hogmason
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Need help about Engineer repair script
hogmason replied to outlaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
righto so good news i hve it working only get 1 repair then you must replenish the skill and you must be holding the wrench to use the skill ;) ill upload it in an hour when i get home -
mobile HQ not working on dedi
hogmason posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok so i made a MHQ script that is called from an addaction on the MHQ vehicle this seemed to work fine of a dedi but when you go on to a dedi the option is there so i select deploy MHQ but nothing happens except the hint that says rally point deployed. this is the code rally_point.sqf // HOG Rally point // By =Mason= ////////////////////////// _HQ = _this select 0;// the object _man = _this select 1;// the caller _add = _this select 2;// the addaction _behind = _HQ modelToWorld [0,-7,0]; _center = _HQ modelToWorld [0,0,0]; _tele_pos = _HQ modelToWorld [3,5,0]; _behind_cover = _HQ modelToWorld [0,-12,0]; //remove addaction _HQ removeAction _add; MOBILE_HQ setFuel 0; //MOBILE_HQ setVehicleLock "LOCKED"; rally_available = 0; publicVariable "rally_available"; //spawn the ammo box crate = "RUVehicleBox" createVehicle (_behind); crate setPosATL [_behind select 0, _behind select 1, 0]; crate setVehicleInit "this allowDamage false; null = this execVM 'HOG_scripts\HOG_weapons\HOG_weapons.sqf'; this addaction ['Teleport to Base', 'HOG_scripts\HOG_HQ\teleport_base.sqf']; this addAction ['Save Loadout','HOG_scripts\HOG_weapons\saveloadout.sqf',nil,+10,true,true,'','player distance crate<5.5']"; //create cammo net net = "Land_camoNetB_EAST_EP1" createVehicle (_center); net setPosATL [_center select 0, _center select 1, 0]; net setDir ((getDir MOBILE_HQ) +360); //cover1 cover1 = "Land_fort_bagfence_round" createVehicle (_behind_cover); cover1 setPosATL [_behind_cover select 0, _behind_cover select 1, 0]; cover1 setDir ((getDir MOBILE_HQ) +180); _HQ setVehicleInit "this allowDamage false; this addaction ['Undeploy HQ', 'HOG_scripts\HOG_HQ\Undeploy.sqf'];"; processInitCommands; //CALL OUT RALLY DEPLOY TO PLAYERS [sgt,nil,rgroupChat,"Rally Point deployed and marked on map."] call RE; //Create map marker for players to find rally point _Rallymarker = createMarkerLocal ["rally", (getPos _HQ)]; _Rallymarker setMarkerTypeLocal "mil_dot"; _Rallymarker setMarkerColorLocal "ColorOrange"; _Rallymarker setMarkerSizeLocal [0.3,0.3]; _Rallymarker setMarkerTextLocal "Rally Point"; just so you know nothing in this or pointing to this is wrapped in if (isServer) then { }; -
Need help about Engineer repair script
hogmason replied to outlaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thats an easy fix mate i got time to put it togeather correctly today and test it ill upload the working version today ---------- Post added at 07:14 ---------- Previous post was at 07:12 ---------- Got time today to fix it and test it ill upload today -
mobile HQ not working on dedi
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Awsome thanks mikie i never knew that again and as always you saved my danity thanks for the help mate -
Need help about Engineer repair script
hogmason replied to outlaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok so a) error type array expected bool that is this line if (![player, "ACE_Wirecutter"] call ACE_fnc_HasWeapon) then the [ ] brackets are an array so we will need to change this also the ! is not needed i do believe. ok so ill have ago and research some for you tomorrow mate. b) yeah guess you can use public variables change the state of the varialbe once the engineer uses repair option then change the state back to original stat when player is near an object. so you need to place in your init.sqf if (isnil "repair_allowed") then {repair_allowed = 0;}; execVM "mechanic_replenish.sqf"; mechanic_replenish.sqf // change repair_allowed variable to 1 /////////////////////////////////////// if (isServer) then { _x = player while {true} do { if ({(_x distance mechanic_shed) <10}) then { repair_allowed = 1; publicvariable "repair_allowed"; _x switchMove "AinvPknlMstpSnonWrflDnon_medic3"; // change this to whatever animation you whant i think it gives the script some life so the player can c something is happaning sleep 10; [player,nil,rsideChat,"you have replenished your mechanical repair skill!"] call RE; }; }; }; then the repair script [color="#FF0000"]if ( repair_allowed == 1 ) then {[/color] if ! isdedicated then { if (count _this > 1) then { (_this select 1) playMove "ActsPercSnonWnonDnon_carFixing2"; sleep 7; (_this select 0) setDammage 0; (_this select 0) setFuel 1; }; if (!isNil ("vehicleRepairInitiated")) exitWith {}; vehicleRepairInitiated = true; waitUntil {sleep 1; alive player}; while {true} do { { if (!(_x getVariable ["RepairsInitiated", false])) then { _id = _x addAction ["Repair Vehicle", "HOG_scripts\HOG_mechanic\vehiclerepair.sqf", [], 1, false, true, "", "(getDammage _target) < 1 AND (getDammage _target) > 0 AND (typeOf _this) == 'aawInfantryEngineer' AND (vehicle _this) == _this"]; _x setVariable ["RepairsInitiated", true, false]; }; } foreach vehicles; sleep 5; }; }; }; un tested but should work ---------- Post added at 23:52 ---------- Previous post was at 23:50 ---------- also need to create an object on the map named mechanic_shed once the engineer is near that shed he will get the repair skill added -
Need help with a repair script
hogmason replied to Taxen0's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
if you want players to be ably to repair damage vehicles this is what i use it allows engineers to repair them you will need to change the classname to match the one you are using ill highlight that part in red. in your init.sqf [player] execVM "vehiclerepair.sqf"; vehiclerepair.sqf if ! isdedicated then { if (count _this > 1) then { (_this select 1) playMove "ActsPercSnonWnonDnon_carFixing2"; sleep 7; (_this select 0) setDammage 0; (_this select 0) setFuel 1; }; if (!isNil ("vehicleRepairInitiated")) exitWith {}; vehicleRepairInitiated = true; waitUntil {sleep 1; alive player}; while {true} do { { if (!(_x getVariable ["RepairsInitiated", false])) then { _id = _x addAction ["Repair Vehicle", "vehiclerepair.sqf", [], 1, false, true, "", "(getDammage _target) < 1 AND (getDammage _target) > 0 AND (typeOf _this) == '[color="#FF0000"]aawInfantryEngineer[/color]' AND (vehicle _this) == _this"]; _x setVariable ["RepairsInitiated", true, false]; }; } foreach vehicles; sleep 5; }; }; hope this helps -
mobile HQ not working on dedi
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah cheers mate i did look at that but it doesnt really do what i am trying to do. thanks thought mate. ;) -
mobile HQ not working on dedi
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
man ive read the code 500 times and still cant find the issue -
Need help about Engineer repair script
hogmason replied to outlaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what i changed is in red if ! isdedicated then { if (count _this > 1) then { (_this select 1) playMove "ActsPercSnonWnonDnon_carFixing2"; sleep 7; (_this select 0) setDammage 0.3; (_this select 0) setFuel 1; }; if (!isNil ("vehicleRepairInitiated")) exitWith {}; vehicleRepairInitiated = true; _units = ['USMC_SoldierS_Engineer','US_Soldier_Engineer_EP1','BAF_Soldier_EN_W','BAF_Soldier_EN_DDPM','BAF_Soldier_EN_MTP','Soldier_Engineer_PMC','CDF_Soldier_Engineer']; waitUntil {sleep 1; alive player}; while {true} do { [color="#FF0000"] if (![player, "ACE_Wirecutter"] call ACE_fnc_HasWeapon) then {[/color] { [color="#FF0000"] if (!