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Found 1 result

  1. For lots of reasons old suicide bomber scripts do not work for me so I made a simple and working one: snackgrp = createGroup [east, true]; snackgrp setBehaviour "CARELESS"; snackgrp setSpeedMode "FULL"; //change speed mode if you want the bomber to be slower snackpos = [player, 30, 100, 3, 0, 20, 0] call BIS_fnc_findSafePos; //change 2nd and 3rd value in the array to add distance the bomber have to travel bomber = snackgrp createUnit ["LOP_Tak_Civ_Random",snackpos, [], 0, "CAN_COLLIDE"]; //you can change the classname of bomber to fit your scenario {_x setBehaviour "CARELESS"} forEach units snackgrp; {_x setSpeedMode "FULL"} forEach units snackgrp; explosives = selectRandom ["SatchelCharge_Remote_Ammo"]; //change expl classname for weaker/stronger effect or add more expl classnames for randomness charge = explosives createVehicle (position bomber); charge attachTo [bomber, [0,0.15,0.15],"Pelvis"]; charge setVectorDirAndUp [[1,0,0],[0,1,0]]; bombtrg = createTrigger ["EmptyDetector",(getPos bomber),true]; bombtrg setTriggerType "NONE"; bombtrg setTriggerArea [10, 10, -1,false]; bombtrg setTriggerActivation ["WEST", "PRESENT", false]; bombtrg setTriggerStatements ["this", "detach charge; charge setDamage 1;", "hint'Death by explosives'"]; bombtrg setTriggerTimeout [0, 0, 0, false]; //change numbers if you want to give some time for the player to run away after the bomber gets in radius bombtrg attachto [bomber]; private _stalking = [snackgrp, group player,5,0,{false},1] spawn BIS_fnc_stalk; Run as needed - trigger, execVM. I name it "snackbar.sqf", declare is as function in description.ext and then in a trigger I just type call KIB_fnc_snackbar; This way, in a big scenario, you have to change only "snackbar.sqf" once and it automatically changes every trigger on the map. Enjoy. Everything in one place. Tested in SP.
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