Need Help With Ai Spawn |
Need Help With Ai Spawn |
Jun 13 2008, 23:19
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#1
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Junior Member Group: Members Posts: 10 Joined: 11-June 08 Member No.: 3,373 |
Hey every one i'm new here.
can you in any how make a AI Spawner that spawns "example: A private (0%Skilled) Enemy Soldier every 15-20 sec and Then they run to an Waypoint and attack the enemy"" i wanna do the same with some Humvees but i don't know how to do i took my time to look after a script or something on this forum... but couldn't find anything would be grateful if any one could help me i know it gots to be a script or something out there that does it well This post has been edited by Ryan: Jun 13 2008, 23:23 |
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Jun 14 2008, 09:06
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#2
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
QUOTE ;Spawn script by Linker Split ;USAGE: ;[markerstart,markerend,time,amount,totalunits] exec "spawn.sqs" ;START _markerS = _this select 0 _markerE = _this select 1 _t = _this select 2 _number = _this select 3 _totalfinalunits = _this select 4 _posS = getMarkerPos _markerS _posE = getMarkerPos _markerE ;BEGIN #START _unit= createUnit ["SoldierWB", _posS [_this setCombatMode "RED";_this domove getMarkerPos _posE], 0, "NONE"] _amount = _amount + 1 ~_t _amount = _totalfinalunits : exit goto "START" -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Jun 21 2008, 08:15
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#3
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Junior Member Group: Members Posts: 10 Joined: 11-June 08 Member No.: 3,373 |
so.... how do i use it?
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Jun 21 2008, 08:26
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#4
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
CODE ;USAGE: ;[markerstart,markerend,time,amount,totalunits] exec "spawn.sqs" ;START Create a text file and call it init.sqs (keep the extension sqs, it's for ArmA scripts), then open it with a notepad, and write in here the various parameters as I told you in the USAGE part of the code below. -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Jun 21 2008, 14:22
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#5
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Junior Member Group: Members Posts: 10 Joined: 11-June 08 Member No.: 3,373 |
i know that..
but i mean.. when i've made the init.sqs file and done all that how do i make it work ingame? do i need a trigger and a waypoint? or i think u know what i mean. *** i'm kinda dumb sometimes *** |
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Jun 21 2008, 14:43
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#6
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
This is a working script, use this one istead of the one i provided you:
CODE ;Spawn script by Linker Split ;USAGE: ;[markerstart,markerend,time,totalunits] exec "spawn.sqs" ;START _markerS = _this select 0 _markerE = _this select 1 _t = _this select 2 _totalfinalunits = _this select 3 _amount = 0; _posS = getMarkerPos _markerS _posE = getMarkerPos _markerE ;BEGIN #START _unit= createUnit ["SoldierWB", _posS [_this setCombatMode "RED";_this domove getMarkerPos _posE], 0, "NONE"] _amount = _amount + 1 ~_t _amount = _totalfinalunits : exit goto "START" markerstart: you need to create this marker which indicates the position from where new enemies will be created markerend: you need to create this marker which indicates the position where new enemies will go and attack after having been created time: means the seconds after which a new enemy is created. totalunits: this indicates the maximum number of enemies you want to create. So, for example, cretae the two markers, name them: mark_start, and mark_end... so the line you must write in the init.sqs should be: CODE ["mark_start","mark_end",7,200] exec "spawn.sqs"
-------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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Aug 10 2008, 14:03
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#7
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Member Group: Members Posts: 44 Joined: 16-July 08 Member No.: 3,639 |
This is a working script, use this one istead of the one i provided you: CODE ;Spawn script by Linker Split ;USAGE: ;[markerstart,markerend,time,totalunits] exec "spawn.sqs" ;START _markerS = _this select 0 _markerE = _this select 1 _t = _this select 2 _totalfinalunits = _this select 3 _amount = 0; _posS = getMarkerPos _markerS _posE = getMarkerPos _markerE ;BEGIN #START _unit= createUnit ["SoldierWB", _posS [_this setCombatMode "RED";_this domove getMarkerPos _posE], 0, "NONE"] _amount = _amount + 1 ~_t _amount = _totalfinalunits : exit goto "START" markerstart: you need to create this marker which indicates the position from where new enemies will be created markerend: you need to create this marker which indicates the position where new enemies will go and attack after having been created time: means the seconds after which a new enemy is created. totalunits: this indicates the maximum number of enemies you want to create. So, for example, cretae the two markers, name them: mark_start, and mark_end... so the line you must write in the init.sqs should be: CODE ["mark_start","mark_end",7,200] exec "spawn.sqs" Another one that doesn't seem to work for me: The error I get back is two fold: The first one is gone too fast to read it, but it has something to do with _unit= createunit |#| "soldierWB" _posS.... line Says errormissing The second one complains about: _amount = _totalfinalunits : exit error type number expected switch Anyone?... |
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Jan 10 2010, 17:21
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#8
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New Member Group: Members Posts: 9 Joined: 16-December 09 Member No.: 6,913 |
Hi Linker Split
I'm sorry, but.. About the "spawn.sqs" script? We have an init.sqs that You provided Us.. I don't know where or what i should put in for that.. hmm.. me lost something? Kind Regards, Aloha! ........................................................................... Ciao Linker Split Scusami, ma.. Riguardo al "spawn.sqs" file? Abbiamo il file init.sqs che tu ci hai fornito.. Non so dove o cosa dovrei aggiungere per quello... hmm.. Mi sono perso qualcosa? Con Rispetto, Aloha! (Paolo) |
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Jan 10 2010, 18:56
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#9
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Gee, I wish we had one of them doomsday machines. Group: Moderators Posts: 2,037 Joined: 13-November 06 From: Wales Member No.: 155 |
Aloha!: This is the English section, for English posts. And only English posts. While I recognise that both you and Linker are Italian speakers, if you want to speak in language other than English please use private messages or the appropriate language section.
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Moderation Feedback Thread - Tell everyone how much you Site Issues Thread - Complain about site issues here. We might even fix them! Community Chatter Thread - Furthest Mud-sling gets a free subscription to "JdB Monthly". QUOTE(Major Mike Shearer) We can categorically state that we have not released man-eating badgers into the area. QUOTE(Brace Belden) A machine gun is like a woman, I don’t understand it, I’m afraid of it, and one day I’ll accidentally be killed by one. |
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Jan 28 2010, 00:16
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#10
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literally the BIG BOSS of OFP Group: Addon Maker Posts: 1,532 Joined: 12-November 06 From: Bari (ITALY) Member No.: 66 |
hi Aloha!
First off, the file init.sqs goes in your mission folder. Now, you have to create another script named "spawn.sqs" and put it into the mission directory too (as init.sqs) Now follow the instructions I gave in the previous posts and that's all -------------------- Visit my blog about Poker at Blogspot.com
-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<-- -->MATERIAL EDITOR TUTORIAL!<-- -->DOWNLOAD MY HDT ISLAND!<-- judgement = hypocritical and slightly deluded |
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