(_x getVariable ["RepairsInitiated", false])) then { [/color] _id = _x addAction ["Repair Vehicle", "repair1.sqf", [], 1, false, true, "", "(getDammage _target) < 1 AND (getDammage _target) > 0 AND (typeOf _this) == _unit AND (vehicle _this) == _this"]; _x setVariable ["RepairsInitiated", true, false]; }; } foreach vehicles; [color="#FF0000"] } else { [player,nil,rsideChat,"Wire cutters are required to service vehicles!"] call RE; //multiplayer ready };[/color] }; sleep 5; }; now i dont use ace so i dont know if this is corect if ( [color="#FF0000"]![player, "ACE_Wirecutter"] call ACE_fnc_HasWeapon[/color] ) then but i have placed it in the right spot in the if command. this should all work now the array of engineer classnames is still a maybe in my mind but like i said its where i would start. when testing this run arma with show script errors. so the only 2 things that maybe wrong is 1) the array of classnames 2) the ace function. hope all this helps mate. I can vouch for the code as i gave it to you originally it works perfectly on a dedi and on singleplayer ---------- Post added at 22:07 ---------- Previous post was at 22:05 ---------- Ooops just proof checked it lol the sleep 5; needs to be moved up 1 }; -
Need help about Engineer repair script
hogmason replied to outlaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah man i can see a few issues at first glance give me an hour or so and ill have a good look at it when i get home ;) -
Need help about Engineer repair script
hogmason replied to outlaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
maybe try placing in an array _units = ['USMC_SoldierS_Engineer', 'US_Soldier_Engineer_EP1','BAF_Soldier_EN_W']; (typeOf _this) == _units i know kylana or twirly will know a more positive answer but the array is where i would start ---------- Post added at 17:59 ---------- Previous post was at 17:56 ---------- to only repair 80% of vehicles damge use (_this select 0) setDammage 0.3; (_this select 0) setFuel 0.3; as far as only work if unit is holding a wrench you need to place that in an if command if ( code to check for uit has wrench in here ) then { code in here }; -
Random Spawning
hogmason replied to halex1316's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
twirly has certaintly helped me alot and always pointed me in the right direction if he couldnt help with my exact question, and i will agree definatly one of the most friendly guys on here. just my 2cents ;) -
mobile HQ not working on dedi
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
cheers guys for all your help ive fixed the public variables and played with it a shit load but nothing seems to do the trick ill post the script up maybe some one can play with it and find my stupid mistake ;) http://ds5758.hostname.net.au/downloads/=HARDCORE=%20Downloads/ARMADownloads/masons%20editing/HOG_MHQ.Desert_E.rar this is a demo on desert -
if you mean you are needing to change the insurgency random start location to a set location then you are best of asking in the insurgency post
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Need help about Engineer repair script
hogmason replied to outlaw's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thi is what i use you just need to tweak it to how you need it. this lets any engineer on west team repair and refuel a damaged vehicle. init.sqf [player] execVM "vehiclerepair.sqf"; vehiclerepair.sqf if ! isdedicated then { if (count _this > 1) then { (_this select 1) playMove "ActsPercSnonWnonDnon_carFixing2"; sleep 7; (_this select 0) setDammage 0; (_this select 0) setFuel 1; }; if (!isNil ("vehicleRepairInitiated")) exitWith {}; vehicleRepairInitiated = true; waitUntil {sleep 1; alive player}; while {true} do { { if (!(_x getVariable ["RepairsInitiated", false])) then { _id = _x addAction ["Repair Vehicle", "vehiclerepair.sqf", [], 1, false, true, "", "(getDammage _target) < 1 AND (getDammage _target) > 0 AND (typeOf _this) == 'aawInfantryEngineer' AND (vehicle _this) == _this"]; _x setVariable ["RepairsInitiated", true, false]; }; } foreach vehicles; sleep 5; }; }; good luck mate i dont have time atm to help to tweak it ---------- Post added at 11:47 ---------- Previous post was at 11:45 ---------- sorry forgot this but this line here (typeOf _this) == 'aawInfantryEngineer' i used aawInfantryEngineer you need to change this to the engineer classname you are using -
delet player player markers on player disconect WORKED OUT!!!!
