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Pillowtap

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About Pillowtap

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  1. Would it be possible to add a option that gives AI in your squad infinite ammo? Or clips / magazines, rather. That way they have to reload still. The reason I ask is my squad is constantly complaining about having no ammo. They have to stop every few minutes to search corpses for ammo. I spend more time managing their ammo then I do playing the actual game. I think the problem is they're only looting like one clip at a time instead of loading up. I can order ammo boxes but they don't seem interested in grabbing ammo from it.
  2. Pillowtap

    [SP] Flashpoint: Chernarus

    Would it be possible to add a track selection list in the command menu, preferably with some sort of fancy loop option? I really love listening to a few of them during flashpoints, especially Skynet, Defcon and Wasteland.
  3. Thanks for the help! It works perfectly. I had some trouble at first but putting it inside init.sqf instead of a trigger solved everything. Is it possible to modify this to work from a trigger?
  4. Is it possible to give UPSMON to units spawned using bis_fnc_spawnvehicle? I finally learned how to spawn vehicles today using that, but haven't been able to figure out how to enable UPSMON on said vehicles. I have a H (invisible) that serves as the spawn location named Spawn1 and a trigger that activates when BLUFOR is detected by OPFOR with this in the on act field: [getPos Spawn1, 180, "BMP3", EAST] call bis_fnc_spawnvehicle; It causes the BMP3 to spawn just fine, but it just sits around doing nothing. I know how to give it waypoints, but I would prefer it to use UPSMON and navigate to the marker on its own and begin patrolling. I also have the H (invisible) set to 40% probability chance just for a little randomness. Even if the player is detected he may or may not have a BMP3 coming his way.
  5. Hello. I have created a few defensive bases on my map, and I would like to somehow make these bases (a bunch of sandbags, static guns, etc) be in a group and have a probability of spawning all together or not at all. Meaning, theirs a chance the entire base will spawn or it wont. I can make individual objects in the base randomly appear or not appear using the individual probability sliders, but it looks awful since the base is missing random pieces. Any ideas...? Does what I'm asking even make sense to anyone? I managed to find a way to do it! I made a gamelogic with a 50/50 probability and then synchronized each object in my base to said gamelogic. I gave each object a name and in the gamelogic put Object1 hideObject true; with the same script for each object. So now the entire base either appears or it doesn't. The problem now is that certain effects, like the camp fire still has lighting and sound when hidden.
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