Jump to content

Benneb

Member
  • Content Count

    19
  • Joined

  • Last visited

  • Medals

Posts posted by Benneb


  1. mine is this:

    BIS_EVO_FillInf = 
    {
    _grp = _this select 0;
    _lpos = position leader _grp;
    _allunits = ["RU_Soldier_MG","RU_Soldier_HAT","RU_Soldier_HAT", "RU_Soldier_HAT","RU_Soldier_Sniper","RU_Soldier_M edic","RU_Soldier_GL","RU_Soldier","RU_Soldier_AA" ,"RU_Soldier_AA","RU_Soldier_Medic","RU_Soldier_Me dic"];
    _max = (count _allunits)-1;
    _infcount = 8;
    _j = 0;
    while {_j <= _infcount} do 
    {
    	_unit = _grp createUnit [_allunits select (round random _max), _lpos, [], 0, "FORM"];
    	_unit setSkill 2+(random 3);
    	[_unit] join _grp;
    	_j = _j+1;
    	Sleep BIS_EVO_GlobalSleep;
    };
    //player sideChat format ["EVO_FillInf:%1",_j];
    [_grp] call BIS_EVO_OrderSquad;
    };


  2. Hi All,

    Not sure if i am going crazy but i think the latest patch changed the in list command.

    Before i had a script that checked if an object was in a marker called Respawn_West.

    Now that no longer works and will stop the script executing without showing an error. I have instead, had to make a trigger that is over the marker and use in list on that instead.

    Has anyone else noticed this?

    Is it a bug or was i imagining my script working previously?


  3. It sets the amount of infantry to spawn for that group. The problem as i said was that the variable was being used in more than one place in the same thread.

    Both EVO_MissionManager.sqf:

    while {BIS_EVO_MissionProgress < _count} do
    {

    And BIS_EVO_FillInf

    [_mkr,BIS_EVO_DetectEast,BIS_EVO_DetectWest,BIS_EVO_MissionProgress] call BIS_EVO_Erec;

    BIS_EVO_Erec would then call BIS_EVO_FillInf which would then set _count to 8. Which is why the map would just stop after the 8th town (Gorka) was completed.

    The only other real fix i have done is fixing the T menu so you do not have to reconnect to be able to use it again.

    The latest release of my version of the map (ack at that terrible display of English there) is V0.8b2.

    Other than that ive only been tinkering; making the map harder, adding acceerated day/night cycle.

    At the moment i am working on version b3 which should include Norrin's revive script (yey) and garrisoned units in buildings (hurrah).


  4. Aye it does.

    Anyway, during my testing i found it best to attach them all to a person then bury said person about 200 down in the sea at [0,0,-200].

    Problems being as i said; they dont get put back. So i do not see any advantage to using attachTo instead of deleteCollection.

    Does anyone know of any other ways to remove buildings? Or even a way to reload the map after the mission is done?

    Fake edit:

    Just had a thought. What about this method:

    For each building in the area to clear, create a can (or something equally small) in the center of said building

    Attach the building to the object.

    Move the object -200 into the ground.

    Then at the end of the mission/map, reverse the process.

    Only problem i can forsee is that is still doesnt work for fences or sign posts...

    And before it is asked, the reason i want to do this is to replace Baltoa with a military base.


  5. If you remove the collection then next time you load a map on the same island it will still be gone.

    you need to load the other island or reload the game to get the objects back.

    And i dont want to use setdamage as i want to completeley remove the objects.

    I tried moving them elsewhere but had no luck with that either.


  6. Hi all,

    Using a combination of the excellent PlaceGroupInBuilding and HousePatrol scripts, i have managed to make a garrisoned units script. Unfortunatly it seems some buildings have a couple of crazy positions set in them. Most of the stupid position bugs i have managed to overcome.

    The problem i am having is in some of the buildings there are positions far higher than the actual height of the building, resulting in some comedy placements with enemy units stood in the sky.

    Does anyone know how to get the height of an object (In this case a house/building)? Not the placement height of the building but the actual size of it. If i can get that i can ignore any position with a height, say 1 meter higher than the buildings height.

    Apologies if this has been asked before. I did search for it but i couldnt find it.

×