hogmason posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok so a few months ago i started a post regarding how to delete player markers when the player disconects. This post had a heap of response from other members and none of us new how this could be achieved any way i was dicking around last night and found an easy way to do this. Now this has been tested on a dedi and works fine. THis will delete the players marker when he is killed and when he disconects from the server. in your init place [player] execVM "player_mkrs_INIT.sqf"; player addEventHandler ["killed", {_this execVM "player_mkrs_INIT.sqf"}]; player_mkrs_INIT.sqf { [player] execVM "player_mkrs.sqf"; } forEach units (group player); player_mkrs.sqf _HOG_player_UNITS = _this select 0; _HOG_player_TEXT = (name _HOG_player_UNITS); _HOG_player_COLOUR = "ColorGreen"; _HOG_player_TYPE = "mil_triangle"; _HOG_player_SIZE = setMarkerSize [0.5,0.5]; _HOG_player_mkrName = Format ["mkr_%1",random 100000]; _HOG_player_marker = createMarkerLocal [_HOG_player_mkrName,getPosATL _HOG_player_UNITS]; _HOG_player_marker setMarkerTypeLocal _HOG_player_TYPE; _HOG_player_marker setMarkerColorLocal _HOG_player_COLOUR; _HOG_player_marker setMarkerTextLocal _HOG_player_TEXT; _HOG_player_marker setMarkerSizeLocal _HOG_player_SIZE; _HOG_player_marker setMarkerDirLocal (direction _HOG_player_UNITS); while {alive _HOG_player_UNITS} do { _HOG_player_marker setMarkerPosLocal getPosATL _HOG_player_UNITS; _HOG_player_marker setMarkerDirLocal (direction _HOG_player_UNITS); sleep 0.5; }; deleteMarker _HOG_player_marker; Hope this helps as i know a few of you guys / gals are looking for a way to do this any feedback bugs or ideas would be great as i will do a bit of work and more testing and release it as a script in my upcoming script pack -
mobile HQ not working on dedi
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
na man driving me nuts lol looks like i know what my day off is going to be spent on lol -
mobile HQ not working on dedi
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah mate i am using the show errors param but i get nothing. I did think of that and originally i did have the isserver checks but it still diddnt work on a dedi thats when i decided to try it without the check and still same issue nothing spawns. im thinking maybe its a public variable issue maybe i have done it wrong this is what i done ---------- Post added at 09:16 ---------- Previous post was at 09:12 ---------- in my mission init i have //set to 1 for rally point is not deployed rally_available = 1; publicVariable "rally_available"; in the MHQ main code that spawns the MHQ // SET RALLY POINT TO DEPLOYED rally_available = 0; publicVariable "rally_available"; in undeploy code // set to not deployed again rally_available = 1; publicVariable "rally_available"; now the purpose of this is for the teleporting if it is set to 1 then when you go to flag at base and click teleport to rally you will get a hint stating rally point is not deployed but if its set to 0 the you will teleport to the rally point. ---------- Post added at 09:19 ---------- Previous post was at 09:16 ---------- ok so changed it to // HOG Rally point // By =Mason= ////////////////////////// _HQ = _this select 0;// the object _man = _this select 1;// the caller _add = _this select 2;// the addaction _behind = _HQ modelToWorld [0,-7,0]; _center = _HQ modelToWorld [0,0,0]; _tele_pos = _HQ modelToWorld [3,5,0]; _behind_cover = _HQ modelToWorld [0,-12,0]; //remove