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ZZEZ

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Posts posted by ZZEZ


  1. One of the biggest issues is the ACE backpack system, if we could somehow integrate it in to the gear script that would be great so you don't have to save - put it on the back and then do the loadout again, each time you save the loadout it deletes your bandages/morphine/epin - another thing that needs tackling IMO

    I tried having a look at the loadout script but its really beyond my knowledge, I had a look at the ACE Warfare thread and the ACE backpack system is already integrated in to it, we just need someone to implement it in to Insurgency.

    http://forums.bistudio.com/showthread.php?t=110967

    7b

    - ALL NEW! ACE gear purchase interface supporting ACE rucks and weapon-on-back, all part of your respawn loadout


  2. Awesome, I hope you won't mind me tweaking it :)

    Just a little question - is there a reason why the ACE medical system is not active?I just threw in the modules and it appears to work

    EDIT:

    I made a slightly modified version of this one, I removed the standard medical system and replaced it with ACE medical system[medkits only medic rest everyone else], forced group markers off, ACRE radios. swapped the BH for DAGR LB and changed some weapons.

    Anyway if anyone wants it:

    http://rapidshare.com/files/452741562/COOPTvT_insurgency0_75_ace_v1.takistan.pbo


  3. Fireball would it be possible for you to release the OPFOR teamswitch code as standalone for other missions?its something I really want to add in a mission that I'm working on.

    I nearly forgot to mention, but is there a ACE compatible version?last I heard using ACE and insurgency together causes the AI not to spawn or something.


  4. I think you could try using waypoints and triggers if you want something specific.

    Create a trigger and size is as how you would like, make it activated by BLUFOR or whoever you want.

    Give the crew unit a "move" waypoint to where its supposed to stay, synchronize it[using F5] to the trigger and then create the waypoints of what the unit is supposed to do when the enemies are spotted, I'd put disembark, move etc.

    The waypoints after the move one will execute only once the trigger is activated.

    I hope it helps.


  5. Hey, how would I go about achieving this?I have my respawn set for BASE and am using the ACE wounds revive script so using respawn 5 is out of the question since it would affect all sides.

    I want to have like 4 OPFOR players being able to "jump" in to all OPFOR AIs at any present time in order to foil the west attack, its very similar to whats in insurgency and I even took a look at the scripts but I was seriously overwhelmed and understood nothing.


  6. I searched but no luck.

    My mission has base respawn with a 'tickets' system, I want 2 units named seal1/seal2 to be excluded from respawn and ticket loss IE once they die they are dead for good and are moved to the spectator arena[marker named end1].

    Any ideas?heres the start of the ticket system in the init:

    //Written by beta
    
    //Creatin TICKETS value for ticket system:
    if (isNil "TICKETS") then {TICKETS = 10;};
    
    //RESPAWN & GEAR SCRIPTS
    [] execVM "clearGear.sqf";
    
    
    b_deadPeopleBLU = createGroup WEST;
    [] spawn
    {
    sleep 0.25;
    
    	if (TICKETS < 1) then
    	{
    			[player] joinSilent b_deadPeopleBLU;
    			player setpos [getMarkerPos "end1" select 0, getMarkerPos "end1" select 1, 0];
    			removeallweapons player;
    			removeallitems player;
    			sleep 1.5;
    			_this call ace_fnc_startSpectator;
    	};    
    
    };
    
    
    
    sleep 3;
    player addEventHandler ["RESPAWN",
    {
    [] execVM "playerDeath.sqf";
    }];
    
    
    
    


  7. Well, that's the thing. With Steamworks integration you'd probably no longer be able to launch the game without it going through Steam. I dunno though, I'm not an expert on Steam/Steamworks.

    Yes you can, I do it all the time because I don't like the Steam notifications at the right bottom.

    You can launch it using the exes in the steamapps folder, I use Yoma for online play with specific addons/CO and it works perfectly fine....I don't even have to run Steam in order to launch the game.

    I don't know if a 'hard' copy requires to have the DVD inside the drive but thats another advantage of Steam, I don't even remember the last time I used my DVD drive except burning music for my car/installing windows.

    Steam improved allot since its original launch.


  8. I did some tests and found out the problem.

    It seems if you use the following lines not in the init.con it will cause the tasks not to show up

    [] call compile preprocessfile "shk_taskmaster.sqf";
    if isserver then {
     ["_path","_tasks","_rnd","_tsk","_sh"];
     _path = "missions\";
     _tasks = ["mission1","mission2","mission3","mission4","mission5"];
     while {count _tasks > 0} do {
       _rnd = floor random count _tasks;
       _tsk = _tasks select _rnd;
       _tsk = _path + _tsk + ".sqf";
       _tasks set [_rnd,"DELETE"];
       _tasks = _tasks - ["DELETE"];
       _sh = execvm _tsk;
       waituntil {scriptdone _sh};
     };
    };
    

    I placed it in init.con instead of start.sqf[init.con calling it with isserver check] and the tasks are now showing.

