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peonic

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About peonic

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  1. Hmmmm - almost! :) It allows me to switch the USMC guys to being hostile once the trigger activates, but they just look at me aggressively, without actually shooting... This was the code I used to turn them hostile: Resistance setFriend [West, 0]; West setFriend [Resistance, 0]; The BIKI entry does specifically say that using this mid-mission can cause issues. Any ideas? Edit: Units spawned AFTER the side switch trigger is hit seem to act "normally" - I guess I'm going to have to work out how to despawn and then respawn the USMC troops to make them suitable hostile :)
  2. Hi Guys, I'm wondering if it's possible through scripting to dynamically change which side the "Guerillas" are on during a mission. As an example - in a mission I'm working on, I'd like the guerilla units to be friendly to CDF/USMC until a trigger is hit (in this case, detonation of a carbomb). Is this possible?
  3. Mine are called like this: null0 = this execVM "ammo.sqf" Not sure if your scripts being sqs rather than sqf would effect it, either.
  4. Thanks for the suggestion guys, placed an RU unit on the map, and everything worked as expected. I was being all clever trying to work stuff out on an empty test map ;)
  5. Didn't get an answer in the other thread, so I'll be cheeky and try here aswell. is BIS_fnc_spawnGroup only able to provide friendly troops? I can only get it to spawn friendlies, and if I call it to spawn enemies, nothing appears.
  6. Is this supposed to only be able to spawn friendly units? This works just fine if the player is Russian (activated from a radio trigger) SpawnPos = getMarkerPos "matkerpos"; SpawnUnits = ["RU_Soldier_SL", "RU_Soldier_TL", "RU_Soldier_AR", "RU_Soldier_AR", "RU_Soldier_LAT", "RU_Soldier_LAT", "RU_Soldier", "RU_Soldier"]; Spawnskill = [0.5, 0.5]; _side = EAST; [spawnPos, _side, SpawnUnits, [], [], SpawnSkill] call BIS_fnc_spawnGroup; but spawns nothing if the player is BLUFOR. Am I being thick?
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