addaction _HQ removeAction _add; MOBILE_HQ setFuel 0; //MOBILE_HQ setVehicleLock "LOCKED"; rally_available = 0; publicVariable "rally_available"; [color="#FF0000"]if (isServer) then {[/color] //spawn the ammo box crate = "RUVehicleBox" createVehicle (_behind); crate setPosATL [_behind select 0, _behind select 1, 0]; crate setVehicleInit "this allowDamage false; null = this execVM 'HOG_scripts\HOG_weapons\HOG_weapons.sqf'; this addaction ['Teleport to Base', 'HOG_scripts\HOG_HQ\teleport_base.sqf']; this addAction ['Save Loadout','HOG_scripts\HOG_weapons\saveloadout.sqf',nil,+10,true,true,'','player distance crate<5.5']"; //create cammo net net = "Land_camoNetB_EAST_EP1" createVehicle (_center); net setPosATL [_center select 0, _center select 1, 0]; net setDir ((getDir MOBILE_HQ) +360); //cover1 cover1 = "Land_fort_bagfence_round" createVehicle (_behind_cover); cover1 setPosATL [_behind_cover select 0, _behind_cover select 1, 0]; cover1 setDir ((getDir MOBILE_HQ) +180); _HQ setVehicleInit "this allowDamage false; this addaction ['Undeploy HQ', 'HOG_scripts\HOG_HQ\Undeploy.sqf'];"; processInitCommands; [color="#FF0000"]};[/color] //CALL OUT RALLY DEPLOY TO PLAYERS [sgt,nil,rgroupChat,"Rally Point deployed and marked on map."] call RE; //Create map marker for players to find rally point _Rallymarker = createMarker ["rally", (getPos _HQ)]; _Rallymarker setMarkerType "mil_dot"; _Rallymarker setMarkerColor "ColorOrange"; _Rallymarker setMarkerSize [0.3,0.3]; _Rallymarker setMarkerText "Rally Point"; -
Random Mission (which not been completed)
hogmason replied to Sc0rc3d's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
have you tried setCombatMode "RED"; setskill 1; this works great for units but as you are talking about a vehicle with units spawned in it i dont know but its worth a shot waituntil {!isnil "bis_fnc_init"}; if isserver then { sleep 30; private ["_enemyArmPool","_ArmNumberSpawn","_ArmType","_spawnedArmUnit","_patrolmark","_spawnmark","_ArmUnit","_b","_armored"]; _patrolmark = _this select 0; _spawnmark = _this select 1; _armored = _this select 2; _b = 0; while {_b != _armored} do { _enemyArmPool = ["ibr_T55","BMP2_MOL","ibr_datsun_mol","ibr_datsun_molblk","T72_MOL"] call BIS_fnc_selectRandom; _spawnedArmUnit = [getMarkerPos _spawnmark, 180, _enemyArmPool, EAST] call bis_fnc_spawnvehicle; _ArmUnit = _spawnedArmUnit select 0; [color="#FF0000"]_ArmUnit setCombatMode "RED"; _ArmUnit setskill 1;[/color] {_x setVehicleInit "nul = [this, _patrolmark] execVM 'ups.sqf';"} forEach units _ArmUnit; processInitCommands; sleep 60; _b = _b+1; }; }; another way which gives you more control on the skills is {_x setSkill ["aimingAccuracy",0.65]} forEach units _spawnedArmUnit ; {_x setSkill ["aimingShake",0.99]} forEach units _spawnedArmUnit ; {_x setSkill ["aimingSpeed",0.85]} forEach units _spawnedArmUnit ; {_x setSkill ["endurance",0.85]} forEach units _spawnedArmUnit ; {_x setSkill ["spotDistance",0.99]} forEach units _spawnedArmUnit ; {_x setSkill ["spotTime",0.85]} forEach units _spawnedArmUnit ; {_x setSkill ["courage",0.85]} forEach units _spawnedArmUnit ; {_x setSkill ["reloadSpeed",0.85]} forEach units _spawnedArmUnit ; {_x setSkill ["commanding",0.85]} forEach units _spawnedArmUnit ; {_x setSkill ["general",0.85]} forEach units _spawnedArmUnit ; ---------- Post added at 17:59 ---------- Previous post was at 17:58 ---------- points you in the right direction -
hint based on array values
hogmason replied to hogmason's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
