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Soldier factory
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Topic: Soldier factory (Read 794 times)
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Nippleboy
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Soldier factory
«
on:
03 Jun 2003, 21:02:09 »
Hi all,
Is it possible to do this;
I shoot one russkie soldier dead, somewhere nearby another live one is created and when I kill him another comes along, and so on......I could go on all day!
Is there a way?
Cheers
Chris
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LCD
Former Staff
Re:Soldier factory
«
Reply #1 on:
03 Jun 2003, 21:14:57 »
creatunit em
"unitType" creatunit [pos,groupname]
u have 2 have existin group 2 do it
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Last Edit: 04 Jun 2003, 00:46:15 by LCD
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Nippleboy
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Re:Soldier factory
«
Reply #2 on:
03 Jun 2003, 21:25:04 »
hi,
thanks for the reply but,
could you explain a little further please?
I don't know how to name a group,
I'm not sure how to enter a "position"
also can i have the newborn soldier follow waypoints?
chris
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LCD
Former Staff
Re:Soldier factory
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Reply #3 on:
03 Jun 2003, 21:31:25 »
position can b done in 2 wayz
getpos object (da position of da object)
or
[x,z,y] (all of em r nums)
da group thingy is also simple - put in da init of unit da next line - groupname = group this - da unit wil b created into da specified group so make sure u dont choose 12 men groups
da units wil follow da group leader - or da groups WPs
or u can use da move command
unitname move postion (da same way as said b4)
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Nippleboy
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Re:Soldier factory
«
Reply #4 on:
03 Jun 2003, 22:23:02 »
hi,
unitname createunit [pos,groupname]?
is the 1st unitname the name of the newborn?
i want him to appear at a flag called "flag1"
chris
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deaddog
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Re:Soldier factory
«
Reply #5 on:
03 Jun 2003, 22:45:32 »
unitname is actually the type of unit. Example: "soldierwb" or "OfficerE".
Look in the editors depot and get the command reference. It will list all unit types.
To get him to appear at flag1 use:
"OfficerE" createunit [getpos flag1,groupname]
Of course, change "OfficerE" to whatever type of unit you want.
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LCD
Former Staff
Re:Soldier factory
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Reply #6 on:
04 Jun 2003, 00:46:54 »
oops
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