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sabot10.5mm

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Posts posted by sabot10.5mm


  1. made an EH that activates if player fires a shot. all groups around player that are atleast 200 meters away will converge around the player based on relative dir. the rest of the groups will carry on with their patrol

    fired1 = true;
    while {true} do {
    
        	sleep 5;
    		
            if (fired1) then {hint "hi";
    			player setvariable ["MyFiringEH",99];
    			fired1 = false;
                eventHandlerID2 = player addEventHandler ["fired",
    			
    	{
    	hint "shot";
    	[] spawn{
    		_wp0 = "";
    		{if (side _x isEqualTo EAST && (((units _x) select 0) distance player) < 200 ) then 
    		{_dir = ((units _x) select 0) getRelDir player;
    		_start = position player;
    		_dist = 20;
    		_pos = [(_start select 0) + cos _dir * _dist, (_start select 1) - sin _dir * _dist, 0];
    		{deleteWaypoint _x} foreach waypoints _x;
    		sleep 0.3;
    		if ((count (waypoints _x)) < 1) then{
    		_wp0 = _x addwaypoint [_pos,5];  _wp0 setwaypointtype "Move"; _x setBehaviour "combat"; };};
    		} foreach allgroups;
    
    		
    	};player removeAllEventHandlers "fired"; fired1 = true;}];
    
    };
    };

    had to edit it, since it created waypoints == to the amount of all groups counted

     

    I don't know if  "move" is better for this?

    fired1 = true;
    while {true} do {
    
        	sleep 5;
    		
            if (fired1) then {hint "hi";
    			player setvariable ["MyFiringEH",99];
    			fired1 = false;
                eventHandlerID2 = player addEventHandler ["fired",
    			
    	{
    	hint "shot";
    	[] spawn{
    		_wp0 = "";
    		{if (side _x isEqualTo EAST && (((units _x) select 0) distance player) < 200 ) then 
    		{_dir = ((units _x) select 0) getRelDir player;
    		_start = position player;
    		_dist = 20;
    		_pos = [(_start select 0) + cos _dir * _dist, (_start select 1) - sin _dir * _dist, 0];
    		//{deleteWaypoint _x} foreach waypoints _x;
    		sleep 0.3;
    		//if ((count (waypoints _x)) <= 1) then{
    		/*_wp0 = _x addwaypoint [_pos,5];  _wp0 setwaypointtype "Move";*/ _x move _pos; _x setBehaviour "combat";};
    		} foreach allgroups;
    
    		
    	};player removeAllEventHandlers "fired"; fired1 = true;}];
    
    };
    };

     

    • Like 1
    • Thanks 1

  2. i want a way of randomly selecting 4 hills that are 2000 meters apart. the way I'm doing it now is, manually putting down objects on the map and randomly selecting a hill in a 2000 meter radius. 

    Spoiler

                {if( player distance _x < _threshold) exitWith {_nearestpos = getpos _x; _nearest append _nearestpos;};} forEach [radio1,radio2,radio3,radio4]; _nearest;
                hint "1";    
                if !(count (_nearest)==0) then {_fndLoc = (selectrandom (nearestLocations [_nearest, ["hill"], 1999]));

    instead of having to place objects down as a reference, i would rather have a function find random hill at least 2000 meters apart


  3. not the best coding skills but I'm trying.

    spawns radio tower when near hills and creates objective.

    spawns roadblock when near roads.

    spawns troop patrols when away from any location

    _spwmgrp = compile preprocessfilelinenumbers "scripts\fn_spwngrp.sqf";
    private ["_cargo","_ANIM","_grpBul","_grpBul1","_grpSpwn","_tower","_marker","_pPos","_locPos","_loc1","_task1","_ofr1","_fndLoc","_nearest","_CaseCnt"];
    	// loop
    	sleep 5;
    	//systemChat "loop start";
    	_grps =[];
    	_mgguys = [];
    	_cargo = objnull;
    			while {true} do
    {		_grps = [];
    		_grpBul = false;
    		_grpBul1 = false;
            _threshold = 3000;
    		_nearest = [];
    		_fndLoc = "";
    		_loc1 = 0;
    		_CaseCnt = 99;
    		
    
    		_locPos = player getPos [300,random (120)-60];
    		_pPos = getPos player;
    		 if (count (nearestLocations [_pPos, ["NameCity","NameLocal","NameCityCapital"], 600]) == 0) then
    		{	
    			{if( player distance _x < _threshold) exitWith {_nearestpos = getpos _x; _nearest append _nearestpos;};} forEach [radio1,radio2,radio3,radio4]; _nearest;
    			hint "1";	
    			if !(count (_nearest)==0) then {_fndLoc = (selectrandom (nearestLocations [_nearest, ["hill"], 1999]));
    			hint "2";			
    			_locPos = locationPosition _fndLoc;
    			if (player inArea [_locPos, 3000, 3000, 45, false, 3000]) then { _loc1 = _fndLoc; _CaseCnt = 0;};};
    			_fndLoc = player nearRoads 330;
    			if (count (_fndLoc) > 0 && _CaseCnt == 99) then 
    			{_CaseCnt = 1;			
    			_loc1 = _fndLoc select 0;
    			_locPos = getpos _loc1;};
    			systemChat format ["UAV:%1",_CaseCnt];
    			hint "3";	
    switch (_CaseCnt) do
    {
    case 0:
    	{
    	hint "1.1";	
    	systemChat format ["UAV:%1 %2",_fndLoc,_loc1];
    			_randPos = [_locPos , 0, 200, 12, 0, 0.4, 0] call BIS_fnc_findSafePos;
    			if (((_randPos distance _locPos) > 210)) then
    				{_randPos =	[_locPos , 0, 200, 12, 0, 0.6, 0] call BIS_fnc_findSafePos;};
    			_cargo = "Land_Cargo_HQ_V1_F" createVehicle _randPos;
    			//***tower
    			_randPos2 = [_locPos , 20, 100, 0, 0, 0.6, 0] call BIS_fnc_findSafePos;
    			_tower = "Land_TTowerBig_2_F" createVehicle _randPos2; 
    			_tower setVectorUp surfaceNormal position _tower;
    			_tower setVectorUp [0,0,1]; // Make sure the tower is not leaning.
    			//*** Task for player
    			task1 = player createSimpleTask ["Destroy the Cell Tower"];
    			task1 setSimpleTaskDescription ["The Enemy are using the Antenna for Propaganda Purposes, it needs to be Destroyed","Destroy Antenna","Destroy Antenna"];
    			task1 setsimpletaskdestination _randPos2;
    			task1 setTaskState "Assigned";
    			player setCurrentTask task1;
    			if (true) then{
    			_tower addEventHandler ["Killed", {["task1", "Succeeded"] call BIS_fnc_taskSetState; ;}];}; 
       
