Jump to content

edathome1982

Member
  • Content Count

    23
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About edathome1982

  • Rank
    Private First Class

Recent Profile Visitors

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

  1. I think I have over complicated this lmao. Not what I want the mission to do, but trying to think about it and how I was going to work it. I can just activate and sync modules/custom modules on triggers to throw units in when on objective is captured by either side. TAOR_1 gets taken and (trigger false becomes true) PLACEMENT module_x will then spawn its units and send them to the objective. If this makes sense? Or would those objectives still be attacked by an OPCOM that knows about them. As The OPCOMS have to know about objectives linked to modules for them to work in the first instance. edit: thought that just popped into my head. If this is the case is there a way of changing the BLACKLIST and TAOR lists on the fly? So a placement module that currently has TAOR_1 BLACKLISTED changes and adds it to it's "whitelist"? I assume this would have to be done with script :(
  2. So I would have to trigger the SYNC with MIL PLACE modules controling each section of the map? Is there a way then to "float" the units profiled from a given OPCOM? If I set Battalion size force I end up with hundreds of profiles in 1 place. And if possible only want those extra units to be created and sent to objectives that have been captured or left unguarded.
  3. QUICK question. Making a mission and I wanted to make tree'd OPCOMs. If I was to put OPCOM 1 in say a Head position, can I run 2 OPCOMs off this? (2 off each of these.....etc...) Or does each OPCOM have to be a seperate entity? The reason I ask is for the mission idea I have I wanted to have it so If I was to take out a sub commanding OPCOM the supply to that network would stop. An Insurgency Faction OPCOM would then start sending attacking groups to try and clean out my BLU units. If they are successful the main OPF_OPCOM would then pick up the TAOR and resettle its units. I was thinking about doing this with triggers till I work out how I would script it.
  4. edathome1982

    AI Squad respawn problem.

    Thanks Iceman, works like a charm, helo landing nicely too.
  5. edathome1982

    AI Squad respawn problem.

    OK lets go with running and getting in. I am much appreciative of this too. Rest of the mission so far has been quite easy. lol
  6. edathome1982

    AI Squad respawn problem.

    If its easier yeah. That way I could just have the helo land where ever I am. Limiting it all to 1 script.
  7. edathome1982

    AI Squad respawn problem.

    Its a single player mission. I am playing on large map so I have a few FOB where I want the AI to spawn at my location (as the script is written). Trigger will be attached to an item or proximity. but... Its an insurgency style mission. So if I'm not near a FOB I wanted the AI to spawn in a Helo then be inserted at my location. Hence the radio trigger in my original idea.
  8. edathome1982

    AI Squad respawn problem.

    I have had time to play and get this to work. I must have fudged something up when I changed the Marker names and group name. My next problem is..... what variable do I need to use to get the re-spawned unit into a Helo? wp1 = _unit addWaypoint [getmarkerpos "marker1", 0]; wp1 setWaypointType "load"; Helo is sat on pad in FOB waiting unit to load then drop to my position. If I used name of unit from editor would that carry over to the spawned unit? I could perhaps use that to load the Helo?
  9. edathome1982

    AI Squad respawn problem.

    That's what I meant by I have tried using the radio and the add action. Sorry if I wasn't clear there.
  10. edathome1982

    AI Squad respawn problem.

    They gone now lol, I was trying to hi-light what I had changed, then decided to put it in PHP and forgot to remove them. lol
  11. edathome1982

    AI Squad respawn problem.

    init.sqf grpArray = []; { grpArray pushBack [ _x, ( typeOf _x ) ]; } forEach units ALPHA player addAction ["Group Check", "grpCheck.sqf" ]; // Or radio trigger >> 0 = execVM "grpCheck.sqf" groupCheck.sqf { if ( ! ( alive ( _x select 0 ) ) ) then { _unit = ( ALPHA ) createUnit [ ( _x select 1 ), getPosATL Mk1, [], 0, "NONE"]; }; } forEach grpArray; grpArray = []; { grpArray pushBack [ _x, ( typeOf _x ) ]; } forEach units ALPHA; // - - Helo stuff I have tried to get this to work, my brain is seriously not wanting to work. I have created a marker named MK1 and ALPHA = group this; in my players init field. I get the addaction when I preview the mission. Kill a squad member and nothing happens. I have tried using radio trigger and the add action. I get nothing..... I cannot help but feel like I am missing something here
  12. edathome1982

    AI Squad respawn problem.

    Thanks Iceman, will have a look at this in the morning. If I stay here trying to sort this out now, I'm going wake up with keyboard imprint on my face lol. I assume For the array I name each unit then grpArray = ["John","James","Jo","Fred","Ted","Tommy"]; sorry brain = hurting right now..
  13. I am currently trying to make an ALiVE mission. I want my fallen team members to respawn at a preset location. I have searched hundreds or respawn and AI spawn codes but cannot find what I am looking for. I have John, James, Jo, Fred, Ted and Tommy in my squad. Each is a specific class, Ted is a Combat Medic for example. I want a script that would either on radio or within a FOB area call and check if John, James, Jo, Fred, Ted and Tommy are alive. If they are not replace the units that are not there, as the class they were originally. So Ted dies and respawns as a Combat Medic, Jo the machine Gunner respawns as a Machine Gunner. Would also like if the script could drop them to my location via helo insertion. As I said I have looked in numerous places, but can't find specifically what I need. I know roughly how to get Ted to respawn at a marker and then join group, but if I have 3 squad members down, I'm lost. Scripting not really my strong point lmao.:j:
  14. edathome1982

    HAFM ISIS Addon

    edit: serjames beat me to it lmao. I will have a go at doing it myself tho.
  15. edathome1982

    HAFM ISIS Addon

    I am currently building an ALiVE mission where I wanted ISIS to hold the main towns and an Insertion/Reinforcement point for OPF side. I have looked in the cfg files and can ONLY see ISIS and ISIS_Warriors as classnames for this mod. ALiVE won't pick up ISIS and says "there is a no units assigned to this".....blah blah. If however I use ISIS_Warriors as faction name, no error but it places vanilla OPF units. Do you have any plans on releasing this as ALiVE compatible or any work around to get it so I can use it?
×