never knew that cheers man ;) -
hi i have an array containing all my dynamically spawned POWS i have a script to show how many pows are still in captivity i tried the below but i get returned "scalar POWs still in captivity" _trg = createTrigger ["EmptyDetector", position player]; _trg setTriggerText "POW's Left"; _trg setTriggerActivation ["ALPHA", "PRESENT", true]; _trg setTriggerStatements ["this", ' hint parseText format["%1 <t color=""#80FF00"">POWS''s</t> still in captive.", count POW_array] ', ""]; i should add that the above works in single player fine but not on a dedi thats when i get scalar returned instead of a number
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ok so i spawn heaps of POWs dynamically and store them in an array now i need to create intell mkrs around them but just cant seem to select a random pow from the array to create the mkr on this is what i tried. limit_intell = { _a = 0; while {count Intell_Marker_Array > 6} do { //hint "deleting mkrs"; deleteMarker (Intell_Marker_Array select _a); Intell_Marker_Array set [_a,-1]; Intell_Marker_Array = Intell_Marker_Array - [-1]; }; }; Intell_Marker_Array = []; while {true} do { sleep 10; //decide what POW to give intell on _time = [300,600] call BIS_fnc_selectRandom; [color="#FF0000"] _POW = POW_Array select _x;[/color] _dist = [100,150,200,300] call BIS_fnc_selectRandom; _distance = _dist; _dir = random 360; _pos = [((getPos _POW) select 0) + (sin _dir) * _dist, ((getPos _POW) select 1) + (cos _dir) * _dist, 0]; //_pos = ["AO",false,["safe_zone"]] call SHK_pos; _intellmarker = createMarkerLocal [format ["mrk%1",random 100000], _pos]; _intellmarker setMarkerTypeLocal "hd_unknown"; _intellmarker setMarkerColorLocal "ColorRed"; _intellmarker setMarkerSize [0.3,0.3]; _intellmarker setMarkerTextLocal format["Possible POW within %1mtrs", _distance]; Intell_Marker_Array set[(count Intell_Marker_Array), _intellmarker]; [sgt,nil,rgroupChat,"Intell Recieved Check Map!"] call RE; sleep _time; [] call limit_intell; };
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does any 1 know how to add custom units im trying to place units in from aaw mod i have changed the #define westSoldierClasses in common\defines.sqf i get no error but no enemy units spawn only the enemy vehicles
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UPSMON - Urban Patrol Script Mon
hogmason replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
yeah mate any thing that references a marker name you need the "" i.e "mkr" getMarkerPos "mkr" createMarker "mkr" -
Random Mission (which not been completed)
hogmason replied to Sc0rc3d's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I tested the first post that works fine for me diddnt test secound post thought ill do it today n upload a demo. so u only need pilot n gunner yeah do u want the speed n direction as well ---------- Post added at 08:15 ---------- Previous post was at 07:48 ---------- just tested this works great to spawn chopper moving 100 speed at random direction with pilot and gunner waituntil {!isnil "bis_fnc_init"}; hint "Spawn Random Helicopter after 10 Seconds!"; sleep 10; private ["_enemyArmPool","_ArmNumberSpawn","_ArmType","_spawnedArmUnit","_patrolmark","_spawnmark","_ArmUnit","_b","_armored"]; _patrolmark = _this select 0; _spawnmark = _this select 1; _armored = _this select 2; _pilotman = createGroup east; _b = 0; while {_b != _armored} do { _enemyArmPool = ["Mi17_TK_EP1","Mi17_rockets_RU","Mi24_D_TK_EP1"] call