    			_towerbox = "Land_spp_Transformer_F" createVehicle _randPos2;
    			_towerbox setVectorUp surfaceNormal position _towerbox;
    			_towerbox setVectorUp [0,0,1];
    			_towerbox2 = "Land_TTowerSmall_1_F" createVehicle _randPos2;
    			_towerbox2 setVectorUp [0,0,1];
    			_tower setVehicleVarName "tower1"; tower1 = _tower;
    			_genny = _tower getRelPos [7, 9];
    			//*** bunkers
    			_randPos12 = _cargo getRelPos [105, 180];
    			_randPos121 =[_randPos12 , 20, 100, 5, 0, 0.4, 0] call BIS_fnc_findSafePos;
    			if (((_randPos121 distance _randPos) > 201)) then
    				{_randPos121 =	_randPos12};
    			_bunker1 = "Land_BagBunker_Small_F" createVehicle _randPos121;
    			_bunker1 setVectorUp surfaceNormal position _bunker1;
    			_randPos13 = _cargo getRelPos [105, 0];
    			_randPos131 =[_randPos13 , 20, 100, 5, 0, 0.4, 0] call BIS_fnc_findSafePos;
    			if (((_randPos131 distance _randPos) > 201)) then
    				{_randPos131 =	_randPos13};
    			_bunker2 = "Land_BagBunker_Small_F" createVehicle _randPos131;
    			_bunker2 setDir 180;
    			_randPos14 = _bunker2 getRelPos [0, 0];
    			_bunker2 setVectorUp surfaceNormal position _bunker2;
    			_mg13 = createVehicle ["O_HMG_01_high_F", _randPos14, [], 0, "CAN_COLLIDE"];
    			_randPos15 = _bunker1 getRelPos [0, 180];
    			_mg14 = createVehicle ["O_HMG_01_high_F", _randPos15, [], 0, "CAN_COLLIDE"];
    			_bnkrOcup = [_locPos, EAST, ["O_Soldier_F","O_Soldier_F","O_Soldier_F"],[],[],[],[],[],232] call BIS_fnc_spawnGroup;
    			_grps pushBack _bnkrOcup;
    			systemChat format ["UAV: Enemy Antenna Spotted %1 Degrees",floor(player getDir _tower)];
    			((units _bnkrOcup) select 0) moveInGunner _mg13;
    			((units _bnkrOcup) select 1) moveInGunner _mg14;
    			_mg14 setDir 180;
    			_ofr1 = ((units _bnkrOcup) select 2);
    			_ofr1 setPosATL (_cargo buildingPos 4);
    			_ofr1 disableAI "PATH";
    			_ofr1 addEventHandler ["Killed", {player addRating 3000; _score = rating player; systemChat format ["Player Score %1 ",_score];}];
    			//*** create HQ Marker
    			_marker = createMarkerLocal ["opfor_hq.", position player ];
    			_marker setMarkerPos _randPos;
    			_marker setMarkerShape "ICON";
    			_marker setMarkerColor "ColorOPFOR";
    			_marker setMarkerType "loc_Bunker";
    			_marker setMarkerText "Enemy CP";
    			_marker setMarkerSizeLocal [2.5, 2.5];
    			
    	};
    	case 1: 
    	{		hint "2.2";	
    			_roadsSorted = [_fndLoc,[],{_loc1 distance _x},"ASCEND"] call BIS_fnc_sortBy;
    			systemChat format ["UAV:%1 %2",_fndLoc,_loc1];
    			_nearestRoad = _roadsSorted select 0;
    			_roadConnectedTo = roadsConnectedTo _nearestRoad;
    			_connectedRoad = _roadConnectedTo select 0;
    			_roadCenter = getPos _nearestRoad;
    			_cargo = _roadCenter;
    			_roadDir = [_nearestRoad, _connectedRoad] call BIS_fnc_DirTo;
    			//***roadblock
    			_bunker1 = "Land_BagBunker_Small_F" createVehicle _roadCenter;
    			_bunker1 setDir _roadDir;
    			_bunkerpos = _bunker1 getRelPos [10, 90];
    			_bunker1 setpos _bunkerpos;
    			_bunker1 setVectorUp surfaceNormal position _bunker1;
    			_gate = "Land_BarGate_F" createVehicle _cargo;
    			_gate setDir _roadDir;
    			_gate setpos [(getpos _gate select 0)+4,getpos _gate select 1, getpos _gate select 2];
    			_randPos15 = _bunker1 getRelPos [0, 0];
    			_mg14 = createVehicle ["O_HMG_01_high_F", _randPos15, [], 0, "CAN_COLLIDE"];
    			_bnkrOcup = [_locPos, EAST, ["O_Soldier_F","O_Soldier_F"],[],[],[],[],[],232] call BIS_fnc_spawnGroup;
    			_grps pushBack _bnkrOcup;
    			_ANIM = (units _bnkrOcup) select 1; 
    			_AnimPos = _gate getRelPos [6, 90];
    			_ANIM setpos _AnimPos;
    			((units _bnkrOcup) select 0) moveInGunner _mg14;
    			[_ANIM, "WATCH2", "RANDOM"] call BIS_fnc_ambientAnimCombat;
    			_ANIM addeventhandler ["AnimChanged", {
    			if (behaviour ((units _bnkrOcup) select 0) == "combat") then {
    			(_this select 0) call BIS_fnc_ambientAnim__terminate;
    			(_this select 0) removeAllEventHandlers "AnimChanged";}}];
    			_mg14 setDir _roadDir - 180;
    			
    	};
     
    };
    	
    				waituntil {sleep 5; ((player distance _locPos) < 800) or ((player distance _locPos) > 3001) };
    				_grps = [_CaseCnt,_cargo] call _spwmgrp;
    				_grp0 = _grps select 0;
    				_grp1 = ((units _grp0) select 0);
    				_grp1Ldr = getPos _grp1;
    				waitUntil {sleep 5;((player distance _grp1Ldr) > 900)};
    				sleep 3;
    				 {{deleteVehicle _x} forEach units _x}foreach _grps;
    
    				if (_CaseCnt == 0) then
    				{
    				_objs = nearestObjects [_grp1Ldr, ["Building","StaticWeapon"], 410];
    				{deleteVehicle _x} forEach _objs;
    				player removeSimpleTask task1;
    				deleteMarker _marker;
    				_tower removeAllEventHandlers "killed";
    				_ofr1 removeAllEventHandlers "killed";
    				};
    				if (_CaseCnt == 1) then
    				{
    				_ANIM call BIS_fnc_ambientAnim__terminate;
    				_objs = nearestObjects [_grp1Ldr, ["Building","StaticWeapon"], 410];
    				{deleteVehicle _x} forEach _objs;
    				};
    				sleep 1;
    				{deleteGroup _x} forEach allGroups;
    				_cargo = objnull;
    				
    };
    sleep 10;
    };

     

    fn_spwngrp.sqf

    
    				params[ ["_CaseCnt", 99,[]] , ["_cargo",[objNull,[]]]];
    				for "_i" from 1 to 4 do 
    				{
    				_Xrnd = random [20,80,200];
    				_Xrnd1 = random [250,250,500];
    				if !(_CaseCnt == 99) then [{_grpSpwn = _cargo getPos [_Xrnd,random (360)]} , {_grpSpwn = player getPos [_Xrnd1,random (120)-60]}];
    				_mot = "UInfantry";
    				_rnFr = selectRandomWeighted ["Infantry",0.3,"UInfantry",1];
    				_rnSq = if (_rnFr == _Mot) then [ {"OIA_GuardSentry"} , {selectRandomWeighted ["OIA_InfTeam",4,"OIA_InfTeam_AT",0.4,"OIA_InfTeam_AA",0.2]} ]; 
    				_grp = [_grpSpwn ,EAST,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> _rnFr >> _rnSq)] call BIS_fnc_spawnGroup;
    				[_grp,_grpSpwn,150] call bis_fnc_taskPatrol;
    				_grps pushBack _grp;
    				sleep 0.35;
    				};
    
    				//systemChat format ["**%1 **%2",_grpBul,_grpBul1];
    
    				
    				_grps

     


  4. Maybe dynamic simulation is stewing it up

     

     

    Dynamic Simulation is a feature that extends the possibilities to define and control object simulation. It's goal is to allow designer to increase number of objects and AI units that can be present in the mission without destroying game performance. This is achieved by selectively simulating only what is needed.