    Oh well...the init.con will now be less tidy :)


  9. shk I just finished testing on dedicated server, the tasks won't show up at all, not at startup or after completing them...any ideas?

    init calling start.sqf which is this

    [] call compile preprocessfile "shk_taskmaster.sqf";
    if isserver then {
     ["_path","_tasks","_rnd","_tsk","_sh"];
     _path = "missions\";
     _tasks = ["mission1","mission2","mission3","mission4","mission5"];
     while {count _tasks > 0} do {
       _rnd = floor random count _tasks;
       _tsk = _tasks select _rnd;
       _tsk = _path + _tsk + ".sqf";
       _tasks set [_rnd,"DELETE"];
       _tasks = _tasks - ["DELETE"];
       _sh = execvm _tsk;
       waituntil {scriptdone _sh};
     };
    };

    mission example:

    sleep 60;
    //============grad truck at gas station
    ["mission5","Insurgent held park","The insurgents have occupied a local park, clear it from insurgents in order to reclaim it"] call SHK_Taskmaster_add;
    setAccTime 0.0;
    
    
    _this = createCenter east;
    _center_0 = _this;
    
    _group_0 = createGroup _center_0;
    
    _unit_0 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_AA_EP1", [3589.7229, 5312.5596], [], 0, "CAN_COLLIDE"];
     _unit_0 = _this;
     _this setVehicleInit "nul=[this,""fortify5"",""fortify"",""spawned"",""delete:"",600] execvm ""scripts\UPSMON.sqf"";";
     _this setUnitAbility 0.60000002;
     if (true) then {_group_0 selectLeader _this;};
    };
    
    _unit_1 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_AR_EP1", [3592.2351, 5312.2769, -2.5272369e-005], [], 0, "CAN_COLLIDE"];
     _unit_1 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_2 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_AR_EP1", [3595.5427, 5312.3008, -1.4305115e-006], [], 0, "CAN_COLLIDE"];
     _unit_2 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_3 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Bonesetter_EP1", [3594.356, 5316.418, 1.6689301e-005], [], 0, "CAN_COLLIDE"];
     _unit_3 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_4 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_MG_EP1", [3594.4648, 5318.1196, 1.6212463e-005], [], 0, "CAN_COLLIDE"];
     _unit_4 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_5 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_2_EP1", [3591.4585, 5316.9424, 1.0490417e-005], [], 0, "CAN_COLLIDE"];
     _unit_5 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_6 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_2_EP1", [3592.6047, 5315.4902, 7.1525574e-006], [], 0, "CAN_COLLIDE"];
     _unit_6 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_7 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_EP1", [3597.2141, 5316.29, -3.3378601e-006], [], 0, "CAN_COLLIDE"];
     _unit_7 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_8 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_EP1", [3599.1047, 5315.8169, -3.5762787e-005], [], 0, "CAN_COLLIDE"];
     _unit_8 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_9 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_EP1", [3599.373, 5312.4326, -5.2452087e-006], [], 0, "CAN_COLLIDE"];
     _unit_9 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_10 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_EP1", [3595.0732, 5310.5825, 5.7220459e-006], [], 0, "CAN_COLLIDE"];
     _unit_10 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_11 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_EP1", [3592.9707, 5310.5454, -6.1988831e-006], [], 0, "CAN_COLLIDE"];
     _unit_11 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_12 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_AT_EP1", [3593.5457, 5309.1538, -4.7683716e-007], [], 0, "CAN_COLLIDE"];
     _unit_12 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_13 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_AT_EP1", [3591.6531, 5310.6855, -4.7683716e-006], [], 0, "CAN_COLLIDE"];
     _unit_13 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _this = createTrigger ["EmptyDetector", [3600.6663, 5320.4233]];
    _this setTriggerArea [300, 300, 0, false];
    _this setTriggerActivation ["EAST", "NOT PRESENT", false];
    _this setTriggerStatements ["this", "execVM ""missionend\mission5complete.sqf""; deleteVehicle mission5trig", ""];
    mission5trig = _this;
    _trigger_0 = _this;
    
    _group_1 = createGroup _center_0;
    
    _unit_15 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Warlord_EP1", [3651.9268, 5346.2979, 0], [], 0, "CAN_COLLIDE"];
     _unit_15 = _this;
     _this setVehicleInit "nul=[this,""patrol5"",""spawned"",""delete:"",600] execvm ""scripts\UPSMON.sqf"";";
     _this setUnitAbility 0.60000002;
     if (true) then {_group_1 selectLeader _this;};
    };
    
