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zonekiller

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Everything posted by zonekiller

  1. With revive respawn i find if the vehicle is still alive the ai will remount you could try setting a trigger with activation alive myman1 for each unit as if some of the units are in a vehicle the script will skip them and get units not in vehicles to get in one Michael
  2. i wrote this script the other day it may give you some ideas call getin.sqs [thislist] exec "getin.sqs" if in an array give the trigger time for the group to be in the trigger or [man1] exec "getin.sqs" this is for the leader or [Alpha] exec "getin.sqs" this is for the group ;Script By Michael --- www.zonekiller.ath.cx --- [email protected] _grp = _this select 0 _aunits = units _grp ;makes an array of all empty vehicles on the island of these types the 6000 is the distance of the array ~0.1 _objects = nearestObjects [leader _grp, ["jeep","car","air","Tank","Truck",&quot ;ship"], 6000] _b = 0 _t = 0 _s = count _aunits ; if no empty vehicles exit count _objects == 0 : goto "exit" ;if unit is in a vehicle goto next unit #loop ? vehicle (_aunits select _t) != (_aunits select _t) : _t =_t + 1; goto "loop" ~0.1 _truck = _objects select _b ;if no vehicles within 200 mtrs exit ? _truck distance (_aunits select _t) > 200 : exit ~0.1 ; check for empty positions _freecommander = _truck emptyPositions "commander" _freedriver = _truck emptyPositions "driver" _freegunner = _truck emptyPositions "gunner" _com = 0 _driver = 0 _gunner = 0 ;if you set this number to 2 it will leave 2 empty spaces in the vehicle. 1 for 1 , 3 for 3 _cargo = 0 _c = units _truck ~0.1 _h = count _c ~0.1 ;if vehicle is not empty get next vehicle ; take this line out if you want ai to get into a vehicle that has some units in it ?(_h > 0) : _b = _b + 1 ; goto "loop" ; get into these position if available ~0.2 ?(alive (_aunits select _t)) && (_freedriver > _driver) : _driver = 1; (_aunits select _t) AssignAsdriver _truck; _t = _t + 1 ~0.2 ?(alive (_aunits select _t)) && (_freegunner > _gunner) : _gunner = 1; (_aunits select _t) AssignAsgunner _truck; _t = _t + 1 ~0.2 ?(alive (_aunits select _t)) && (_freecommander > _com) : _com = 1;(_aunits select _t) AssignAscommander _truck; _t = _t + 1 ~0.2 _b = _b + 1 ~1 ;check how many cargo positions are available _freecargo = _truck emptyPositions "cargo" #getin ? vehicle (_aunits select _t) != (_aunits select _t) : _t =_t + 1; goto "getin" ~0.5 ?(alive (_aunits select _t)) && (_freecargo > _cargo) : (_aunits select _t) AssignAscargo _truck ~0.1 ;when full it will look for next vehicle ?(alive (_aunits select _t)) && (_freecargo <= _cargo) : goto "loop" _t = _t + 1 _cargo = _cargo + 1 ~0.1 ?(_t < _s) : goto "getin" _aunits orderGetIn true exit i hope this may give you some ideas Michael
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