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crazy_usmc

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Posts posted by crazy_usmc


  1. place a marker on map named jail ==> this is where the POW will spawn

    in your mission folder place in your init.sqf ==== execVM "spawnpow.sqf";

    then create a sqf file called spawnpow.sqf adding the above spawnpow.sqf code only.

    thats it now when the mission loads the pow will spawn on your marker

    the rescue code is activated threw the spawn code ;

    Thanks hog for the help!


  2. Single player or Multi Player? For SP just move the enableAI into the script instead of using a trigger. For MP you'll need to jump through a few hoops to remove the action from everyone.

    Single player for now

    ---------- Post added at 09:53 PM ---------- Previous post was at 09:51 PM ----------

    i have it working with spawning the pow via script if it helps. MP COMPATIBLE

    spawnpow.sqf ==> just place a marker on the map where you want the pow to spawn

    createcenter WEST;
    P1grp = createGroup WEST;
    _P1man = ["UN_CDF_Soldier_AAT_EP1","UN_CDF_Soldier_AMG_EP1","UN_CDF_Soldier_Officer_EP1"] call BIS_fnc_selectRandom;  // CHANGE TO WEST UNIT CLASSNAMES
    P1 = _P1grp createUnit [_P1man, (markerPos "jail"), [], 0, "FORM"]; // CHANGE MARKER NAME HERE FOR SPAWN POS - P1man = WILL SELECT 1 OF THE ABOVE UNITS 
    sleep 0.2;
    P1 switchMove "boundCaptive_loop"; // PLACE POW IN CAPTURED POSITION HANDS TIED BEHIND BACK AND SITTING ON GROUND
    //P1 call {[P1,300,3] execVM "missions\scripts\pow_positions.sqf"};
    // player setpos P1;
    P1 setcaptive true;
    P1 setBehaviour "CARELESS";
    P1 disableAI "MOVE";
    removeAllWeapons P1; 
    P1 setVehicleInit "this addAction ['Rescue Him!', 'missions\scripts\rescue.sqf'];";
    
    
    

    rescue.sqf

    _per = _this select 0;  // Person who had the addAction
    _ldr = _this select 1;  // Person who used the addAction
    _act = _this select 2;  // ID of the addAction
    
    _per removeAction _act;
    _ldr switchMove "AinvPknlMstpSnonWrflDnon_medic3"; //MOVE FOR RESCUE DUDE TO LOOK LIKE HE GETTING POW
    sleep 15;
    _ldr switchMove "AinvPknlMstpSnonWrflDnon_medicEnd"; // FINISH RESCUE DUDES MOVES
    _per switchMove "boundCaptive_unaErc";  //POW STANDS UP 
    [_per] joinSilent _ldr;
    _per = setskill 1;
    _per EnableAI "MOVE";
    
    while {alive _per} do // this will add the addaction back on the pow if the rescue player dies
    {
    
    if (!alive _ldr) exitwith
    	{
    	  _per setVehicleInit "this addAction ['Escort Him!', 'missions\scripts\escort.sqf']";
    	  [sgt,nil,rgroupChat,"reset escort option!"] call RE;
    	};
    
    sleep 3;
    };
    
    

    Thanks Hog! do I activate both using a trigger and by marker do you mean actual markers or just a random object? Sorry if this sounds dumb lol


  3. hey guy I need a little help. I'm not that great at scripting but I could use some help with this. I'm creating a mission where a fire team is HELOed in to rescue a BLUEFOR pilot. I have guards set up around the pow and I don't want them to kill the pow soon as the mission starts. I've been using this as an example to go by: http://www.kylania.com/ex/?p=11 but I've noticed that if the POWs are BLUEFOR then it doesn't work. any suggestions? this is how I have it set up:

    r1-fireteam leader (me) int field: POW= [p1]

    POW: p1 (name of pow) int field: this addAction ["Rescue POWs","rescuePows.sqf",[POWS],1,false,true,"","(_target distance _this) < 3"]; removeallweapons this; this disableai "MOVE"; this setbehaviour "CARELESS"; this setcaptive true;

    then I have a trigger activated by BLUEFOR and type set to switch and in the on act field I have this: p1 enableAI "MOVE";

    here's the sqf code I'm using:

    _per = _this select 0; // Person who had the addAction

    _ldr = _this select 1; // Person who used the addAction

    _act = _this select 2; // ID of the addAction

    // Group given in the arguments section (ie: [POWS]

    _grp = _this select 3 select 0;

    // Remove the rescue option

    _per removeAction _act;

    // Join preselected units (POWS) to callers group, silently.

    {[_x] joinSilent _ldr} forEach _grp;

    If anyone could help me out I would appreciate it.

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