    _unit_16 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AT_EP1", [3657.0874, 5347.3823, 0], [], 0, "CAN_COLLIDE"];
     _unit_16 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_17 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AT_EP1", [3652.6907, 5341.5938, 0], [], 0, "CAN_COLLIDE"];
     _unit_17 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_18 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_4_EP1", [3656.428, 5344.3789, 0], [], 0, "CAN_COLLIDE"];
     _unit_18 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_19 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_4_EP1", [3647.7813, 5342.4731, 0], [], 0, "CAN_COLLIDE"];
     _unit_19 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_20 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_2_EP1", [3645.2168, 5345.8438, 0], [], 0, "CAN_COLLIDE"];
     _unit_20 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_21 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AR_EP1", [3648.9536, 5354.2705, 0], [], 0, "CAN_COLLIDE"];
     _unit_21 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_22 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AR_EP1", [3642.2854, 5353.3911, 0], [], 0, "CAN_COLLIDE"];
     _unit_22 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_23 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AR_EP1", [3647.488, 5350.3135, 0], [], 0, "CAN_COLLIDE"];
     _unit_23 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_24 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AR_EP1", [3655.4019, 5352.439, 0], [], 0, "CAN_COLLIDE"];
     _unit_24 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_25 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AR_EP1", [3653.79, 5354.1235, 0], [], 0, "CAN_COLLIDE"];
     _unit_25 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _this = createMarker ["fortify5", [3607.5349, 5300.8101]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [170, 100];
    _this setMarkerDir 82.254807;
    _marker_2 = _this;
    
    _this = createMarker ["patrol5", [3606.5471, 5316.8262]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [300, 300];
    _marker_3 = _this;
    
    _this = createMarker ["mission5marker", [3616.5964, 5308.6582, 0]];
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _marker_4 = _this;
    
    processInitCommands;setAccTime 1;
    waituntil {sleep 3; !alive mission5trig;};
    //set task complete
    ["mission5","succeeded"] call SHK_Taskmaster_upd;
    
    


  10. Er I'm overwhelmed again sorry to keep bothering you but...for the sake of standardization, "modular" how can I add the task settings to the mission file itself?I'm planning on having something like 25 mini-missions and it would be easier to edit 1 file for the entire mission instead of spreading it if you know what I mean.

    Right now my init.con calls for start.sqf which is this:

    if isserver then {
     ["_tasks","_rnd","_tsk","_sh"];
     _tasks = ["missions\mission1","missions\mission2","missions\mission3"];
     while {count _tasks > 0} do {
       _rnd = floor random count _tasks;
       _tsk = _tasks select _rnd;
       _tsk = _tsk + ".sqf";
       _tasks set [_rnd,"DELETE"];
       _tasks = _tasks - ["DELETE"];
       _sh = execvm _tsk;
       waituntil {scriptdone _sh};
     };
    };
    

    example of mission2, bottom is end conditions

    //======WMD container around mid-city
    setAccTime 0.0;
    
    _this = createCenter east;
    _center_0 = _this;
    
    _group_0 = createGroup _center_0;
    
    _unit_0 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_AA_EP1", [4899.6626, 4611.8809], [], 0, "CAN_COLLIDE"];
     _unit_0 = _this;
     _this setVehicleInit "nul=[this,""fortify2"",""fortify"",""spawned"",""delete:"",600] execvm ""scripts\UPSMON.sqf"";";
     _this setUnitAbility 0.60000002;
     if (true) then {_group_0 selectLeader _this;};
    };
    
    _unit_1 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_AR_EP1", [4900.3032, 4614.1289], [], 0, "CAN_COLLIDE"];
     _unit_1 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_2 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Bonesetter_EP1", [4897.6172, 4610.626], [], 0, "CAN_COLLIDE"];
     _unit_2 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_3 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_MG_EP1", [4895.394, 4611.2754], [], 0, "CAN_COLLIDE"];
     _unit_3 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_4 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_2_EP1", [4903.2227, 4613.9854], [], 0, "CAN_COLLIDE"];
     _unit_4 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_5 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_EP1", [4893.6499, 4612.8516], [], 0, "CAN_COLLIDE"];
     _unit_5 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_6 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_4_EP1", [4898.6177, 4614.5078], [], 0, "CAN_COLLIDE"];
     _unit_6 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_7 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_3_EP1", [4902.4351, 4616.4971], [], 0, "CAN_COLLIDE"];
     _unit_7 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_8 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_AAT_EP1", [4895.0933, 4616.9961], [], 0, "CAN_COLLIDE"];
     _unit_8 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_9 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Soldier_AT_EP1", [4900.061, 4618.502], [], 0, "CAN_COLLIDE"];
     _unit_9 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _unit_10 = objNull;
    if (true) then
    {
     _this = _group_0 createUnit ["TK_INS_Warlord_EP1", [4902.4697, 4610.2222], [], 0, "CAN_COLLIDE"];
     _unit_10 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_0 selectLeader _this;};
    };
    