BIS_fnc_selectRandom; _hind = createVehicle [_enemyArmPool, getmarkerpos _spawnmark, [], 500, "FLY"]; _hind setCombatMode "RED"; _hinddir = random 360; _hindspeed = 100; _hind setVelocity [(sin _hinddir * _hindspeed),(cos _hinddir * _hindspeed), 0]; //{_x setVehicleInit "nul = [this, _patrolmark] execVM 'ups.sqf';";} forEach units _ArmUnit; //processInitCommands; _pilot = _pilotman createUnit ["RU_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; _pilot moveInDriver _hind; _pilot = driver _hind; _pilot setskill 1; _gunner = _pilotman createUnit ["RU_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; _gunner moveInGunner _hind; _gunner = Gunner _hind; _gunner setCombatMode "RED"; _gunner setskill 1; // _cargoNum = _hind emptyPositions "cargo"; // if (_cargoNum > 0) then // { // _fillSlots = round (random _cargoNum); // _pos = getMarkerPos _spawnmark; // _locGr = _pos findEmptyPosition [10, 100]; // sleep .2; // // if (_locGr select 0 > 0)then // { // _cargo = [_locGr, East, _cargoNum,[],[],[],[],[_fillSlots,0.5]] call BIS_fnc_spawnGroup; // sleep .2; // {_x moveInCargo _hind;} forEach units _cargo; // }; // }; sleep 600; // wait for 10 Minutes and spawn one more _b = _b+1; }; sleep 5; hint "Its Done..."; ---------- Post added at 08:28 ---------- Previous post was at 08:15 ---------- just rememberedyou are using UPS so you will need to add this with the _pilot code _pilot setVehicleInit "nul = [this, _patrolmark] execVM 'ups.sqf';"; processInitCommands; so it will look like this waituntil {!isnil "bis_fnc_init"}; hint "Spawn Random Helicopter after 10 Seconds!"; sleep 10; private ["_enemyArmPool","_ArmNumberSpawn","_ArmType","_spawnedArmUnit","_patrolmark","_spawnmark","_ArmUnit","_b","_armored"]; _patrolmark = _this select 0; _spawnmark = _this select 1; _armored = _this select 2; _pilotman = createGroup east; _b = 0; while {_b != _armored} do { _enemyArmPool = ["Mi17_TK_EP1","Mi17_rockets_RU","Mi24_D_TK_EP1"] call BIS_fnc_selectRandom; _hind = createVehicle [_enemyArmPool, getmarkerpos _spawnmark, [], 500, "FLY"]; _hind setCombatMode "RED"; _hinddir = random 360; _hindspeed = 100; _hind setVelocity [(sin _hinddir * _hindspeed),(cos _hinddir * _hindspeed), 0]; //{_x setVehicleInit "nul = [this, _patrolmark] execVM 'ups.sqf';";} forEach units _ArmUnit; //processInitCommands; [color="#FF0000"] _pilot = _pilotman createUnit ["RU_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; _pilot moveInDriver _hind; _pilot = driver _hind; _pilot setskill 1; _pilot setVehicleInit "nul = [this, _patrolmark] execVM 'ups.sqf';"; processInitCommands;[/color] _gunner = _pilotman createUnit ["RU_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"]; _gunner moveInGunner _hind; _gunner = Gunner _hind; _gunner setCombatMode "RED"; _gunner setskill 1; _cargoNum = _hind emptyPositions "cargo"; if (_cargoNum > 0) then { _fillSlots = round (random _cargoNum); _pos = getMarkerPos _spawnmark; _locGr = _pos findEmptyPosition [10, 100]; sleep .2; if (_locGr select 0 > 0)then { _cargo = [_locGr, East, _cargoNum,[],[],[],[],[_fillSlots,0.5]] call BIS_fnc_spawnGroup; sleep .2; {_x moveInCargo _hind;} forEach units _cargo; }; }; sleep 600; // wait for 10 Minutes and spawn one more _b = _b+1; }; sleep 5; hint "Its Done..."; ---------- Post added at 08:31 ---------- Previous post was at 08:28 ---------- LOL Yeah you need a center mate. just create the center in your mission init.sqf that way your covered with all your scripting incase you need to spawn units etc....