peonic
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Posts posted by peonic
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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?
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Mine are called like this:
null0 = this execVM "ammo.sqf"
Not sure if your scripts being sqs rather than sqf would effect it, either.
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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 ;)
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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.
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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?
Switch Sides?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by peonic
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:
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 :)