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PirateGaming

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Everything posted by PirateGaming

  1. Hello, and thank you for checking my thread. I'm working on a coop mission and i haven't done anything with the A2 editor in a while, so please go easy on me. Basically ll i'd like is for a script which spawns AI in groups of 4 to 6 depending on how many AI are active/alive. An example would be, 25 AI attack a town, 5 of them die, and 5 respawn a fair distance away with way-points to their objective(s), then 3 die but no forces are re-spawned until it hits a sort of 'critical mass'. If anybody can point me in the right direction with a script or something similar (no addons please) it woud be greatly appreciated. A fair note of warning, i am using a framework built somewhat for TvT but still includes the headless client giving the AI a general.
  2. Okay, im really confused, why not just make one trigger with all this info? Shouldn't activation be set to blufor? The time delay shouldn't be a problem as the AI will spawn a good ~500 meters away. Like with normal way-points just set the side which activates the trigger and sync the trigger to the AI's first way-point and they'll start going.
  3. Thanks a ton for the help, also if you were curious this is the 'layout' of the mission: http://gyazo.com/dd3673ad494d9c9605e186f6ce90eb95 Blufor is supposed to hold their front most position and then fall back to the 2 towns and hold their ground as they get overwhelmed by waves of AI. Anyways, do you think it would be possible to setup a trigger that once activated will permanently activate the spawning of AI?
  4. Thanks a ton, I'm going to go ahead and implement then test it, if i encounter any problems, I'll let you know! Also, I'm using ACE RU forces. This may be a bit extensive but is it possible to make sure they don't get scopes on their AK's? ==== Edit === Alright if it is possible to add one final feature which is kind of important, for the enemy soldiers to only start moving after BLUFOR reach their defensive position, sort of like a trigger and a synchronize to a waypoint
  5. Thank you so much, i really appreciate the help, If i encounter any problems, ill let you know, btw this will work in MP correct? ---------- Post added at 19:30 ---------- Previous post was at 19:11 ---------- I got to see it in the editor and in game, I am a little new to this sort of thing, and i was hoping to remove the notification and if the enemies are allowed to have multiple waypoints. The mission im planning will have about 50 AI attacking 3 fotified FOB's with blufor defending and falling back into 2 town and one FOB then back to HQ. Can separate fireteams have separate waypoints?
  6. I've been making a MP armory for me and some friends and i may even post the mission on here because I havent really found any other missions like it. Thats not the point, im looking for a script that will spawn random vehicals in given places at the start of the round. I'm basically trying to get the same effect that the default A2 Armory has going on with random spawns. If you're going to post a wall of text please let me know what to do with it and how to use it because i am NEW, to mission making/editing. Dont just say "Oh here's the script" and leave a massive and insane chunk of wording and expect me to know what to do. Been searching around for a while and haven't found anything of use to me so i would really appreciate it is anybody could give me some input :)
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