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craptakular

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Everything posted by craptakular

  1. Thanks matey, I didn't see you post before! doh. I will test it, forgot about Foreach and loops :p
  2. I have been watching this video series to teach me how to spawn units and groups based on a trigger. This works in the editor but in his videos he says this won't work for multiplayer? :confused: I have the following script that I call via the trigger andf it works, but will it work in MP? IF not, where do I read to make it work? ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: : Craptakular ////////////////////////////////////////////////////////////////// //Groups can be found here: http://community.bistudio.com/wiki/Ambient_Combat_Manager_-_Group_types //The script below spawns a single group and tells them to follow a single waypoint. _TakGroup1 = [(getMarkerPos "spawnpoint1"), EAST, (ConfigFIle >> "CfgGroups" >> "EAST" >>"BIS_TK" >> "Infantry" >> "TK_InfantrySquad")] call BIS_fnc_spawnGroup; _wp1 = _TakGroup1 addWaypoint [(getmarkerpos "wp1a"), 0]; _wp1 setwaypointtype "MOVE"; _wp1 setwaypointstatements ["True", ""]; _wp2 = _TakGroup1 addWaypoint [(getmarkerpos "wp1b"), 0]; _wp2 setwaypointtype "MOVE"; _wp2 setwaypointstatements ["True", ""]; _wp3 = _TakGroup1 addWaypoint [(getmarkerpos "wp1c"), 0]; _wp3 setwaypointtype "SAD"; _wp3 setwaypointstatements ["True", ""]; Secondly, is it possible to minimise the amount of code and have multiple groups use the same waypoints without duplicating 9 lines of code each time? I have search the forum, I apologies if this question is so stupid but we all started somewhere :D
  3. After reading up a bit more I think this should be the right code for it to work in multiplayer: //Groups can be found here: http://community.bistudio.com/wiki/Ambient_Combat_Manager_-_Group_types //The script below spawns a single group and tells them to follow a single waypoint. if (!isServer) exitwith {}; _TakGroup1 = [(getMarkerPos "spawnpoint1"), EAST, (ConfigFIle >> "CfgGroups" >> "EAST" >>"BIS_TK" >> "Infantry" >> "TK_InfantrySquad")] call BIS_fnc_spawnGroup; _wp1 = _TakGroup1 addWaypoint [(getmarkerpos "wp1a"), 0]; _wp1 setwaypointtype "MOVE"; _wp1 setwaypointstatements ["True", ""]; _wp2 = _TakGroup1 addWaypoint [(getmarkerpos "wp1b"), 0]; _wp2 setwaypointtype "MOVE"; _wp2 setwaypointstatements ["True", ""]; _wp3 = _TakGroup1 addWaypoint [(getmarkerpos "wp1c"), 0]; _wp3 setwaypointtype "SAD"; _wp3 setwaypointstatements ["True", ""]; Could someone confirm this is now correct?
  4. Hi, I have put 3x tanks down on the editor. What I am thinking I need to do is to get them to not move and not fire even if fired upon until the countdown reaches zero. Then they move to there way point and defend it. Do I need to sync the tank group to a trigger based on countdown? this > 3600 then on action?? I'm not sure how to proceed tbh, I'm new to editing missions. Please help
  5. Consider there is only 12 of us, my intention was to have them static for 1 hour, to give us time to blow them. The empty tanks would then roll out to there waypoints after 1 hour. Prior to this, I don't want them to move, or fire at all even if I were to dance in front of them before the hour mark. We are light infrantry with jackals, so I don;t want the T-55's to engage us unless its over the hour. I do not know how to spawn via script. EDIT: The objective will be to blow the "repairing/refuelling tanks"
  6. What I am thinking is an objective that they have to destroy the tanks within an hour, or they will move in to defend the main objective, making the mission much harder. So they will need to be spawned so that they can be destroyed. ---------- Post added at 16:52 ---------- Previous post was at 16:51 ---------- Thats completely correct.
  7. Thanks guys, so if you got to the objective (blow the tanks before they move off) would they fire at you or would they not move or fire even if you danced in front of them?
  8. I need a little help please, I am trying to use the CBA task patrol function but am getting an error in the editor entitled "invalid number in expression" I have placed an OPFOR group on the map and on the squad leader initialisation line put the following: [this, getmarkerpos “objective1â€] call CBA_fnc_taskPatrol [this, this, 300, 7, “MOVEâ€, “AWAREâ€, “YELLOWâ€, “FULLâ€, “STAG COLUMNâ€, “this spawn CBA_fnc_searchNearbyâ€, [3,6,9]] call CBA_fnc_taskPatrol; What am I doing wrong? I copied it straight from the CBA docs.
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