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Author 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

Offline LCD

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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

Offline LCD

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Re:Soldier factory
« 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







deaddog

  • Guest
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.

Offline LCD

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Re:Soldier factory
« Reply #6 on: 04 Jun 2003, 00:46:54 »
oops  :o

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