Jump to content

FriskeyDingo

Member
  • Content Count

    2
  • Joined

  • Last visited

  • Medals

Community Reputation

1 Neutral

About FriskeyDingo

  • Rank
    Newbie
  1. FriskeyDingo

    Help needed: Defend Mission

    I just did, same thing as before with enemies not spawning. I don't know what I'm doing wrong, I've watched tutorials on how to set-up defend missions and looked into the official BIS missions in the editor.
  2. Hi I am trying to make a defend mission similar to the defend kamino mission, but I seem to be having a problem with enemy forces spawning in. for initcurator.sqf I have this: //--- Event handlers [ bis_curator, { _costs = [ "B_Soldier_F", 0.2, "B_Soldier_GL_F", 0.2, "B_soldier_AR_F", 0.2, "B_Soldier_SL_F", 0.2, "B_soldier_M_F", 0.2, "B_soldier_LAT_F", 0.2, "B_medic_F", 0.2, "B_soldier_repair_F", 0.2, "B_soldier_exp_F", 0.2, "B_Helipilot_F", 0.2, "B_spotter_F", 0.4, "B_sniper_F", 0.4, "B_Soldier_A_F", 0.2, "B_soldier_AT_F", 0.2, "B_soldier_AA_F", 0.2, "B_engineer_F", 0.2, "B_crew_F", 0.2, "B_recon_F", 0.5, "B_recon_LAT_F", 0.5, "B_recon_exp_F", 0.5, "B_recon_medic_F", 0.5, "B_recon_TL_F", 0.5, "B_recon_M_F", 0.5, "B_recon_JTAC_F", 0.5, "B_soldier_AAR_F", 0.2, "B_soldier_AAT_F", 0.2, "B_soldier_AAA_F", 0.2, "B_helicrew_F", 0.2, "B_MRAP_01_hmg_F", 1.25, "B_MRAP_01_gmg_F", 1.25, "B_APC_Tracked_01_rcws_F", 2.0, "B_APC_Wheeled_01_cannon_F", 3.0, "B_MBT_01_cannon_F", 4.0, "B_Heli_Light_01_armed_F", 4.5, "B_Heli_Attack_01_F", 5.5 ]; _class = _this select 0; _index = _costs find _class; if (_index >= 0) then { [_costs select (_index + 1),true] } else { [0,false]; }; } ] call bis_fnc_onCuratorObjectRegistered; [ bis_curator, "curatorObjectPlaced", { _object = _this select 0; _object allowCrewInImmobile true; _object unassignitem "nvgoggles"; _object removeitem "nvgoggles"; _object removeweapon "binocular"; _object addPrimaryWeaponItem "acc_flashlight"; _object setskill 0.25; _object allowfleeing 0; _object lock true; _veh = vehicle _object; if (_veh != _object) then { _veh flyinheight 100; clearmagazinecargoglobal _veh; clearweaponcargoglobal _veh; clearitemcargoglobal _veh; _veh addeventhandler ["fired",{(_this select 0) setvehicleammo 1;}]; //--- Unlimited vehicle ammo, remove it in the future }; _object addeventhandler [ "killed", { (_this select 0) setvehicleammo (0.3 + random 0.2); } ]; } ] call bis_fnc_addScriptedEventHandler; and then for the init.sqf I have this: #include "initcurator.sqf"; [player,["A3_Modules_F_Intel"]] call bis_fnc_curatoraddplaceableaddons; enablesaving [false,false]; if anyone could lend a hand, it would be very much appreciated.
×