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Big_Daddy

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Posts posted by Big_Daddy


  1. Yup. BIS's own supplydrop script does that. So they either delete the vehicle and respawn it in the same location, or just setpos it.

    take a look at modules\functions\systems\fn_supplydrop.sqf

    Here's the line from their script to tell when the vehicle gets to the ground.

    WaitUntil ((((position _veh) select 2) < 0.6) || (isNil "_para"))};


  2. Give this a try..

    I added a couple of triggers, the triggers are bluefor, and in the condition is this && plane1 so it will only activate WHEN plane1 fly's (or drives, or falls or or :)) through it.

    one is a hint, saying drop in 3..

    The other calls a supply drop, using a modified BIS function supply drop (to add the call for ammo.sqf). The trigger also pushes everyone out at the same time. (so nobody is TOO far away from the ammo box)

    I took a couple of liberties with the squad. I didn't think you needed the pilot as part of the squad, so I added the moveincargo into their init fields. You have the same thing you were looking for, but no unneeded waypoints, etc.

    I see what you mean that you cannot access gear when you are on a dedicated server (just so happen to have one. :)) I'll continue to work on it, but you now atleast have a working supply drop.


  3. which ever is easiest. Usually, you just 7zip the folder, and upload that. That way, we don't have to depbo it.

    I'm assuming (by what you have posted) is you have a working script for the parachute. only problem is that it doesn't wait for the players, it runs from the start.

    If you take what I wrote, it should wait until the players have control, then start the 120 countdown.


  4. Ok. Here's an update.. guys thanks for testing these...

    Ok, I was able to figure out how to make the dog's be on a certain side. Apparently there is a limitation on createunit array. I used createunit (and through some pretty good trickery if I do say so myself) The dogs still follow orders. This works on all forms of the dogs (blitzy, guarddogs, wilddogs)

    an FYI on the wild dogs, set up the trigger to fire only on the side you want, or both. The first person to walk into the trigger, will get a group of enemy dogs spawn. doesn't matter which side. (well, east/west, didn't put resistance in there).

    Guarddogs can be called via an INIT string of a squad leader (useful if AI patrolling an area) or via addaction. If needed I can set up to delete current guarddogs, before spawning more. But I figured they are going to be used as cannon fodder anyway.. (poor dogs) :)

    And The "rogue" status should be fixed too. all via getfriend now.

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