    Features

    Affects both SP and MP scenarios.

    Can be selectively applied to entities and groups.

    Easy to setup.

    Silent background operation; no lag spikes or fps drops.

    Limitations

    No line of sight detection; designer needs to make sure player cannot see transition between enabled/disabled states.

    No support for moving entities; entities will stop moving when disabled.

    No backward compatibility with other older systems like are the scripted Sites or FPS Manager


  5. 16 hours ago, Larrow said:

    Lars_allGear contains whatever the default full arsenal does, as it is a direct copy of BI's Arsenals internal whitelist.

    
    //snippet from fn_allGear.sqf
    _init = ["Preload"] call BIS_fnc_arsenal;
    
    LARs_allGear = BIS_fnc_arsenal_data;

     

    All fn_updateArsenal does is takes the original whitelist used to create a Blacklist Arsenal and adds new items to it. It then sorts the items by type (weapon, equipment etc) in the correct format for the arsenal to read, it then updates the data held on the object the arsenal was created on. No sides involved.

    when looking at your updateArsenal it requires a whitelist?  ""WEST""  and  fn_createlist  adds gear by side, I don't see how it would add all gear

    [AirHQ1, "Arsenal", [ WEST, blacklist1 ], false ] call LARs_fnc_updateArsenal;
    fn_createlist			
    case ( typeName sideUnknown ) : {
    					//Add sides gear to the list
    					_newList = _newList + ( LARs_sideGear select ( _x call BIS_fnc_sideID ));
    				};
    Spoiler

    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    look here. no weapon item accessories in allgear lasers scopes bipods copytoclipboard srt Lars_allGear

     

     

    Spoiler

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    LARs_sideGear does though

     

    anyways. That "if _whitelist true" I wrote above works for what I need. Only thing I ran into was sidegear doesn't find addon mod weapons. So what I did was  "_whitelist = _oldwhite + blacklist1" blacklist1 has all weapons including modded


  6. 4 hours ago, sabot10.5mm said:

     

    Thanks but i have 2 problems first Lars_allgear array doesn't include any of the weapon accessories like scopes and lasers bipods. etc. could i just pull weapons from weapons cfg or LARs_sideGear from(fn_sidegear) and use that inplace of Lars_allgear from (fn_allgear) or is Lars_allgear a structured array for arsenal

    the other is;  fn_updatearsenal creates a list by side again.

    would the below work for a workaround?

     

    fn_updateArsenal.sqf line 18

    
    _lists params[ [ "_whiteList", [ [], "", sideUnknown, true ] ], [ "_blackList", [] ] ];
    _oldWhite = _box getVariable [ format[ "LARs_arsenal_%1_data", _arsenalName ], [] ];
    if !( _whiteList isEqualType [] ) then {
        _whiteList = if ( _whiteList isEqualType true ) then {
            if ( _whiteList ) then {
                LARs_sideGear;
    }else{
    if !( _whiteList isEqualType [] ) then {
    _whiteList = _oldWhite + [ _whitelist ];
    }else{
    _whiteList = _oldWhite + _whitelist;
    };
    };
    };
    };

     

    omg it works!!! I made this at work and thought- naa this isn't the way you do it.  ah i feel so good.

    type it like this 

    [AirHQ1, "Arsenal", [ true, blacklist1 ], false ] call LARs_fnc_updateArsenal;

     


  7. On ‎1‎/‎30‎/‎2018 at 3:27 AM, Larrow said:

    This was written back before they made changes to the params command in V1.54. Where params will now throw an error rather than take on the default value if the variable type is not supported.

    In fn_blacklistArsenal line 75, you will find this...

    
    //Get whiteList or default to BIS whitelist
    _whiteList = _lists param[ 0, LARs_allGear, [ [], "", sideUnknown ] ];
    if !( _whiteList isEqualType [] ) then {
    	_whiteList = [ _whiteList ];
    };

    Change it to look like...

    
    //Get whiteList or default to BIS whitelist
    _whiteList = _lists param[ 0, LARs_allGear, [ [], "", sideUnknown, true ] ];
    if !( _whiteList isEqualType [] ) then {
    	_whiteList = if ( _whiteList isEqualType true ) then {
    		if ( _whiteList ) then {
    			LARs_allGear;
    		}else{
    			[];
    		};
    	}else{
    		[ _whiteList ];
    	};
    };

    Think that should do the job, been a while since I've looked at this code.

     

    Thanks but i have 2 problems first Lars_allgear array doesn't include any of the weapon accessories like scopes and lasers bipods. etc. could i just pull weapons from weapons cfg or LARs_sideGear from(fn_sidegear) and use that inplace of Lars_allgear from (fn_allgear) or is Lars_allgear a structured array for arsenal

    the other is;  fn_updatearsenal creates a list by side again.

    would the below work for a workaround?

     

    fn_updateArsenal.sqf line 18

    _lists params[ [ "_whiteList", [ [], "", sideUnknown, true ] ], [ "_blackList", [] ] ];
    _oldWhite = _box getVariable [ format[ "LARs_arsenal_%1_data", _arsenalName ], [] ];
    if !( _whiteList isEqualType [] ) then {
        _whiteList = if ( _whiteList isEqualType true ) then {
            if ( _whiteList ) then {
                LARs_sideGear;
    }else{
    if !( _whiteList isEqualType [] ) then {
    _whiteList = _oldWhite + [ _whitelist ];
    }else{
    _whiteList = _oldWhite + _whitelist;
    };
    };
    };
    };

     


  8. On 1/28/2018 at 5:10 PM, 1para{god-father} said:

    Need some help please I am spawning a BASTION  but when i leave  i.e die and go back is there a way to start the process over again until it is turned green ?

     

     

    Enable EOS integration 
    null = [["BAS_zone_1"],[3,1],[2,1],[2],[0,0],[0,0,EAST],[10,2,20,***TRUE***,TRUE]] call Bastion_Spawn;


    Simulates capturing of areas.
    If TRUE the marker will act as a normal EOS zone if the player leaves the bastion zone. If *FALSE then bastion zone will turn red on the map but will not contain any units.


