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-ami- mofo

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Everything posted by -ami- mofo

  1. Ok I did what you said and it still doesn't work. This is what the loadout.sqf looks like now... //TEAM LEADER //place in init line of unit:- null0 = this execVM "Scripts\1_team_leader.sqf"; private ["_unit"]; _unit = _this select 0; removeAllWeapons _unit; ... removeAllItems _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit removeWeapon "itemGPS"; _unit removeWeapon "itemradio"; _unit addBackpack "B_AssaultPack_blk_DiverExp"; _unit removeItem "ToolKit"; _unit removeItem "MineDetector"; //ADD WEAPON & AMMO _unit addmagazines ["30Rnd_65x39_caseless_mag",6]; _unit addMagazines ["1Rnd_HE_Grenade_shell",3]; _unit addweapon "arifle_MX_GL_F"; //_unit addMagazines ["30Rnd_556x45_Stanag",6]; //_unit addMagazines ["1Rnd_HE_Grenade_shell",3]; //_unit addWeapon "arifle_TRG21_GL_F"; //_unit addMagazines ["20Rnd_762x51_Mag",6]; //_unit addWeapon "srifle_EBR_F"; //_unit addMagazines ["30Rnd_45ACP_Mag_SMG_01",6]; //_unit addWeapon "SMG_01_F"; //ADD WEAPON ATTACHMENTS _unit addPrimaryWeaponItem "optic_Arco"; //_unit addPrimaryWeaponItem "optic_Hamr"; //_unit addPrimaryWeaponItem "optic_tws"; _unit addPrimaryWeaponItem "muzzle_snds_H"; //_unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "acc_flashlight"; //ADD EQUIPMENT _unit addWeapon "ACRE_PRC152"; _unit addWeapon "ItemGPS"; //_unit addWeapon "Binocular"; _unit addWeapon "Rangefinder"; //_unit addWeapon "LaserDesignator"; _unit additem "NVGoggles"; _unit assignitem "NVGoggles"; _unit action ["NVGoggles",this]; //ADD ORDNANCE - SMOKE - FLARES //_unit addMagazines ["DemoCharge_Remote_Mag",1]; //_unit addMagazines ["SatchelCharge_Remote_Mag",1]; //_unit addmagazines ["ATMine_Range_Mag",1]; //_unit addmagazines ["APERSBoundingMine_Range_Mag",2]; _unit addMagazines ["UGL_FlareWhite_F",1]; //_unit addmagazines ["SmokeShellRed",1];
  2. Hey guys I tried all the things you've said but having no luck, isn't even working in the editor now using those methods. I also put the if (isServer) then {nul = [this] execVM "Scripts\1_team_leader.sqf";}; into the player unit's init in the editor. But because I don't really know scripting I'm wondering if I've just put something in a bit wrong. Here is my loadout.sqf as it is now... //TEAM LEADER //place in init line of unit:- null0 = this execVM "Scripts\U1_kit.sqf"; waituntil {time>0}; removeAllWeapons _this; removeAllItems _this; _this unassignItem "NVGoggles"; _this removeItem "NVGoggles"; _this removeWeapon "itemGPS"; _this removeWeapon "itemradio"; _this addBackpack "B_AssaultPack_blk_DiverExp"; _this removeItem "ToolKit"; _this removeItem "MineDetector"; //ADD WEAPON & AMMO _this addmagazines ["30Rnd_65x39_caseless_mag",6]; _this addMagazines ["1Rnd_HE_Grenade_shell",3]; _this addweapon "arifle_MX_GL_F"; //_this addMagazines ["30Rnd_556x45_Stanag",6]; //_this addMagazines ["1Rnd_HE_Grenade_shell",3]; //_this addWeapon "arifle_TRG21_GL_F"; //_this addMagazines ["20Rnd_762x51_Mag",6]; //_this addWeapon "srifle_EBR_F"; //_this addMagazines ["30Rnd_45ACP_Mag_SMG_01",6]; //_this addWeapon "SMG_01_F"; //ADD WEAPON ATTACHMENTS _this addPrimaryWeaponItem "optic_Arco"; //_this addPrimaryWeaponItem "optic_Hamr"; //_this addPrimaryWeaponItem "optic_tws"; _this addPrimaryWeaponItem "muzzle_snds_H"; //_this addPrimaryWeaponItem "acc_pointer_IR"; _this addPrimaryWeaponItem "acc_flashlight"; //ADD EQUIPMENT _this addWeapon "ACRE_PRC152"; _this addWeapon "ItemGPS"; //_this addWeapon "Binocular"; _this addWeapon "Rangefinder"; //_this addWeapon "LaserDesignator"; _this additem "NVGoggles"; _this assignitem "NVGoggles"; _this action ["NVGoggles",this]; //ADD ORDNANCE - SMOKE - FLARES //_this addMagazines ["DemoCharge_Remote_Mag",1]; //_this addMagazines ["SatchelCharge_Remote_Mag",1]; //_this addmagazines ["ATMine_Range_Mag",1]; //_this addmagazines ["APERSBoundingMine_Range_Mag",2]; _this addMagazines ["UGL_FlareWhite_F",1]; //_this addmagazines ["SmokeShellRed",1]; And here is my mission init.sqf as it is now..... //Mission parameters skiptime (paramsArray select 0); sleep 2; // Wait