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Rollirouland

SP/ Full AI Vehicle

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Just select it from under Side = BLUFOR/OPFOR/INDEPENDENT or CIVILIAN and not from Side = Empty. It'll have appropriate crew in it when placed like that.

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If you want to fill a vehicles empty slots using scripting you must name your vehicle. Then spawn a group of units and give the group this code

private ["_vehicle","_grp"];

_vehicle = VEHICLENAME;
_grp = GROUPNAME;


{_x moveincargo _vehicle}foreach units _grp;

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Oh, is that what he meant? You could also group units with the vehicle and set the Unit's "Special" field to "In Cargo". Or use BangaBob's idea from a group leader init via:

{_x moveInCargo vehiclename} forEach units group this;

Where vehiclename is the name of the vehicle.

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yes, my plan was it to get a full manned rescue boat and youre script solves the problem :)

thank you both

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Just wish the trawler was more useful, pilotable and walk-around-on-able. That would be awesome for water rescues.

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Before I open a new Thread just a second small question :)

Is there any possibility to give a "find cover Waypoint" or something similar?

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Just wish the trawler was more useful, pilotable and walk-around-on-able. That would be awesome for water rescues.

Please see this post with video --> http://forums.bistudio.com/showthread.php?172849-Driving-the-Arma3-Trawler-with-submarine-demo

Just a simple work-around but maybe someone will find it useful.

Use THIRD PERSON VIEW for driving the Trawler.

//////////////////////////////////////////////////////////////
// BlackOpsMercenaries Special Forces [bOMSF]
// http://www.bomsf.com
// BOMSF Scripts
// cobra@bomsf.com
// Trawler Mgmt System
//
// In the mission editor, Place the trawler, speedboat, and submarine near each other.
// Name each in the editor as below or change to your specifications.
//
// Then in your mission init.sqf place the following line (code):
// [] spawn compile preprocessFileLineNumbers "trawler.sqf"; // -->  (this file or code)
// 
// modify the actions as you desire, experiment to improve
//////////////////////////////////////////////////////////////

/// Trawler Ini
trawler1 attachTo [rib1,[0,9,2.5]]; 
trawler1 addAction ["Board Ship as Driver",{player moveInDriver rib1;}, [], 3, false, true, ""]; 
trawler1 addAction ["Board Ship as Cargo",{player moveInCargo rib1;}, [], 3, false, true, ""];
trawler1 addAction ["Get In Sub as Driver",{player moveInDriver sub1;}, [], 3, false, true, ""];
trawler1 addAction ["Get In Sub as Gunner",{player moveInGunner sub1;}, [], 3, false, true, ""];
trawler1 addAction ["Get In Sub as Cargo",{player moveInCargo sub1;}, [], 3, false, true, ""];
/// SpeedBoat Ini
rib1 lockturret [[0,0],true]; //this locks the commander 
rib1 lockturret [[0],true]; //this locks the gunner  
rib1 addAction ["Detach Sub",{detach sub1;}, [], 3, false, true, ""]; 
rib1 addAction ["Attach Sub",{sub1 attachTo [rib1,[0,-8,2]];}, [], 3, false, true, ""];
/// Submarine Ini
sub1 attachTo [rib1,[0,-8,2]]; 
sub1 addAction ["Attach to Ship",{sub1 attachTo [rib1,[0,-8,2]];}, [], 3, false, true, ""]; 
sub1 addAction ["Detach from Ship",{detach sub1;}, [], 3, false, true, ""];
sub1 addAction ["Get In Sub as Driver",{player moveInDriver sub1;}, [], 3, false, true, ""];
sub1 addAction ["Get In Sub as Gunner",{player moveInGunner sub1;}, [], 3, false, true, ""];
sub1 addAction ["Get In Sub as Cargo",{player moveInCargo sub1;}, [], 3, false, true, ""];

Edited by tomturner

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