  9. I made an eventhandler that deletes a few array elements for blacklist1, and updates arsenal to reflect that

    if (count blacklist1 > 0) then{
    			_tower addEventHandler ["Killed", {[blacklist1 deleterange [0,7]; AirHQ1, "Arsenal", [ west, blacklist1 ], _targets ] call LARs_fnc_updateArsenal; [ ammos, "Arsenal", [ west, blacklist1 ], _targets ] call LARs_fnc_updateArsenal;[ ammoCrate_1, "Arsenal", [ west, blacklist1 ], _targets ] call LARs_fnc_updateArsenal;}];}; 

    you can also populate blacklist using

    //A blacklist that removes all secondary weapons and all weapon/respawn/special backpacks
    _allWeaponTypes = ["Shotgun","MissileLauncher","Launcher","RocketLauncher","SniperRifle","MachineGun","AssaultRifle","Rifle","SubmachineGun","HandGun"];
    
    // Other types (if you like them to include): GrenadeLauncher,Launcher,MissileLauncher,Mortar,RocketLauncher
    //Full List: https://community.bistudio.com/wiki/BIS_fnc_itemType -> section Weapon
    
    _allBannedWeapons=[];  //add banned weapons (eg M107_epoch), make shure to use the base version of the weapon
    
    //Main Script
    
    blacklist1 = [];
    _wpList = (configFile >> "cfgWeapons") call BIS_fnc_getCfgSubClasses;
    {
    	if (getnumber (configFile >> "cfgWeapons" >> _x >> "scope") == 2) then {
    		_itemType = _x call bis_fnc_itemType;
    		if (((_itemType select 0) == "Weapon") && ((_itemType select 1) in _allWeaponTypes)) then {
    			_baseName = _x	call BIS_fnc_baseWeapon;
    			if (!(_baseName in blacklist1) && !(_baseName in _allBannedWeapons)) then {
    				blacklist1 = blacklist1 + [_baseName];
    			};
    		};
    	};
    } foreach _wpList;
    reverse blacklist1;
    
    if !( isServer ) exitWith {};
    
    _ammoBox1 = _this;
    
    //[ box, [ white, black ], targets, name, condition ]
    JIPID =  [ _ammoBox1, [west, "blacklist1"], 0, "Arsenal", { true } ] call LARs_fnc_blacklistArsenal;
    JIPID =  [ ammoCrate_1, [west, "blacklist1"], 0, "Arsenal", { true } ] call LARs_fnc_blacklistArsenal;
    JIPID =  [ AIRHQ1, [west, "blacklist1"], 0, "Arsenal", { true } ] call LARs_fnc_blacklistArsenal;

    I Have a question though. what if I wanted to forgo the whitelist? I heard Larrow say type true in the whitelist but I get "error type bool expected array, side, string

    JIPID =  [ AIRHQ1, [true, "blacklist1"], 0, "Arsenal", { true } ] call LARs_fnc_blacklistArsenal;


  10. 1 hour ago, HazJ said:

    I do not recommend using disableAI for obvious reasons. The setBehaviour command should do what you want.

    
    _crew setBehaviour "CARELESS";

    https://community.bistudio.com/wiki/setBehaviour

    Enemy will still shoot at the VTOL. The VTOL will just fly around clueless, lol. Remember to change to COMBAT or whatever if you want it to engage targets again. To prevent enemy shooting at it, use setCaptive command:

    
    _pilot setCaptive true; // captive
    _pilot setCaptive false; // not captive

     

    can the pilot be careless and the rest of the crew aware? maybe giving separate groups would do this?

     

    Quote

    Try this.

    _crew = creategroup west; _locPos = player getPos [1500,random (360)]; _veh = [_locPos, 0, "B_T_vtol_01_armed_F", _crew] call bis_fnc_spawnVehicle; _vtol = _veh select 0; _pilot = driver _vtol; _pilot setSkill 0; _pilot disableAI 'TARGET'; _pilot disableAI 'AUTOTARGET'; _pilot disableAI 'MOVE'; _wp = _vtol addWaypoint [position player, 0]; _wp setWaypointType "loiter"; _wp setWaypointLoiterType "CIRCLE_L"; _wp setWaypointLoiterRadius 500; _vtol flyInHeight 500; {_vtol reveal _x} forEach allUnits;

    Cheers.

    i will try it 


  11. the ai knows about a vehicle, it relentlessly tries to dive bomb in a vtol. anyway to make pilot careless mode and gunners aware?

    _crew = creategroup west;
    _locPos = player getPos [1500,random (360)];
    //veh = createVehicle ["B_T_vtol_01_armed_F", position player, [], 1500, "FLY"];
    veh = [_locPos, 0, "B_T_vtol_01_armed_F", _crew] call bis_fnc_spawnVehicle;
    //createVehicleCrew veh;
    //sleep 1;
    //_crew = group ((crew _vehicle) select 0)
    //_crew = veh select 2;
    _wp=veh select 2 addWaypoint [position player, 0];
    _wp setWaypointType "loiter";
    _wp setWaypointLoiterType "Circle_L";
    _wp setWaypointLoiterRadius 500;
    veh select 0 flyInHeight 500;
    {veh select 2 reveal _x} forEach allUnits;

    https://steamuserimages-a.akamaihd.net/ugc/924795891776256085/8ED84B790EE0EE65BFE89FCF57807825E9B6A3A4/

    vtol should be loitering 500 meters yet he seems to like to dive the tank


  12. made small addiction since I like my uavs to activate eos

    [] spawn 
    {	
    private "_pos","_list1","_pos1";	
    
    while {true} do
    {
    list1 = {};
    _pos = getpos player;			
    _pos1 = getConnectedUAV player;
    list1 = _pos nearObjects ["EmptyDetector", 700];
    if !(isNull _pos1) then {_pos = getConnectedUAV player; _list1 = _pos nearObjects ["EmptyDetector", 1000]; list1 append _list1;};	
    //systemChat format ["UAV: %1",list1];	
    if (count (list1) > 0) then 
    {
    {
    _x enableSimulation true;
    } forEach list1;
    };
    
    sleep 5;
    };
    };
    
    [] spawn 
    {
    while {true} do
    {
    waituntil {sleep 3;(count (list1) == 0)};
    sleep 1;
    //systemChat format ["UAV: hi"];	
    _alltriggers = allMissionObjects "EmptyDetector";
    {
    _x enableSimulation false;
    } forEach _alltriggers;
    waituntil {sleep 3;(count (list1) > 0)};
    };
    };

    this script allows uavs to activate eos. the code that makes it happen is this

     {_actCond="{vehicle _x in thisList && isplayer _x || ({_player = _x; {getConnectedUAV _player == _x} count [uav, uav1, uav2, uav3] > 0} count allPlayers > 0 && ({_x in thislist} count [uav, uav1, uav2, uav3] > 0))} count allUnits > 0"; };

    eos_core

    Spoiler

    if (!isServer) exitWith {};
    private ["_newpos","_cargoType","_vehType","_dGrp","_mkrAgl","_side","_bGroup","_civZone","_fGrp","_fSize","_fGrps","_eGrp","_eGrps","_dGrps","_aMin","_aSize","_aGrps","_aGrp","_bMin","_units","_bSize","_bGrps","_bGrp","_trig","_cache","_grp","_crew","_vehicle","_actCond","_mAN","_mAH","_distance","_mA","_settings","_cGrp","_cSize","_cGrps","_taken","_clear","_enemyFaction","_faction","_n","_eosAct","_eosActivated","_debug","_mkr","_mPos","_mkrX","_mkrY"];

