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Author Topic: MP Respawn Script  (Read 1399 times)

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The Negotiator

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MP Respawn Script
« on: 17 Sep 2005, 22:40:49 »
Quote
;start with
;[location of spawn,groupname,skill from 0-1,destination where group should move after creation] exec "AIspawn.sqs"


?!(local Server): exit


_location = _this select 0
_Group = _this select 1
_skill = _this select 2
_destination = _this select 3


;creating Infantry soldiers
;you can add more but use ~ delays and max. 12 units per group

~0.5
"OfficerENight" CreateUnit [getpos _location, _group,"this allowfleeing 0;",_skill,"PRIVATE"]
~0.1
"SoldierEB" CreateUnit [getpos _location,_group,"",_skill,"PRIVATE"]
~0.1
"SoldierEB" CreateUnit [getpos _location,_group,"",_skill,"PRIVATE"]
~0.1
"SoldierEMedic" CreateUnit [getpos _location,_group,"",_skill,"PRIVATE"]
~0.1
"SoldierEG" CreateUnit [getpos _location,_group,"",_skill,"PRIVATE"]
~0.1
"SoldierEMG" CreateUnit [getpos _location,_group,"",_skill,"PRIVATE"]
~0.1
"SoldierELAW" CreateUnit [getpos _location,_group,"",_skill,"PRIVATE"]

;if you wish that the group moves to a location after creation
#Moving
~1
_group setspeedmode "normal"
_group setbehaviour "aware"
~1
_Group move (getpos _destination)


Exit

I need help the Ai ant spawning.. i dont no if i need to add a dummy group or something any help would be great ..

thx matt rochelle

Kyle Sarnik

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Re:MP Respawn Script
« Reply #1 on: 18 Sep 2005, 02:30:11 »
To answer your question, yes. You can only createunit an AI into an EXISTING group (one that has or did have at least 1 member).

Offline Terox

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Re:MP Respawn Script
« Reply #2 on: 18 Sep 2005, 12:17:26 »
to reduce lag during your unit creation, make sure your mission had these class of units at the start of the mission (even if you delete them straight away)
Zeus ARMA2 server IP = 77.74.193.124 :2302
Teamspeak IP = 77.74.193.123