ka52Squadron
    RU_Mi8Squadron
    RU_Su34FighterSquadron
    
    
    [b]// INS[/b]
    INS_InfSquad
    INS_InfSquad_Weapons
    INS_InfSection_AT
    INS_InfSection_AA
    INS_SniperTeam
    INS_MilitiaSquad
    
    INS_MotInfSquad
    INS_MotInfSection
    
    INS_MechInfSquad
    INS_MechInfSection
    INS_MechInfSection_AT
    
    INS_TankSection
    
    INS_Mi8Squadron
    
    
    [b]// GUE[/b]
    GUE_InfSquad
    GUE_InfSquad_Assault
    GUE_InfSquad_Weapons
    GUE_InfTeam_1
    GUE_InfTeam_2
    GUE_InfTeam_AT
    GUE_GrpInf_TeamAA
    GUE_GrpInf_TeamSniper
    GUE_MilitiaSquad
    
    GUE_MotInfSection
    GUE_MotInfSquad
    
    GUE_MechInfSection
    GUE_MechInfSquad
    
    GUE_TankSection
    
    
    [b]// CI[/b]V (works not with ACM?)
    CIV_Crowd
    CIV_City_1
    CIV_City_2
    CIV_Village_1
    CIV_Village_2


  6. Here is an example to set waypoints to spawned groups. I used it in one of my new missions and it works fine.

    _pos = getPos guepos;
    _pos2 = getPos guepos2;
    _skill = [0.6, 0.6];
    _side = Resistance;
    
    _units = ["GUE_Soldier_CO", "GUE_Soldier_MG", "GUE_Soldier_2", "GUE_Soldier_3","GUE_Soldier_SCOUT"];
    
    _newGroup = [_pos, _side, _units, [], [], _skill] call BIS_fnc_spawnGroup;
    
    _newGroup2 = [_pos2, _side, 7] call BIS_fnc_spawnGroup;
    
    _this = _newGroup addWaypoint [getMarkerPos "red1", 0];
    _this setWaypointSpeed "FULL";
    _this setWaypointBehaviour "COMBAT";
    _this setWaypointType "SAD";
    [_this, 0] setWaypointCombatMode "RED";
    _waypoint_0 = _this;
    
    _this = _newGroup2 addWaypoint [getMarkerPos "red2", 0];
    _this setWaypointSpeed "FULL";
    _this setWaypointBehaviour "COMBAT";
    _this setWaypointType "SAD";
    [_this, 0] setWaypointCombatMode "RED";
    _waypoint_0 = _this;

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