    _vehicle_0 = objNull;
    if (true) then
    {
     _this = createVehicle ["Land_Misc_Cargo2E_EP1", [4903.0615, 4621.8687, 4.529953e-005], [], 0, "CAN_COLLIDE"];
     _vehicle_0 = _this;
     _this setDir 86.722115;
     _this setVehicleVarName "container1";
     container1 = _this;
     _this setPos [4903.0615, 4621.8687, 4.529953e-005];
    };
    
    _vehicle_3 = objNull;
    if (true) then
    {
     _this = createVehicle ["DSHKM_Ins", [4898.3481, 4606.7627, 3.4809113e-005], [], 0, "CAN_COLLIDE"];
     _vehicle_3 = _this;
     _this setDir 187.20621;
     _this setPos [4898.3481, 4606.7627, 3.4809113e-005];
    };
    
    _vehicle_5 = objNull;
    if (true) then
    {
     _this = createVehicle ["DSHKM_Ins", [4889.854, 4617.2217, 2.0980835e-005], [], 0, "CAN_COLLIDE"];
     _vehicle_5 = _this;
     _this setDir 92.154259;
     _this setPos [4889.854, 4617.2217, 2.0980835e-005];
    };
    
    _group_1 = createGroup _center_0;
    
    _unit_11 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AA_EP1", [4882.7275, 4618, 0], [], 0, "CAN_COLLIDE"];
     _unit_11 = _this;
     _this setVehicleInit "nul=[this,""patrol2"",""spawned"",""delete:"",600] execvm ""scripts\UPSMON.sqf"";";
     _this setUnitAbility 0.60000002;
     if (true) then {_group_1 selectLeader _this;};
    };
    
    _unit_12 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AR_EP1", [4879.7305, 4616.0977, 0], [], 0, "CAN_COLLIDE"];
     _unit_12 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_13 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Bonesetter_EP1", [4879.8457, 4618.9795, 0], [], 0, "CAN_COLLIDE"];
     _unit_13 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_14 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_MG_EP1", [4883.3613, 4615.3486, 0], [], 0, "CAN_COLLIDE"];
     _unit_14 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_15 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_2_EP1", [4884.8604, 4618, 0], [], 0, "CAN_COLLIDE"];
     _unit_15 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_16 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_EP1", [4878.001, 4618.5762, 0], [], 0, "CAN_COLLIDE"];
     _unit_16 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_17 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_4_EP1", [4882.7275, 4622.0923, 0], [], 0, "CAN_COLLIDE"];
     _unit_17 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_18 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_3_EP1", [4883.8228, 4620.4204, 0], [], 0, "CAN_COLLIDE"];
     _unit_18 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_19 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AAT_EP1", [4880.0762, 4621.458, 0], [], 0, "CAN_COLLIDE"];
     _unit_19 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _unit_20 = objNull;
    if (true) then
    {
     _this = _group_1 createUnit ["TK_INS_Soldier_AT_EP1", [4877.7705, 4621.228, 0], [], 0, "CAN_COLLIDE"];
     _unit_20 = _this;
     _this setUnitAbility 0.60000002;
     if (false) then {_group_1 selectLeader _this;};
    };
    
    _this = createMarker ["fortify2", [4901.1519, 4613.3667, 0]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [70, 70];
    _marker_0 = _this;
    
    _this = createMarker ["patrol2", [4912.2881, 4620.6465, 0]];
    _this setMarkerShape "RECTANGLE";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _this setMarkerSize [150, 150];
    _marker_1 = _this;
    
    _this = createTrigger ["EmptyDetector", [4906.0273, 4625.5317, 0]];
    _this setTriggerArea [0, 0, 0, false];
    _this setTriggerStatements ["!alive container1", "execVM ""missionend\mission2complete.sqf""; deleteVehicle mission2trig;", ""];
    mission2trig = _this;
    _trigger_0 = _this;
    
    _this = createMarker ["mission2marker", [4903.0029, 4618.5093]];
    _this setMarkerText "WMD Container";
    _this setMarkerType "Flag";
    _this setMarkerBrush "Solid";
    _marker_2 = _this;
    
    processInitCommands;setAccTime 1;
    waituntil {sleep 3; !alive mission2trig};
    
    


  11. Hey.

    I am trying to create a mission similar to domination where you complete objectives and then you get the next one.

    How can I create a system that takes all the templates I created[each is a script with units/triggers/end condition in it], randomly select one and then remove it from the system of eligible missions?I am really clueless here - I looked at the domination files and I was overwhelmed by it

    It really doesn't have to be something complex, just selecting a random script from a folder that are all named "missionXX.sqf" with XX being numbers..any ideas?

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