Jump to content

DirtyDel

Member
  • Content Count

    101
  • Joined

  • Last visited

  • Medals

Community Reputation

13 Good

About DirtyDel

  • Rank
    Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I was so close to achieving that on my own. I missed the brackets after =.
  2. In the HVT mission, I have 5 small objects (hidden/ no simulation) labeled as obj1-obj5. The script you provided is in the characters' init. The HVT spawns randomly at all 5 locations. In the laptop mission, I did the same, and placed the script in the laptops init, which prompts the "local variable in global space" error
  3. Works absolutely fine with character model, but I'm getting global error (local variable in global space) for an object (laptop)
  4. the "set random start" function only works with markers. Can you provide an example so I can explore this option?
  5. I'm attempting to use markers to have an object in one mission (and a character in another mission) randomly spawn at marker positions using the "set random start" function. However, I can't edit the height of the markers (currently using empty markers). For example, a laptop or HVT spawning in a multiple story building. I searched the forum and found some marker array stuff, which I could not get to work. I'm seeking guidance from the blessed ARMA elders.
  6. I did what this guy described this morning by grouping the heli to a member in the convoy vehicle, it worked perfect; the heli was circling the vehicle as the convoy moved. then I reloaded the mission to make changes and didnt save the original grouping, I cannot recreate this. I just spent two hours trying to figure this out. Anyone have any ideas? I keep having the heli command guy to disembark convoy and get in heli, or if higher ranking member is in convoy vehicle, the heli moves above it and stops all movement.
  7. I did my fair share of searching before having to start a new thread. Basically, I have sector control game with ai_spawn modules and everything is working correctly with units spawned from the ai_spawn module counting as death tickets. However, I have editor-placed units on the map that are garrison units (their way point activates once a side's tickets are below a certain level- they move to the objective and stay). I cannot get these editor-placed units to count as tickets upon death. I tried placed placing the following in the squads init: _unit addEventHandler ["killed",{[_this select 0,-1,true] call bis_fnc_respawnTickets;}];
  8. I have a modified grimes simple revive script that allows this if you're interested. I can send it to you.
  9. I got it! It was because I was trying armored before the other classes and I wasn't closing out WEST. Thank you so much for the time spent helping me.
  10. no, that was a snippet of the Class Armored. I have it working with infantry only for both Army and Iraq. Only when I add the part in the Armored it doesn't work.
  11. So I had deleted before I wrote it back into my first post in this thread, that's why there was small errors including ". the following is what I have now and its still now working: class Armored { class Abram { //Can be called anything, name used for blacklisting class unit0 { vehicle = "CFP_B_USARMY_1991_M1A1_Abrams_Des_01"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGEANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "CFP_B_USARMY_1991_Rifleman_Des_01"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; class unit3 { vehicle = "CFP_B_USARMY_1991_Grenadier_Des_01"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 10, -10, 0 }; //offset position unit spawns from spawn point }; }; }; class east { class Iraq { //Name for your custom faction I Don't know how to properly make a vehicle group. looking for guidance.
  12. I'm sorry Harzach, but how do you propse I fix this? I tried class CfgVehicles . I'm at a loss.
  13. class CfgGroups { class west { //Side, must be one of East, West or Indep for spawnAI module to recognise it class myCustomFaction { //Name for your custom faction class Infantry { //SpawnAI module looks for this class class myCustomInfGroup { //Can be called anything, name also used for blacklisting class unit0 { vehicle = "rhsusf_army_ocp_squadleader"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "SERGEANT"; //rank name from CfgRanks position[] = { 0, 0, 0 }; //offset position unit spawns from spawn point }; class unit1 { vehicle = "rhsusf_army_ocp_rifleman"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { 5, -5, 0 }; //offset position unit spawns from spawn point }; class unit2 { vehicle = "rhsusf_army_ocp_rifleman"; //Class name of unit/vehicle side = 1; //index of unit side being [ east, west, independent, civilian ] rank = "PRIVATE"; //rank name from CfgRanks position[] = { -5, -5, 0 }; //offset position unit spawns from spawn point }; }; }; class Motorized {}; //SpawnAI module looks for this class class Mechanized {}; //SpawnAI module looks for this class class Armored {}; //SpawnAI module looks for this class }; }; }; class myCustomInfGroup { //Can be called anything, name also used for blacklisting
×