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Pundaria

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Posts posted by Pundaria


  1. You can already place an MG/GL/Mortar behind sandbags in Arma . It's a flexible system to .

    Yay, but I hate seeing soilder turn and have half their body inserting sandbags or the gun to do so. And it is more realistic for MG mount on sandbags~:p


  2. I am playing COD2 & COD again.

    And I find it interesting when I encounter MG42 on sandbags. Since AI don't use sandbags properly, may I suggest a static defence which is a MG on sandbag could replace MG with pods or just in addition to them?;)


  3. while {true} do {
      _grp = [position spawngroup, side player, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> "USMC_InfSquad")] call BIS_fnc_spawnGroup;
      _wp = _grp addWaypoint [getpos guy, 0];
      _wp setWaypointType "MOVE";
      _wp setWaypointSpeed "FULL";
      sleep 60;
    };

    above will spawn a new group using same type and location of wps after 60 seconds, forever, you can also replace sleep 60; with

    waitUntil {({alive _x} count units _grp) == 0};

    now it will spawn a group, and wait until all is dead in group then repeat it again, forever.

    you can also replace true with a number variable or something to limit amount of times etc..

    Dunno how to thank you =)


  4. I know how to spawn a group using BIS_fnc_spawnGroup

    _grp = [position spawngroup, side player, (configFile >> "CfgGroups" >> "West" >> "USMC" >> "Infantry" >> "USMC_InfSquad")] call BIS_fnc_spawnGroup

    _wp = _grp addWaypoint [getpos guy, 0];

    _wp setWaypointType "MOVE";

    _wp setWaypointSpeed "FULL";

    Using this kind of script, I need to have different name for group and waypoint. Which I find it extremely tidious to make for say like 3 groups each side.

    Is there a better way to spawn a group with a way point over a period of time unlimitedly at a marker without the need to name each group and way point?

    I am trying to play sector control with AI~


  5. Ah...Yes SLX.

    Please use the search function in the future, as for the list of things to remove:

    heres a link to a list I put together for SLX.

    http://forums.bistudio.com/showpost.php?p=1894847&postcount=1509

    Any questions, problems, let me know, I have been extensively testing the mod for my own mod.

    Please use the SLX WIP thread for questions pertaining to SLX.

    Original author is Solus I take no credit for his work, just doing my bit to help.

    one last problem... after removing these, will AI still lay suppresive fire?

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