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Found 5 results

  1. _casSpawn = "B_RangeMaster_F" createUnit [_casPos, _casGroup]; So i have got the range master to spawn to the group civilian, I need to be able to use setDamage but i have nothing to assign the spawned range master to, there is no variable for the spawned ai, so I need your help to set damage and get a variable so I can also use other scripts on the spawned range master. felipe.
  2. Helo.This error is driving me nuts. Any ideas why this happens? : Steam Image <-- image _guardgroup = createGroup east; _base = [getMarkerPos current_task, 400, 3000, 40, 0, 0.5, 0, ["base_marker"], getMarkerPos current_task] call BIS_fnc_findSafePos; _guard = _guardgroup createUnit ["rhs_msv_emr_officer_armored", _base, [], 2, "NONE"];
  3. Hello, I've got the following problem: I spawn some AI with a script (via createUnit) in a region on the map. Those spawned AI units don´t shoot at players if i host the mission on a server. They react to my(player) presents and switch to combat mode, run around, etc. but they won't shoot at me. Confirmed details: - Player is Blufor - AI is Opfor - AI switches to Combat Mode if player is present - AI has enough ammo - AI is capable to react (https://community.bistudio.com/wiki/enableAI) - Center is created (https://community.bistudio.com/wiki/createCenter) - Relations are correct (https://community.bistudio.com/wiki/setFriend) I´ve tested the following: - Spawn the AI in the editor -> they shoot me. - Host a local server and spawn the AI -> they shoot me. - Switch AI owner on server from server to player ({_x setOwner (owner(allPlayers select 0));} foreach allUnits;) -> they shoot me. Seems like the AI only shoot its owner on the server... Any suggestions how I can fix this? Thanks!
  4. Good morning, i wanna commit several commands in the init field of the <createUnit> command, How to do this? I get always an Error about missing brackets. Here my code: // create a new unit of same type at starting position _unitType createUnit [ _posUnit, _unitgroup, "_unit = this; this addEventHandler ["killed", {0 = [_this,_delay,_vehCall,_vehSeat,_parkPlace,_parkRad] execVM "unit_spawn.sqf"}];", _unitSkill, _unitRank]; Any idea? regards
  5. I am trying to get a function to spawn from the init box of a logic unit that is created in front of about a dozen select enemy soldiers in a base. The idea is that the logic unit has a virtual box around it that set the players captive status from true to false to simulate an AI vision cone. The issue I am having is that the way the script is written is such that once it is called it spawns this logic unit for all units assigned to a given side. This isn't ideal because the stealth segment is only one objective in the whole mission and calling the stealth script has the effect of permanently handicapping all OPFOR in the entire operation. Since I haven't been able to figure out how to get the code to delete the logic units properly and return the AI to full "intelligence" I was hoping to just assign the function to certain units. I just can't seem to figure out how to get the array to work properly. The original code is: _enemyArray = []; _i = 0; {if (side _x == east) then {_enemyArray set [_i, _x]; _i = _i + 1};} forEach allUnits; _center = createCenter sideLogic; _group = createGroup _center; player setCaptive true; for "_j" from 0 to (count _enemyArray) - 1 step 1 do { "Logic" createUnit [position (_enemyArray select _j), _group, "this AttachTo [(_enemyArray select _j), [0,25,0.5]]; _anythi = [_enemyArray select _j, this] spawn _fex_fnc_patrol;"]; sleep 0.1; }; As you can see all the units on side == east are assigned an index in the array and then all of those index's have a logic unit spawned at a specific offset which then calls the function from it's init box. I figured that simply removing lines 2 and 3, which index all units from the opfor side in the array, then change the code to this: _enemyArray = [patrol1, patrol2, patrol3, patrol4, patrol5, patrol6, sentry1, sentry2, sentry3]; _center = createCenter sideLogic; _group = createGroup _center; for "_j" from 0 to 9 do {player setCaptive true; "Logic" createUnit [position (_enemyArray select _j), _group, "this AttachTo [(_enemyArray select _j), [0,14,0.5]]; _anythi = [_enemyArray select _j, this] spawn _fex_fnc_patrol;"]; sleep 0.1; }; would work. Unfortunately what seems to happen is that either the logic unit does not spawn at all which results in the player being permanently set to captive of the code throws an error that the "Logic" createUnit command requires 3 elements and I provided 0. Im super confused, can anyone help??
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