    _mkr=(_this select 0);_mPos=markerpos(_this select 0);
    _mkrX=getMarkerSize _mkr select 0;
    _mkrY=getMarkerSize _mkr select 1;
    _mkrAgl=markerDir _mkr;
    _a=(_this select 1);_aGrps=_a select 0;_aSize=_a select 1;_aMin=_aSize select 0;
    _b=(_this select 2);_bGrps=_b select 0;_bSize=_b select 1;_bMin=_bSize select 0;
    _c=(_this select 3);_cGrps=_c select 0;_cSize=_c select 1;
    _d=(_this select 4);_dGrps=_d select 0;_eGrps=_d select 1;_fGrps=_d select 2;_fSize=_d select 3;
    _settings=(_this select 5);_faction=_settings select 0;_mA=_settings select 1;_distance=_settings select 2;_side=_settings select 3;
    _heightLimit=if (count _settings > 4) then {_settings select 4} else {false};
    _debug=if (count _settings > 5) then {_settings select 5} else {false};
    _cache= if (count _this > 6) then {_this select 6} else {false};


     if (_side==EAST) then {_enemyFaction="east";_civZone=false;};
     if (_side==WEST) then {_enemyFaction="west";_civZone=false;};
     if (_side==INDEPENDENT) then {_enemyFaction="guer";_civZone=false;};
     if (_side==CIVILIAN) then {_enemyFaction="civ";_civZone=true;};

     if (_mA==0) then {_mAH = 1;_mAN = 0.5;};
     if (_mA==1) then {_mAH = 0;_mAN = 0;};
     if (_mA==2) then {_mAH = 0.5;_mAN = 0.5;};

    // INITIATE ZONE
    _trig=format ["EOSTrigger%1",_mkr];


    if (!_cache) then {
     if ismultiplayer then {
       if (_heightLimit) then
       {_actCond="{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count playableunits > 0";
           }else
           {_actCond="{vehicle _x in thisList && isplayer _x} count playableunits > 0";
      };}else{
       if (_heightLimit) then
          {_actCond="{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5  } count allUnits > 0";
            }else
     
               {_actCond="{vehicle _x in thisList && isplayer _x || ({_player = _x; {getConnectedUAV _player == _x} count [uav, uav1, uav2, uav3] > 0} count allPlayers > 0 && ({_x in thislist} count [uav, uav1, uav2, uav3] > 0))} count allUnits > 0"; };};
      _eosActivated = createTrigger ["EmptyDetector",_mPos];
      _eosActivated = createTrigger ["EmptyDetector",_mPos];
      _eosActivated setTriggerArea [(_distance+_mkrX),(_distance+_mkrY),_mkrAgl,FALSE];
      _eosActivated setTriggerActivation ["ANY","PRESENT",true];
      _eosActivated setTriggerTimeout [1, 1, 1, true];
      _eosActivated setTriggerStatements [_actCond,"",""];
      
       server setvariable [_trig,_eosActivated]; 
         }else{
        _eosActivated=server getvariable _trig; 
         };
      
         _mkr setmarkerAlpha _mAN;
          if (!(getmarkercolor _mkr == VictoryColor)) then  //IF MARKER IS GREEN DO NOT CHANGE COLOUR
           {
          _mkr setmarkercolor hostileColor;
           };

    waituntil {triggeractivated _eosActivated}; //WAIT UNTIL PLAYERS IN ZONE
    if (!(getmarkercolor _mkr == "colorblack"))then {
     if (!(getmarkercolor _mkr == VictoryColor)) then {_mkr setmarkerAlpha _mAH;};

    // SPAWN HOUSE PATROLS
     for "_counter" from 1 to _aGrps do {
     if (isnil "_aGrp") then {_aGrp=[];};
      if (_cache) then {
        _cacheGrp=format ["HP%1",_counter];
        _units=_eosActivated getvariable _cacheGrp; 
          _aSize=[_units,_units];
          _aMin=_aSize select 0;
           if (_debug)then{player sidechat format ["ID:%1,restore - %2",_cacheGrp,_units];};
           };
            if (_aMin > 0) then {
              _aGroup=[_mPos,_aSize,_faction,_side] call EOS_fnc_spawngroup; 
              if (!surfaceiswater _mPos) then {
               0=[_mPos,units _aGroup,_mkrX,0,[0,20],true,true] call shk_fnc_fillhouse;
                }else{
                0 = [_aGroup,_mkr] call EOS_fnc_taskpatrol;
                 };
                _aGrp set [count _aGrp,_aGroup];
                0=[_aGroup,"INFskill"] call eos_fnc_grouphandlers;
    if (_debug) then {PLAYER SIDECHAT (format ["Spawned House Patrol: %1",_counter]);0= [_mkr,_counter,"House Patrol",getpos (leader _aGroup)] call EOS_debug};
                };
      };
      
    // SPAWN PATROLS
     for "_counter" from 1 to _bGrps do {
     if (isnil "_bGrp") then {_bGrp=[];};
      if (_cache) then {
        _cacheGrp=format ["PA%1",_counter];
        _units=_eosActivated getvariable _cacheGrp; 
         _bSize=[_units,_units];
         _bMin=_bSize select 0;
         if (_debug)then{player sidechat format ["ID:%1,restore - %2",_cacheGrp,_units];};
          };
           if (_bMin > 0) then { 
             _pos = [_mkr,true] call SHK_pos;   
             _bGroup=[_pos,_bSize,_faction,_side] call EOS_fnc_spawngroup;
              0 = [_bGroup,_mkr] call EOS_fnc_taskpatrol;
              _bGrp set [count _bGrp,_bGroup];
              
              0=[_bGroup,"INFskill"] call eos_fnc_grouphandlers;
    if (_debug) then {PLAYER SIDECHAT (format ["Spawned Patrol: %1",_counter]);0= [_mkr,_counter,"patrol",getpos (leader _bGroup)] call EOS_debug};
                };
      }; 
     
    //SPAWN LIGHT VEHICLES
     for "_counter" from 1 to _cGrps do { 
     if (isnil "_cGrp") then {_cGrp=[];}; 
     
      _newpos=[_mkr,50] call EOS_fnc_findSafePos;
       if (surfaceiswater _newpos) then {_vehType=8;_cargoType=10;}else{_vehType=7;_cargoType=9;};
     
         _cGroup=[_newpos,_side,_faction,_vehType]call EOS_fnc_spawnvehicle;
        if ((_cSize select 0) > 0) then{
          0=[(_cGroup select 0),_cSize,(_cGroup select 2),_faction,_cargoType] call eos_fnc_setcargo;
          };
          
           0=[(_cGroup select 2),"LIGskill"] call eos_fnc_grouphandlers;
            0 = [(_cGroup select 2),_mkr] call EOS_fnc_taskpatrol;
            _cGrp set [count _cGrp,_cGroup];   
            
    if (_debug) then {player sidechat format ["Light Vehicle:%1 - r%2",_counter,_cGrps];0= [_mkr,_counter,"Light Veh",(getpos leader (_cGroup select 2))] call EOS_debug};
      }; 
      
    //SPAWN ARMOURED VEHICLES
     for "_counter" from 1 to _dGrps do {
     if (isnil "_dGrp") then {_dGrp=[];};
     
      _newpos=[_mkr,50] call EOS_fnc_findSafePos;
       if (surfaceiswater _newpos) then {_vehType=8;}else{_vehType=2;};
       
         _dGroup=[_newpos,_side,_faction,_vehType]call EOS_fnc_spawnvehicle;
         
          0=[(_dGroup select 2),"ARMskill"] call eos_fnc_grouphandlers;
          0 = [(_dGroup select 2),_mkr] call EOS_fnc_taskpatrol;
           _dGrp set [count _dGrp,_dGroup];
           
    if (_debug) then {player sidechat format ["Armoured:%1 - r%2",_counter,_dGrps];0= [_mkr,_counter,"Armour",(getpos leader (_dGroup select 2))] call EOS_debug};
      };
      