for player object to initialise before processing init.sqf for JIP) if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; enableSaving [false,false]; call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; enableRadio false; enableSentences false; setViewDistance 2000; { if ( side _x == EAST ) then { _x removeAllEventHandlers "HandleDamage"; _x addEventHandler ["HandleDamage",{ _damage = (_this select 2)*2; // <-- the *2 multiples the damage by 2 _damage }]; }; }forEach allUnits; { if ((side _x) == EAST) then { _x setUnitAbility 0.1; _x setskill ["aimingAccuracy",0.15]; _x setskill ["aimingShake",0.45]; _x setskill ["aimingSpeed",0.6]; _x setskill ["spotDistance",0.3]; _x setskill ["spotTime",0.4]; _x setskill ["courage",1]; _x setskill ["reloadSpeed",1]; }; } forEach allUnits; []execVM "eos\OpenMe.sqf"; [] execVM "scripts\cleanup.sqf"; Can I be a pain and ask you to modify them as you think will work so I can just copy/paste them and then try it all out? At least then I'll know if it's me that's stuffed it up or that it just doesn't work? Much appreciated :)
  3. Hi mate for example in the init of the playable unit (team leader) in the editor I have this.... null0 = this execVM "Scripts\1_team_leader.sqf"; which calls it from a .sqf file in my mission's/script folder. I have 6 players in the mission and each one has a different loadout.sqf file named after them. So you're saying that I should be calling all of these from my mission's init.sqf file? And does this !(local _this) exitWith {}; go in the mission init.sqf? or in each player's loadout.sqf? This is my mission init.sqf as it is at the moment.. //Mission parameters skiptime (paramsArray select 0); sleep 2; // Wait for player object to initialise before processing init.sqf for JIP) if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 10}; }; enableSaving [false,false]; call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; enableRadio false; enableSentences false; setViewDistance 2000; { if ( side _x == EAST ) then { _x removeAllEventHandlers "HandleDamage"; _x addEventHandler ["HandleDamage",{ _damage = (_this select 2)*2; // <-- the *2 multiples the damage by 2 _damage }]; }; }forEach allUnits; { if ((side _x) == EAST) then { _x setUnitAbility 0.1; _x setskill ["aimingAccuracy",0.15]; _x setskill ["aimingShake",0.45]; _x setskill ["aimingSpeed",0.6]; _x setskill ["spotDistance",0.3]; _x setskill ["spotTime",0.4]; _x setskill ["courage",1]; _x setskill ["reloadSpeed",1]; }; } forEach allUnits; []execVM "eos\OpenMe.sqf"; [] execVM "scripts\cleanup.sqf";
  4. Hi I'm using this script which spawns the aircraft and makes it keep cycling through the markers. I'd like to also set the height, speed and direction as it spawns as well (and keep up the height and speed flying through the markers). I've looked around and all the other scripts 1st lines look different to this with getpos select blah blah so I'm not sure how to amend what I already have to achieve what I want to. If somebody could use their scripting skills to change what I have here that would be greatly appreciated. ag1spawn = [getMarkerPos "ag1spawn", 0, "I_Plane_Fighter_03_CAS_F", INDEPENDENT] call bis_fnc_spawnvehicle; ag1air = ag1spawn select 0; //the aircraft ag1crew = ag1spawn select 1; //the units that make up the crew ag1 = ag1spawn select 2; //the group {_x allowFleeing 0} forEach units ag1; waypoint0 = ag1 addwaypoint[getmarkerpos"ag1move1",0]; waypoint0 setwaypointtype"Move"; waypoint1 = ag1 addwaypoint[getmarkerpos"ag1move2",0]; waypoint1 setwaypointtype"Move"; waypoint2 = ag1 addwaypoint[getmarkerpos"ag1move3",0]; waypoint2 setwaypointtype"Move"; waypoint0 = ag1 addwaypoint[getmarkerpos"ag1move1",0]; waypoint0 setwaypointtype"Move"; waypoint0 setwaypointtype "CYCLE"; [ag1, 1] setWaypointSpeed "FULL"; [ag1, 1] setWaypointCombatMode "RED"; [ag1, 1] setWaypointBehaviour "AWARE"; I also have one last small question... I see a lot of scripts have an underscore at the start of each line, like that _x allowfleeing 0 part. Is there an advantage to using that? This is a script to be used in a small MP mission so do I need to use _ at each line? Thank you
  5. -ami- mofo

