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Concept

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  1. How would that work? Would the unit be given waypoints randomly or a mass of them at the start of the mission
  2. Ok, now i have another problem. I have triggers in which other units that are not patroling can be in. If there is more than one group in the trigger then the first group will get a new waypoint as normal but the others will just sit there. Is there a way to get the trigger to start again after the first unit has moved away? EG. Re-check for the requirements? If anyone can help xfire me: jlid or post here :) Thanks
  3. groupthis = group (thislist select 0); if (groupthis in patrolGroupList) then { nul = [groupthis, "mark_waypoint1"] execVM "islandPatrol.sqf"; }; This is what is working in conjunction with the patrolGroupList. Thanks very much!
  4. nul = [group (thislist select 0), "mark_waypoint1"] execVM "islandPatrol.sqf"; Yea thats what i ended up with! Thanks very much for your help guys. Now to go get the islandPatrol to check if the name of the group contains patrol and im rolling!!! ---------- Post added at 07:22 PM ---------- Previous post was at 06:51 PM ---------- ok. confused.com! I name a group patrol1 and patrol2 in the init of the SL of the group. My thinking was to have a if statment that was in the islandPatrol.sqf to check if patrol was in the name of the unit. I want the nul = [group (thislist select 0), "mark_waypoint1"] execVM "islandPatrol.sqf"; to give me the name of the unit but its giving me 0 1-1-A and 0 1-1-B. Any ideas on a get around for this?
  5. Thanks for your reply. Yes that brings back the unit name. Now i need to get the group of that unit, im sure i have seen that command somewhere! :) Thanks again
  6. Hi all, This is my first post here! im new to arma 2 and am diving straight in at the deep end I have a marker that has a trigger on it. An opfor group will move towards the marker and then the trigger will set them a new marker (again with a new trigger on it) thus randomising patrols. I have a script that will randomise the marker that is choosen (i hope) but the main thing im having trouble with is the group name being picked up by the trigger to be executed in the script. nul = [group this, "mark_waypoint1"] execVM "islandPatrol.sqf"; I have tried numerous things to get the trigger to pick up the activating units name but i am starting to pull out my hair! Can somone please help me!? The script works fine when i try nul = [patrol1, "mark_waypoint1"] execVM "islandPatrol.sqf"; (patrol1 being the group name) but i dont want all units that happen to cross the trigger to get a new waypoint! Thanks for anyone still reading this and sorry for being NUB :(
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