    //SPAWN STATIC PLACEMENTS
     for "_counter" from 1 to _eGrps do {
      if (surfaceiswater _mPos) exitwith {};
      if (isnil "_eGrp") then {_eGrp=[];};
        
      _newpos=[_mkr,50] call EOS_fnc_findSafePos;
       
         _eGroup=[_newpos,_side,_faction,5]call EOS_fnc_spawnvehicle;
      
          0=[(_eGroup select 2),"STAskill"] call eos_fnc_grouphandlers;
           _eGrp set [count _eGrp,_eGroup];
           
    if (_debug) then {player sidechat format ["Static:%1",_counter];0= [_mkr,_counter,"Static",(getpos leader (_eGroup select 2))] call EOS_debug};
      }; 
      
    //SPAWN CHOPPER
     for "_counter" from 1 to _fGrps do {
     if (isnil "_fGrp") then {_fGrp=[];}; 
      if ((_fSize select 0) > 0) then {_vehType=4}else{_vehType=3};
        _newpos = [(markerpos _mkr), 1500, random 360] call BIS_fnc_relPos; 
          _fGroup=[_newpos,_side,_faction,_vehType,"fly"]call EOS_fnc_spawnvehicle; 
          _fGrp set [count _fGrp,_fGroup];
          
          
    if ((_fSize select 0) > 0) then {
     _cargoGrp = createGroup _side;
      0=[(_fGroup select 0),_fSize,_cargoGrp,_faction,9] call eos_fnc_setcargo;
       0=[_cargoGrp,"INFskill"] call eos_fnc_grouphandlers;
      _fGroup set [count _fGroup,_cargoGrp];
       null = [_mkr,_fGroup,_counter] execvm "eos\functions\TransportUnload_fnc.sqf";
        }else{
         _wp1 = (_fGroup select 2) addWaypoint [(markerpos _mkr), 0]; 
         _wp1 setWaypointSpeed "FULL"; 
         _wp1 setWaypointType "SAD";};
       
          0=[(_fGroup select 2),"AIRskill"] call eos_fnc_grouphandlers;
       
    if (_debug) then {player sidechat format ["Chopper:%1",_counter];0= [_mkr,_counter,"Chopper",(getpos leader (_fGroup select 2))] call EOS_debug};
       }; 


       
    //SPAWN ALT TRIGGERS 
       _clear = createTrigger ["EmptyDetector",_mPos];
       _clear setTriggerArea [_mkrX,_mkrY,_mkrAgl,FALSE];
       _clear setTriggerActivation [_enemyFaction,"NOT PRESENT",true];
       _clear setTriggerStatements ["this","",""];
        _taken = createTrigger ["EmptyDetector",_mPos];
        _taken setTriggerArea [_mkrX,_mkrY,_mkrAgl,FALSE];
        _taken setTriggerActivation ["ANY","PRESENT",true];
        _taken setTriggerStatements ["{vehicle _x in thisList && isplayer _x && ((getPosATL _x) select 2) < 5} count allUnits > 0","",""];
    _eosAct=true; 
    while {_eosAct} do
     {
     // IF PLAYER LEAVES THE AREA OR ZONE DEACTIVATED
     if (!triggeractivated _eosActivated || getmarkercolor _mkr == "colorblack") exitwith
      {
      if (_debug) then {if (!(getmarkercolor _mkr == "colorblack")) then {hint "Restarting Zone AND deleting units";}else{hint "EOS zone deactivated";};};  
    //CACHE LIGHT VEHICLES
     if (!isnil "_cGrp") then
        {    
          { _vehicle = _x select 0;_crew = _x select 1;_grp = _x select 2;
             if (!alive _vehicle || {!alive _x} foreach _crew) then { _cGrps= _cGrps - 1;}; 
                {deleteVehicle _x} forEach (_crew);  
                  if (!(vehicle player == _vehicle)) then {{deleteVehicle _x} forEach[_vehicle];};            
                       {deleteVehicle _x} foreach units _grp;deleteGroup _grp;
          }foreach _cGrp;
    if (_debug) then {player sidechat format ["ID:c%1",_cGrps];};};
               
    // CACHE ARMOURED VEHICLES
      if (!isnil "_dGrp") then
        {    
          { _vehicle = _x select 0;_crew = _x select 1;_grp = _x select 2;
             if (!alive _vehicle || {!alive _x} foreach _crew) then {_dGrps= _dGrps - 1;}; 
                {deleteVehicle _x} forEach (_crew);  
                  if (!(vehicle player == _vehicle)) then {{deleteVehicle _x} forEach[_vehicle];};            
                       {deleteVehicle _x} foreach units _grp;deleteGroup _grp;
          }foreach _dGrp;
    if (_debug) then {player sidechat format ["ID:c%1",_dGrps];};};

    // CACHE PATROL INFANTRY     
     if (!isnil "_bGrp") then
        {  _n=0;     
          { _n=_n+1;_units={alive _x} count units _x;_cacheGrp=format ["PA%1",_n];
     if (_debug) then{player sidechat format ["ID:%1,cache - %2",_cacheGrp,_units];};
          _eosActivated setvariable [_cacheGrp,_units];  
          {deleteVehicle _x} foreach units _x;deleteGroup _x;
          }foreach _bGrp;
        };
          
    // CACHE HOUSE INFANTRY
     if (!isnil "_aGrp") then
        {  _n=0;     
          { _n=_n+1;_units={alive _x} count units _x;_cacheGrp=format ["HP%1",_n];
     if (_debug) then{player sidechat format ["ID:%1,cache - %2",_cacheGrp,_units];};
          _eosActivated setvariable [_cacheGrp,_units];  
          {deleteVehicle _x} foreach units _x;deleteGroup _x;
          }foreach _aGrp;
        };
         
    // CACHE MORTARS   
     if (!isnil "_eGrp") then
        {   
          { _vehicle = _x select 0;_crew = _x select 1;_grp = _x select 2;
             if (!alive _vehicle || {!alive _x} foreach _crew) then {_eGrps= _eGrps - 1;};   
                  {deleteVehicle _x} forEach (_crew);
                   if (!(vehicle player == _vehicle)) then {{deleteVehicle _x} forEach[_vehicle];};             
                     {deleteVehicle _x} foreach units _grp;deleteGroup _grp;
          }foreach _eGrp;}; 
          
    // CACHE HELICOPTER TRANSPORT
     if (!isnil "_fGrp") then
        {   
          { _vehicle = _x select 0;_crew = _x select 1;_grp = _x select 2; _cargoGrp = _x select 3;
             if (!alive _vehicle || {!alive _x} foreach _crew) then {_fGrps= _fGrps - 1;};   
                  {deleteVehicle _x} forEach (_crew);
                   if (!(vehicle player == _vehicle)) then {{deleteVehicle _x} forEach[_vehicle];};             
                     {deleteVehicle _x} foreach units _grp;deleteGroup _grp;
                     if (!isnil "_cargoGrp") then {
                     {deleteVehicle _x} foreach units _cargoGrp;deleteGroup _cargoGrp;};
                     
          }foreach _fGrp;}; 
          