    Helicopter insertion

    I've never seen that before.
  6. Nice thanks! I will definately use this.
  7. Hi guys I had this which worked fine for everyone a couple of months ago... /AMMO CRATE WEST //place in init line of object to contain ammo:- null0 = this execVM "Scripts\ammo_west.sqf"; waituntil {time>0}; ClearWeaponCargo _this; ClearMagazineCargo _this; ClearItemCargo _this; ClearBackpackCargo _this; // EQUIPMENT //_this addItemCargo ["NVGoggles",6]; _this addItemCargo ["ItemGPS",6]; _this addItemcargo ["ToolKit",1]; _this addItemcargo ["MediKit",1]; _this addItemcargo ["B_UAVTerminal",1]; _this addItemcargo ["MineDetector",2]; _this addItemcargo ["FirstAidKit",18]; // ASSAULT RIFLES _this addWeaponCargo ["arifle_TRG20_F",3]; _this addWeaponCargo ["arifle_TRG21_F",3]; _this addWeaponCargo ["arifle_TRG21_GL_F",3]; _this addWeaponCargo ["arifle_MX_F",3]; _this addWeaponCargo ["arifle_MX_GL_F",3]; _this addWeaponCargo ["arifle_MXC_F",3]; _this addWeaponCargo ["arifle_MXM_F",3]; _this addWeaponCargo ["srifle_EBR_F",3]; // SUBMACHINE GUNS _this addWeaponCargo ["SMG_01_F",2]; // LIGHT MACHINE GUNS _this addWeaponCargo ["arifle_MX_SW_F",1]; _this addWeaponCargo ["LMG_Mk200_F",1]; // SNIPER RIFLES _this addWeaponCargo ["srifle_LRR_f",2]; // LAUNCHERS _this addWeaponCargo ["launch_Titan_F",2]; _this addWeaponCargo ["launch_Titan_short_F",2]; // OPTICS - WEAPON ATTACHMENTS _this addWeaponCargo ["Binocular",6]; _this addWeaponCargo ["Rangefinder",2]; _this addWeaponCargo ["LaserDesignator",2]; _this addItemCargo ["optic_LRPS",2]; _this addItemCargo ["optic_Nightstalker",2]; _this addItemCargo ["optic_tws",2]; _this addItemCargo ["optic_tws_mg",2]; _this addItemCargo ["optic_Arco",6]; _this addItemCargo ["optic_Hamr",6]; _this addItemCargo ["muzzle_snds_H",6]; _this addItemCargo ["muzzle_snds_H_MG",1]; _this addItemCargo ["muzzle_snds_M",6]; _this addItemCargo ["muzzle_snds_B",6]; _this addItemCargo ["muzzle_snds_ACP",6]; _this additemcargo ["acc_pointer_IR",6]; _this addItemCargo ["acc_flashlight",6]; // AMMO _this addMagazineCargo ["7Rnd_408_Mag",20]; _this addMagazineCargo ["30Rnd_556x45_Stanag",50]; _this addMagazineCargo ["30Rnd_65x39_caseless_mag",50]; _this addMagazineCargo ["100Rnd_65x39_caseless_mag_Tracer",5]; _this addMagazineCargo ["200Rnd_65x39_cased_Box_Tracer",3]; _this addMagazineCargo ["30Rnd_45ACP_Mag_SMG_01",20]; _this addMagazineCargo ["20Rnd_762x51_Mag",20]; _this addMagazineCargo ["Titan_AT",6]; _this addMagazineCargo ["Titan_AA",6]; // ORDNANCE - SMOKE - FLARES _this addMagazineCargo ["DemoCharge_Remote_Mag",6]; _this addMagazineCargo ["SatchelCharge_Remote_Mag",6]; _this addmagazineCargo ["ATMine_Range_Mag",6]; _this addmagazineCargo ["APERSBoundingMine_Range_Mag",6]; _this addMagazineCargo ["HandGrenade",12]; _this addMagazineCargo ["1Rnd_HE_Grenade_shell",6]; _this addmagazinecargo ["SmokeShellRed",6]; _this addMagazineCargo ["UGL_FlareWhite_F",6]; _this addBackpackCargo ["B_UAV_01_backpack_F",1]; _this addBackpackCargo ["B_Parachute",6]; It sort of still works for me who's hosting the co-op mission on my PC but doesn't work at all for other players. They just see the standard stuff that comes in the supply crate. I can see all the items but I had my GPS disappear the other night from a friend who JIP'd. So a bit of weirdness going on even for me as well. I understand that BIS may have sneak'd in a change regarding the add-blah-cargo description? I tried adding 'global' to the descriptions as somebody suggested on some other site but that made no difference. So does anyone know how I get this to work again please? It's bork'd my missions big time :( Thanks.
