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Found 2 results

  1. AI INFANTRY RESPAWN SP/MP Hi all, Here is a script to allow AIs respawning according to parameters. This works in SP or MP. Only infantry (on foot AI) concerned as far as the killed AIs while in vehicles is the object of a second script. parameters: SIDES / POSITIONS / DELAY / MIN UNITS IN GROUPS / REMAINING LOADOUT Examples: [] spawn MGI_fnc_unitRespawn // [] passed as parameter equals to [ [WEST,EAST,RESISTANCE,CIVILIAN], "start", 10, 144, false] All ai units can respawn on their position at start, after 10 sec delay, with their initial loadout. [ [WEST,EAST], ["mrk1","death","start",""], nil, 3 ] spawn MGI_fnc_unitRespawn // equals to [ [WEST,EAST], ["mrk1","death"], 15, 3, false] here, only WEST & EAST ai units can respawn: - on the marker "mk1" if any, on death position if not, for BLUFOR - on the position of death for OPFOR, (other strings in positions array are useless), 10 second delay (default), if their group headcount is below 3 (delay already started at death), with their initial loadout. Code to be run on server. (trigger, server only, non-repeatable, condition true) or initServer.sqf
  2. Hi guys, I've been poking around here and redit for a few days trying to find snips of code I can combine and use to revive/respawn/replace some ai in a mp scenario. What I have: I have a training course with 25 OPFOR AI, and 11 Civ Ai. 36 position markers oriented in the direction I want the unit to face. What I need: I want to have the OPFOR (all the same exact unit) respawn at random position markers as well as civi to respawn at random position markers. I want to the units to retain the code I have in the init field in eden. The civies can be random or all the same unit not a big deal to me. Any help is greatly appreciated! Edit: I'm kind of brute forcing it at this point and I know I'm doing it wrong...… here's the code I'm working with. I need a way to select one of the positions at random, use it to spawn an ai unit then exclude that used position from the next spawn sequence.
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