    _eosAct=false;
    if (_debug) then {hint "Zone Cached";};
    };
     if (triggeractivated _clear and triggeractivated _taken and !_civZone)exitwith
       {// IF ZONE CAPTURED BEGIN CHECKING FOR ENEMIES
        _cGrps=0;_aGrps=0;_bGrps=0;_dGrps=0;_eGrps=0;_fGrps=0;  
        while {triggeractivated _eosActivated AND !(getmarkercolor _mkr == "colorblack")} do
          {
           if (!triggeractivated _clear) then
           {
            _mkr setmarkercolor hostileColor;
            _mkr setmarkerAlpha _mAH;
            if (_debug) then {hint "Zone Lost";};
              }else{
               _mkr setmarkercolor VictoryColor;
               _mkr setmarkerAlpha _mAN;
               if (_debug) then {hint "Zone Captured";};
               };
        sleep 1;};
    // PLAYER LEFT ZONE    
    _eosAct=false;  
       };sleep 0.5;};

    deletevehicle _clear;deletevehicle _taken; 
     
    if (!(getmarkercolor _mkr == "colorblack")) then { 
     null = [_mkr,[_aGrps,_aSize],[_bGrps,_bSize],[_cGrps,_cSize],[_dGrps,_eGrps,_fGrps,_fSize],_settings,true] execVM "eos\core\eos_core.sqf";
     }else{_Mkr setmarkeralpha 0;};
     };

     


  13. made a small script that turns on and off triggers when player isn't near since I use about 100 of them

     

    
    [] spawn 
    {			
    while {true} do
    {		
    list1 = player nearObjects ["EmptyDetector", 500];
    if (count (list1) > 0) then 
    {
    {
    _x enableSimulation true;
    } forEach list1;
    };
    
    sleep 5;
    };
    };
    
    [] spawn 
    {
    while {true} do
    {	
    waituntil {sleep 5;(count (list1) == 0)};
    _alltriggers = allMissionObjects "EmptyDetector";
    {
    _x enableSimulation false;
    } forEach _alltriggers;
    
    };
    };
    

     

    • Like 2

  14. this script will wait for player to be 601 meters away from cities befor checking to see if any hills near player, then spawn a base and delete the base once player is 700 meter away. alternatively if no hills nearby, it will spawn troops 300 meters in a 30 degree spread infront of the player. I will try to add to it later

     

    private ["_cargo","_grpBol","_grpSpwn","_tower","_marker"];
    	// loop
    	sleep 5;
    	systemChat "loop start";
    	_grps =[];
    	_grpBul = false;
    			while {true} do
    {	
    		_pPos = getPos player;
    		 if (count (nearestLocations [_pPos, ["NameCity","NameLocal"], 500]) == 0 && random 4 < 1) then
    		{	
    			
    			systemChat "loop start";
    			_locPos = player getPos [300,random (120)-60];
    			_fndLoc = nearestLocations [_pPos, ["Hill","NameVillage"], 600];
    			//***************************************************************************	
    			if (count (_fndLoc) > 0) then 
    			{
    			
    			_loc1 = _fndLoc select 0;
    			_locPos = locationPosition _loc1;
    			_randPos = [_locPos , 0, 200, 12, 0, 0.4, 0] call BIS_fnc_findSafePos;
    			_cargo = "Land_Cargo_HQ_V1_F" createVehicle _randPos;
    			_randPos14 = _cargo getRelPos [9, 12];
    			_mg13 = createVehicle ["O_GMG_01_high_F", _randPos14, [], 0, "CAN_COLLIDE"];
    			_mgguy13 = [_randPos14, EAST, ["O_Soldier_F"],[],[],[],[],[],232] call BIS_fnc_spawnGroup;
    			((units _mgguy13) select 0) moveInGunner _mg13;
    			_mg13 setPosATL (_cargo buildingPos 4);
    			_randPos15 = _cargo getRelPos [9, 180];
    			_mg14 = createVehicle ["O_GMG_01_high_F", _randPos15, [], 0, "CAN_COLLIDE"];
    			_mgguy14 = [_randPos15, EAST, ["O_Soldier_F"],[],[],[],[],[],232] call BIS_fnc_spawnGroup;
    			((units _mgguy14) select 0) moveInGunner _mg14;
    			_mg14 setPosATL (_cargo buildingPos 7);
    			_mg14 setDir 180;
    			_randPos2 = [_cargo , 15, 200, 10, 0, 0.6, 0] call BIS_fnc_findSafePos;
    			_tower = "Land_TTowerBig_1_F" createVehicle _randPos2; 
    			_tower setVectorUp [0,0,1]; // Make sure the tower is not leaning.
    			_tower addEventHandler ["Killed", {player addRating 2000; task1 setTaskState "Succeeded"; systemChat format ["good job."];}];
    			_towerbox = "Land_spp_Transformer_F" createVehicle _randPos2;
    			_towerbox setVectorUp [0,0,1];
    			_towerbox2 = "Land_TTowerSmall_1_F" createVehicle _randPos2;
    			_towerbox2 setVectorUp [0,0,1];
    			_tower setVehicleVarName "tower1"; tower1 = _tower;
    			_genny = _tower getRelPos [7, 9];
    			//*** create HQ Marker
    			_marker = createMarkerLocal ["opfor_hq.", position player ];
    			_marker setMarkerPos _randPos;
    			_marker setMarkerShape "ICON";
    			_marker setMarkerColor "Default";
    			_marker setMarkerType "loc_Bunker";
    			_marker setMarkerText "HQ";
    			//*** Task for player
    			task1 = player createSimpleTask ["Destroy the Cell Tower"];
    			task1 setSimpleTaskDescription ["The Enemy are using the Antenna for Propaganda Purposes, it needs to be Destroyed","",""];
    			task1 setsimpletaskdestination _randPos2;
    			task1 setTaskState "Assigned";
    			player setCurrentTask task1;
    			_grpBul = true;
    			};
    				for "_i" from 1 to 4 do 
    				{
    				_grps =[];
    				_Xrnd = random [0,100,200];
    				if (_grpBul) then [{_grpSpwn = _cargo getPos [_Xrnd,random (360)]} , {_grpSpwn = _locPos getPos [_Xrnd,random (360)];}];
    				_mot = "Mechanized";
    				_rnFr = selectRandomWeighted ["Infantry",3,"Mechanized",0.1];
    				_rnSq = if (_rnFr == _Mot) then [ {"OIA_MechInfSquad"} , {selectRandomWeighted ["OIA_InfTeam",0.9,"OIA_InfTeam_AT",0.4,"OIA_InfSquad",0.1,"OIA_InfAssault",0.1,"OIA_ReconSquad",0.1]} ]; 
    				_grp = [_grpSpwn ,EAST,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> _rnFr >> _rnSq)] call BIS_fnc_spawnGroup;
    				[_grp,_grpSpwn,150] call bis_fnc_taskPatrol;
    				_grps pushBack _grp;
    				sleep 0.3;
    				};
    				_grp1 = _grps select 0;
    				_grp1Ldr = leader _grp1;
    				_grp1 = getpos _grp1Ldr;
    				//systemChat format ["grps %1 |grp1 |%2 |_grp1Ldr %3 ",_grps,_grp,_grp1Ldr];
    				systemChat format ["UAV: Multiple Enemies Sighted at %1 Degrees be Advised",floor(player getDir _locPos)];
    				Sleep 1;
    				waitUntil {sleep 50;((player distance _grp1) > 900)};
    				{if (side _x == east) then {deleteVehicle _x};} foreach allunits;
    				_objs = nearestObjects [_locPos, [], 410];
    				{deleteVehicle _x} forEach _objs;
    				player removeSimpleTask task1;
    				deleteMarker _marker;
    				_tower removeAllEventHandlers "killed";
    				sleep 1;
    				{deleteGroup _x} forEach allGroups;
    				//{deleteVehicle _x} forEach allUnitsUAV;
    				_grpBul = false;
    				