  8. Thanks guys the I tried the "Global" again and it worked. I must've done something stupid before like spelling it wrong in the 1st place and copying it >.< The only problem I had after that was the number of items was acting strange like doubling for me but not for the other client but I fixed that by replacing waituntil {time>0}; with if (!isServer) exitWith {}; Now everyone see's the same number of items to start with and when something is removed from the box everyone else see's it removed as well so it all adds up perfectly ;) Looks like this now.... //AMMO CRATE WEST //place in init line of object to contain ammo:- null0 = this execVM "Scripts\ammo_west.sqf"; if (!isServer) exitWith {}; ClearWeaponCargoGlobal _this; ClearMagazineCargoGlobal _this; ClearItemCargoGlobal _this; ClearBackpackCargoGlobal _this; // EQUIPMENT //_this addItemCargoGlobal ["NVGoggles",6]; _this addItemCargoGlobal ["ItemGPS",6]; _this addItemcargoGlobal ["ToolKit",1]; _this addItemcargoGlobal ["MediKit",1]; _this addItemcargoGlobal ["B_UAVTerminal",1]; _this addItemcargoGlobal ["MineDetector",2]; _this addItemcargoGlobal ["FirstAidKit",18]; // ASSAULT RIFLES _this addWeaponCargoGlobal ["arifle_TRG20_F",3]; _this addWeaponCargoGlobal ["arifle_TRG21_F",3]; _this addWeaponCargoGlobal ["arifle_TRG21_GL_F",3]; _this addWeaponCargoGlobal ["arifle_MX_F",3]; _this addWeaponCargoGlobal ["arifle_MX_GL_F",3]; _this addWeaponCargoGlobal ["arifle_MXC_F",3]; _this addWeaponCargoGlobal ["arifle_MXM_F",3]; _this addWeaponCargoGlobal ["srifle_EBR_F",3]; // SUBMACHINE GUNS _this addWeaponCargoGlobal ["SMG_01_F",2]; // LIGHT MACHINE GUNS _this addWeaponCargoGlobal ["arifle_MX_SW_F",1]; _this addWeaponCargoGlobal ["LMG_Mk200_F",1]; // SNIPER RIFLES _this addWeaponCargoGlobal ["srifle_LRR_f",2]; // LAUNCHERS _this addWeaponCargoGlobal ["launch_Titan_F",2]; _this addWeaponCargoGlobal ["launch_Titan_short_F",2]; // OPTICS - WEAPON ATTACHMENTS _this addWeaponCargoGlobal ["Binocular",6]; _this addWeaponCargoGlobal ["Rangefinder",2]; _this addWeaponCargoGlobal ["LaserDesignator",2]; _this addItemCargoGlobal ["optic_LRPS",2]; _this addItemCargoGlobal ["optic_Nightstalker",2]; _this addItemCargoGlobal ["optic_tws",2]; _this addItemCargoGlobal ["optic_tws_mg",2]; _this addItemCargoGlobal ["optic_Arco",6]; _this addItemCargoGlobal ["optic_Hamr",6]; _this addItemCargoGlobal ["muzzle_snds_H",6]; _this addItemCargoGlobal ["muzzle_snds_H_MG",1]; _this addItemCargoGlobal ["muzzle_snds_M",6]; _this addItemCargoGlobal ["muzzle_snds_B",6]; _this addItemCargoGlobal ["muzzle_snds_ACP",6]; _this additemcargoGlobal ["acc_pointer_IR",6]; _this addItemCargoGlobal ["acc_flashlight",6]; // AMMO _this addMagazineCargoGlobal ["7Rnd_408_Mag",20]; _this addMagazineCargoGlobal ["30Rnd_556x45_Stanag",50]; _this addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag",50]; _this addMagazineCargoGlobal ["100Rnd_65x39_caseless_mag_Tracer",5]; _this addMagazineCargoGlobal ["200Rnd_65x39_cased_Box_Tracer",3]; _this addMagazineCargoGlobal ["30Rnd_45ACP_Mag_SMG_01",20]; _this addMagazineCargoGlobal ["20Rnd_762x51_Mag",20]; _this addMagazineCargoGlobal ["Titan_AT",6]; _this addMagazineCargoGlobal ["Titan_AA",6]; // ORDNANCE - SMOKE - FLARES _this addMagazineCargoGlobal ["DemoCharge_Remote_Mag",6]; _this addMagazineCargoGlobal ["SatchelCharge_Remote_Mag",6]; _this addmagazineCargoGlobal ["ATMine_Range_Mag",6]; _this addmagazineCargoGlobal ["APERSBoundingMine_Range_Mag",6]; _this addMagazineCargoGlobal ["HandGrenade",12]; _this addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell",6]; _this addmagazinecargoGlobal ["SmokeShellRed",6]; _this addMagazineCargoGlobal ["UGL_FlareWhite_F",6]; _this addBackpackCargoGlobal ["B_UAV_01_backpack_F",1]; _this addBackpackCargoGlobal ["B_Parachute",6]; Only thing I have a little problem with is that the ammo box is 1/3 buried under ground for other players but not for me the host. Why is that? Not that important but while I'm here does anyone know a fix for that?
