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nap1991

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Posts posted by nap1991


  1. Try this:

    AI respawn group patrol area using UPS

    http://www.armaholic.com/page.php?id=6540

    You can do what your looking to do with that have the us only respawn once and then the

    east respawn as many as times you want them there.

    its very easy to use, theres other version like:

    AI vehicle respawn patrol area using UPS

    http://www.armaholic.com/page.php?id=6543

    or

    AI respawn move to map position script

    http://www.armaholic.com/page.php?id=6198

    hope that helps.

    Hey thanks for the help :)

    But just to be curious about the respawn thing, can i do that simply in the Description file? Regardless the ability of AI to continue their waypoints.


  2. As the topic, how to make different respawn method for different side?

    My idea is US soldiers have to search for a target to destroy behind enemy line.

    I want to set EAST soldier's respawn as BASE so that they keep appearing in the operation area.

    However, there will be no respawn for US soldiers.

    How can i make that?

    I only know how to make all units and sides respawn in the same method.

    Thanks

    P.S. will the respawned AI continue their waypoints?


  3. Is there a waypoint or something I could write into the initialization-box to make the heli land without making the crew ejecting?

    You are still talking the unload problem are you?

    If you want the heli land, just place a helipad nearby.

    The main points: Are your men and the heli in the same group?

    If they are in the same group, you should use a unload wp for the heli. If they are in separate groups, a transport unload wp is used for the heli.

    This works everytime for me.

    The wps can be place directly on helipad or somewhere close to it as AI heli will automatically land on nearby helipad if there is and necessary. (not too far away)

    Hope i am answering your question cause i didnt follow the whole thread :P


  4. sorry dude - nothing that i can tell you - to be honest the code supplied wont do you any harm -

    _terrorsupportteam - after this line - that is where you can add your tents etc forexample..

    _tent = "CampEast_EP1" createVehicle (_loc );

    you can set direction but it will take a bit of working out for each one as they spawn randomly -

    As a whole or separate groups to set their direction - _terrorsupportteam setdir 45; (face north east) or randomise it.

    _angles = [25,45,65,180]; _randmoise = _angles select random 3; _terrorsupportteam setdir _angles;#

    sorry cant be of any more help; i had a go in the editor but to be honest it would have taken loads of markers and triggers.

    Look at this post here. What you need requires "object compositions".

    http://forums.bistudio.com/showthread.php?88644-The-answer-how-to-create-your-custom-object-compositions&highlight=object+compositions

    Even when you understand and can create the object compositions...then you will have to randomly select empty, flat places large enough to hold your compositions. That'll take a bit of scripting also I'm afraid.

    Thanks man. I've tried to do it my way,,, it's like that:

    I create a reference object (A1) with a placement radius 2000m

    then i create other elements of the camp with specific dir and use "this setpos [((getpos A1 select 0)+/- x), ((getpos A1 select 1)+/- y),0]"

    but as you guys said, it just require loads of work as i have to preview the position for each objects

    maybe i'll just stick to your scripting method then :P


  5. The idea is:

    I want to create a enemy camp with some tents, fireplace and enemy units.

    However, i dont want to give them a fixed position as i want players to search for the camp.

    Therefore, i give all objects and units a placement radius say 2000m.

    But as i do this, all the stuff will just scatter randomly in that 2000m parameter but not in the position i want them to be.

    So is there any method to group all those objects and units so that they can appear as a group randomly in that 2000m parameter instead of scattering around individually?

    Many thanks.


  6. Use a trigger instead of the waypoint to call the drop.

    I have tried that,,,still,,,my friend stays in the plane while my AI team and me executed the HALO script :(

    Wt i did is create a trigger

    Name: HALO

    condition: HALO

    On Act : [A1,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

    [A2,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

    [A3,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

    [A4,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

    so on..

    When the plane arrive at a certain waypoint,,, HALO = true

    Trigger is activated,, Me (host) and AI drop out but my friend still sits in the plane

    Sometimes it might be easier to simply spawn the units mid HALO. It saves a lot of hassle.

    it maybe,,,

    but for my mission,,,cause the mission started in the base for players to pick their weapons from different crates. so if i halo and there are crates in battlefield behind enemy line,,,it looks odd

    btw, it seems that its the client that cannot execute the script. even i put that in the init field of the unit so that it halo as it start, i am afraid that they still cant execute the script


  7. Hi,,

    I have experienced a problem that when i host my coop mission,,,i have a waypoint of a plane to let all passenger HALO,,

    the script i use is this one:

    [A1,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

    [A2,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

    [A3,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

    [A4,1500] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";

    so on..

    When i test in editor, it works perfect. However, when i play with my friend,,whatever unit(A1-A4) he play,,,his unit just cannot HALO and stay in plane

    Is this a problem with the client? How can i solve this?

    Thanks

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