    				
    		};
    		
    	  sleep 60;
    	};

     


  15. 		while {true} do
    	{	
    	
    		 if (count (nearestLocations [position player, ["NameCity","NameLocal"], 601]) == 0) then
    		{	// chance 10%
    			systemChat "loop start";
    			_locPos = player getPos [300,random (60)-30];
    				
    			if (count (nearestLocations [position player, ["Hill","NameVillage"], 301]) >= 1) then 
    			{
    			_loc = nearestLocations [position player, ["Hill","NameVillage"], 301];
    			_loc1 = _loc select 0;
    			_locPos = locationPosition _loc1;
    			};
    				_location1 = _locPos getPos [100,random (360)];
    				_mot = "Motorized_MTP";
    				_rnFr = selectRandomWeighted ["Infantry",0.9,"Mechanized",0.1];
    				_rnSq = if (_rnFr == _Mot) then [ {"OIA_MechInfSquad"} , {selectRandomWeighted ["OIA_InfSquad",0.3,"OIA_InfAssault",0.3,"OIA_ReconSquad",0.2,"OIA_InfTeam",0.1,"OIA_InfTeam_AT",0.1]} ]; 
    				_grp = [_location1 ,EAST,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> _rnFr >> _rnSq)] call BIS_fnc_spawnGroup;
    
    
    				_grp1 = leader _grp;
    	       		_grpPos = getpos _grp1;
    				systemChat format ["UAV: Enemy Sighted at %1 Degrees",floor(player getDir _grp1)];
    				//systemChat format ["%1", _loc1];
    				[_grp,_locPos,80] call bis_fnc_taskPatrol; 
    
    				waitUntil {sleep 50;((_grp1 distance player) > 600)};
    				{if (side _x == east) then {deleteVehicle _x};} foreach allunits;
    				sleep 1;
    				{deleteGroup _x} forEach allGroups;
               
               };
    		
    
    		//sleep 1;
    	  sleep 50;
    	};

    how can I spawn 2 groups at a time and still reference their group? using "for loop" to spawn groups I cant reference any spawned groups and so finding the leaders' pos is not possible

     

    • Like 1

  16. thanks to pierremgi and Lucullus

    script to randomly spawn infantry or motorized units around the player if atleast 500 meters away from cities or airports 

    // first a variable to make the loop breakable
    _loopvar = true;
    params ["_grp"];
    // loop
    sleep 5;
    systemChat "loop start";
    while {_loopvar} do
    {	// not near any Locations
    	 if (count (nearestLocations [position player, ["NameCity","FlatAreaCity"/*https://community.bistudio.com/wiki/Location*/], 500]) == 0 && random 6 < 1) then
    	{	// chance 10%
    			// spawn random teams/squads on a 150m circle in random direction
    			_mot = "Motorized_MTP";
    			_rnFr = selectRandomWeighted ["Infantry",0.9,"Motorized_MTP",0.1];
    			_rnSq = if (_rndFr == _Mot) then [ {"OIA_MotInf_Team"} , {selectRandomWeighted ["OIA_InfSquad",0.1,"OIA_InfAssault",0.1,"OI_reconTeam",0.2,"OIA_InfTeam",0.4,"OIA_InfTeam_AT",0.4]} ]; 
    			_grp = [player getPos [300,random (60)-30],EAST,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> _rnFr >> _rnSq)] call BIS_fnc_spawnGroup;
    			_grp1 = leader _grp;
           		_grpPos = getpos _grp1;
    			//_plyPos = player getPos [300,random (60)];
    			systemChat format ["UAV: Enemy Sighted at %1 Degrees",floor(player getDir _grp1)];
    			[_grp,_grpPos,150] call bis_fnc_taskPatrol; 
    			waitUntil {sleep 50;((_grp1 distance player) > 600)};
    			{deleteVehicle _x} forEach units _grp;
    			sleep 1;
    			{deleteGroup _x} forEach allGroups;
    	};
    	// player killed = break the loop
    	//if !(alive player) then {_loopvar = false};
    	// wait 1 second for main loop
    	//sleep 1;
      sleep 50;
    };

     


  17. _Mot = "Motorized_MTP";
    _rndFr = selectrandom ["Infantry","Motorized_MTP"];
    _rndSq = selectRandom ["OIA_InfSquad","OIA_InfAssault","OI_reconTeam","OIA_InfTeam","OIA_InfTeam_AT"];
    if (_rndFr == _Mot) then {_rndSq = "OIA_MotInf_Team"};
    _grp = [player getPos [150,random (360)],EAST,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> _rndFr >> _rndSq)] call BIS_fnc_spawnGroup;  

    apparently you cant check to see if a _var is equal to string (_var == "string") has to be (_var ==_var2). only in IF statements?

    because it throws an error generic error in expression _rndGr|#| = if (_rndFr == "Motorized_MTP") then {_rndSq = "OIA_MotInf_Team"}; 


  18. tried to private a var but it doesn't stay the same outside the scope. how can I do this?

     

    _rndFr = selectRandom ["Motorized_MTP","Infantry"]; 
    _rndSq = selectRandom ["OIA_InfSquad","OIA_InfAssault","OI_reconTeam","OIA_InfTeam","OIA_InfTeam_AT"]; 
    _rndGr = if (_rndFr == '"Motorized_MTP"') then {_rndSq = "OIA_MotInf_Team";};
    _grp = [player getPos [150,random (360)],EAST,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> _rndFr >> _rndSq)] call BIS_fnc_spawnGroup;

     


  19. // first a variable to make the loop breakable
    tag_myEnemyVar = true;
    //_grp = _this select 0;
    // loop
    systemChat "loop start";
    while {tag_myEnemyVar} do
    {	// not near any Locations
    	if (count (nearestLocations [position player, ["Airport","NameCity","NameLocal"], 500]) == 0) then
    	{	// chance 10%
    		if (floor random 1 == 0) then
    		{	// spawn random teams/squads on a 150m circle in random direction
    			_mot = "Motorized_MTP";
    			_rndFr = selectrandom ["Infantry","Motorized_MTP"];
    			_rndSq = if (_rndFr == _Mot) then [ {"OIA_MotInf_Team"} , {selectRandom ["OIA_InfSquad","OIA_InfAssault","OI_reconTeam","OIA_InfTeam","OIA_InfTeam_AT"]} ]; 
    			_grp = [player getPos [150,random (360)],EAST,(configfile >> "CfgGroups" >> "East" >> "OPF_F" >> _rndFr >> _rndSq)] call BIS_fnc_spawnGroup;
    			_grp1 = leader _grp;
    			systemChat format ["Enemy at %1",getPos leader _grp];
    			(units _grp) doMove (getPos player);
    			waitUntil {sleep 10;((player distance _grp1) > 500)};
    			{deleteVehicle _x} forEach units _grp;
    			{deleteGroup _x} forEach allGroups;
    
    
    		};
    		// wait 5 seconds for next chance
    		
    		sleep 50;
    	};

    edited your script a bit. using it to engage the player a bit on the way to objectives

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