  9. You've done something wrong somewhere then. I looked thru my stuff and luckily had this sitting there.... http://members.westnet.com.au/scott_k/not%20much/Heli_Transport.Altis.zip
  10. You don't need the trigger. In the Team Leaders init put this alpha = group this; Just in front of the LOAD waypoint have a MOVE waypoint with this in it's condition field ({!(alive _x) || _x in heli} count (units alpha)) == count (units alpha); Heli won't take off until all alive units of group alpha are in.
  11. Hey mate for the delayed new task assignment just have it synced to it's own separate trigger covering the same area as your last task succeeded trigger but put a countdown time delay on it. I don't use onscreen waypoints as for me I like a clear screen so I just add a link in the task description on the map screen that you can show as a grid reference or name so you can click on it and it moves to that area of the map. I think you can do what you want with the onscreen WP but last I heard it doesn't work all the time. As for the location and time showing at start of a mission you can just use a trigger and the text option under the effects tab. You can have it show up center bottom or just center of screen.
  12. I have a script which worked great, spawned an Indi aircraft and had it fly at a set height through waypoints and keep cycling through those waypoints all day. ag1spawn = [getMarkerPos "ag1spawn", 0, "I_Plane_Fighter_03_CAS_F", INDEPENDENT] call bis_fnc_spawnvehicle; _ag1air = ag1spawn select 0; //the aircraft _ag1crew = ag1spawn select 1; //the units that make up the crew _ag1 = ag1spawn select 2; //the group {_x allowFleeing 0} forEach units _ag1; _ag1height = 700; _ag1air flyinheight 200; _ag1air setpos [getposATL _ag1air select 0, getposATL _ag1air select 1, _ag1height]; reldir = [getmarkerpos "ag1spawn", getmarkerpos "ag1move1"] call BIS_fnc_dirTo; _ag1air setdir reldir; _waypoint0 = _ag1 addwaypoint [getmarkerpos "ag1move1",0]; _waypoint0 setwaypointtype"Move"; _waypoint1 = _ag1 addwaypoint [getmarkerpos "ag1move2",0]; _waypoint1 setwaypointtype"Move"; _waypoint2 = _ag1 addwaypoint [getmarkerpos "ag1move3",0]; _waypoint2 setwaypointtype"Move"; _waypoint0 = _ag1 addwaypoint [getmarkerpos "ag1move1",0]; _waypoint0 setwaypointtype"Move"; _waypoint0 setwaypointtype "CYCLE"; "Cool" I thought, I can use this again whenever I need it on some other type of aircraft. All I have to do is change the aircraft classname and side. So today I changed the I_Plane_Fighter_03_CAS_F and INDEPENDENT to O_Heli_Attack_02_F and EAST. That's all I changed. What I got was a heli that spawned at 700 and stayed at 700 and went to the first marker and then just did loops around it. :confused: I thought OK this is Arma and you expect everything to be difficult, maybe the script just doesn't like helicopters for some weird reason? So I put back in a fixed wing but a different type. I put in O_Plane_CAS_02_F and what I got was a plane that spawned at 700, went down to 200 and followed all the waypoints as it should... But then it stopped around waypoint3 and just did loops around it, no cycle at all. :confused: So 3 different aircraft and 3 different results with the only difference being the aircraft classname and side being changed. Oh btw when I put the original aircraft classname and side back in it worked perfectly again :confused::confused::confused: I'm hoping that somebody can tell me what I did wrong or is this truly just another example on how dodgy and irritating arma editing is?
  13. -ami- mofo

