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Easelm

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About Easelm

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  1. Ugly code? I laughed. If you could not understand my code because it isn't your way, then please, keep those comments to yourself. Thanks. At least someone actually gets me and what I am looking for. I am going to try it out now. <3
  2. First Question: Hello again. I am wondering how to get units inside of a helicopter when that helicopter spawns "in the air". I have tried my own methods, I also searched for some methods and other things that didn't help. Second Question: Once I get units spawning in the helicopters correctly, I want to eject the units in the helicopter, well, I have something that works, but I want the pilot to stay in the helicopter instead of him launching out and the Helicopter falling out of the sky. Here is the code I have for the helicopters to spawn, units ejecting, the helicopters go to a waypoint(This script works, but I want to add the above questions): SpawnHele = true; while {SpawnHele} do { Unit1 = [getPos hpad, side player, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Air" >> "US_CH47FFlight")] call BIS_fnc_spawnGroup; wp1 = Unit1 addWaypoint [getPos wp, 20]; if(SpawnHele) Then { { unassignVehicle (_x); (_x) action ["EJECT", vehicle _x]; } foreach units Unit1; }; sleep 5; };
  3. Oh yeah, that was mentioned before, thanks.
  4. Thanks buddy. I actually got it working, but I'm going to try your method. ---------- Post added at 01:02 AM ---------- Previous post was at 12:31 AM ---------- Hey, everything works, thanks for that, but it isn't calling "Bombers.sqf" when the enemies hit the trigger. Bombers.sqf contains: _bomb = "Bo_GBU12_LGB" createVehicle getPos leader _Grp; _bomb1 = "Bo_GBU12_LGB" createVehicle getPos leader _Grp1; _bomb2 = "Bo_GBU12_LGB" createVehicle getPos leader _Grp2; _bomb3 = "Bo_GBU12_LGB" createVehicle getPos leader _Grp3; _bomb4 = "Bo_GBU12_LGB" createVehicle getPos leader _Grp4; SpawnEnemies.sqf contains: //grp1 = [getPos hpad5, EAST, 3] call BIS_fnc_spawnGroup; SpawnEnemies = true; // start spawning while {SpawnEnemies} do { _Grp = [getPos hpad1, EAST, 2] call BIS_fnc_spawnGroup; _Grp1 = [getPos hpad2, EAST, 2] call BIS_fnc_spawnGroup; _Grp2 = [getPos hpad3, EAST, 2] call BIS_fnc_spawnGroup; _Grp3 = [getPos hpad4, EAST, 2] call BIS_fnc_spawnGroup; _Grp4 = [getPos hpad5, EAST, 2] call BIS_fnc_spawnGroup; _wp = _Grp addWaypoint [getPos hpad6, 10]; _wp1 = _Grp1 addWaypoint [getPos hpad6, 10]; _wp2 = _Grp2 addWaypoint [getPos hpad6, 10]; _wp3 = _Grp3 addWaypoint [getPos hpad6, 10]; _wp4 = _Grp4 addWaypoint [getPos hpad6, 10]; sleep 10 + (random 10); // sleep 30 - 60 sec before next group }; When I put a test "Bomber" code in the loop, it will make them explode, but it doesn't work outside of the loop for some reason.
  5. Hmm, didn't work; unless I did something wrong. Could you put more specific detail in that, please?
  6. Well, I had this working before, but I was waiting on my best bud to get back from his 2 day work at an Air Force Base, but it seems I have forgotten what I did to make the units spawn continuously. Here is the grp1: grp1 = [getPos hpad1, EAST, 3] call BIS_fnc_spawnGroup; Here is what I had: // Respawns units for "_k" from 0 to ((count units grp1)-1) do { sleep 2; }; Help would be greatly appreciated.
  7. Ohh.. that was soo priceless to watch them all explode just for a test run. Thanks again, peace out for real. Hope to see you around soon.
  8. Hmm, for the global name, do I actually have to add another scripts name to make it work? I have Bombers.sqf: Boom = "M_AT10_AT" createVehicle getpos vehicle NAMEHERE; ^ Works, just need to get the group to explode for a test. Or does it work globally without adding the script, like so: grp1 execVM "Bombers.sqf"; ---------- Post added at 05:06 AM ---------- Previous post was at 04:59 AM ---------- EDIT:: I got the looping to work. <3 Just need to know the above.
  9. Thanks for your help. I am reviewing the command list, as well as adding some other things. I appreciate your help. Peace out. I will figure out the looping enemies spawn myself. :)
  10. To spawn the "EAST" enemies, you will need to at least have one OPFOR or w/e enemy present.
  11. Thanks. Worked like a charm. And you understood my problem fully, I appreciate it. I have some more questions. Is there any way to assign the new groups a name so you can script them; As well as taking away their ammo and if possible, loop the script so they will spawn on a timer? If it is too much to have thoughts about, it is okay. Really, I am happy to even have the correct script.
  12. Alright. Except when I try to load the mission in the editor, it says, "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.armcha_binocs"
  13. You edited your post, kinda easy to look over. Anywho, I didn't specify that I am using Arma 2 Operation OA, my bad. It shouldn't have much of a difference, should it?
  14. This is exactly what I am talking about. You linked me the script, but you didn't show how to activate the script. If you say its by a trigger, please give me an example. I wrote in "On Act." the script, but nothing happened. I also spawned the markers. It would be greatly appreciated. If I am coming on too strong, well, I'm trying to get through people here.
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