    The weirdest spawn/move bug yet?

    hmmmm a bug? not in Arma! lol Thanks for taking the time to have a look mate. I guess the thing to do is don't make any missions that rely on aircraft faultlessly following any waypoints.
  14. -ami- mofo

    The weirdest spawn/move bug yet?

    I'm calling this from a spawning script though, not placed editor waypoints. _waypoint0 = _ag1 addwaypoint [getmarkerpos "ag1move1",0]; _waypoint0 setwaypointtype"Move"; Is there a way to alter this? I tried increasing the 0 (tbh I don't know what the 0 does lol) but anyway that didn't work. Is there a way through the script? or can it only be done if it's editor placed?
  15. -ami- mofo

    The weirdest spawn/move bug yet?

    Is there a way to make a marker area larger then?
  16. -ami- mofo

    The weirdest spawn/move bug yet?

    Tested it some more and what I found is that it only affects aircraft and what I also just noticed is that if you have their speed limited it works fine. So maybe it's to do with a speed issue? Faster aircraft maybe miss the markers more and therefore do weird things like double back and loops etc? Is there maybe a way to make it so that the marker area to pass through is larger and therefore more easy for them to achieve? If so I'd like to test it.
  17. Hi gents, I have two units spawned on a marker via a trigger with this in the .sqf.... sg1 = [getMarkerPos "sg1spawn", EAST, ["O_Soldier_TL_F", "O_Soldier_F"]] call BIS_fnc_spawnGroup; {_x allowFleeing 0} forEach units sg1; Trouble is I want them to face a different direction. I've tried messing with setDir by adding sg2 setDir 180 to the bottom of what I already have but that just made the units snot spawn at all. I'm guessing that sg2 setDir 180; must have to be incorporated somewhere amongst the 1st line? But I don't know how exactly to do that. :confused: Thanks
  18. -ami- mofo

    having trouble with setdir

    Cheers man works a treat! :)
  19. -ami- mofo

    The weirdest spawn/move bug yet?

    I'd say the fact that it works all the time every time only for the original aircraft I had in there when I pieced this script together is pretty odd. Why should that matter at all? And the fact that not only it doesn't work for the other two types of aircraft but it doesn't even not work the same way is even more baffling. Does.....not.....make.....sense :annoy:
  20. -ami- mofo

    having trouble with setdir

    Hi mate I tried that too somewhere along the line but to no avail.
  21. -ami- mofo

    having trouble with setdir

    This is just a single unit though, not part of a group. Didn't work either mate. Still rotates to the north after spawning. I basically cheated by adding a move marker a couple of feet away from the spawn marker, south of the spawn marker. That way he takes a couple of steps to the south and stays facing that direction when he stops. A bit dodgy but it works. _sg2 = [getMarkerPos "sg2spawn", EAST, ["O_Soldier_F"]] call BIS_fnc_spawnGroup; {_x allowFleeing 0} forEach units _sg2; _waypoint0 = _sg2 addwaypoint[getmarkerpos"sg2move1",0]; _waypoint0 setwaypointtype"Move";
  22. -ami- mofo

    having trouble with setdir

    I've actually changed things a little since my post and I now just have a single soldier spawn and am trying to make it face south so I did this based on Grumpy's code... _sg2 = [getMarkerPos "sg2spawn", EAST, ["O_Soldier_F"]] call BIS_fnc_spawnGroup; {_x allowFleeing 0; _x setdir 180} forEach units _sg2; Which spawns a dude facing south ;).... but a second after spawning he rotates on the spot and faces north :confused_o:
  23. Total noob talking here but if you removed rifle/pistol from the AI AT guy does that not make him use the launcher?
  24. See 4th written line from top.
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