Home   Help Search Login Register  

Author Topic: Usage of CreateUnit  (Read 1839 times)

0 Members and 1 Guest are viewing this topic.

Offline JasonO

  • OFPEC Patron
  • ****
  • Oh no...
    • The New Life RPG
Usage of CreateUnit
« on: 14 May 2007, 00:23:58 »
Hi

I'm trying to create a squad of units in a script, however I can't seem to do it.

I read that a group MUST exist for the unit to spawn, so I made a unit near me (incase the unit's spawn there, i kept this unit close) with a presense of 0. Then in this units init field I have put:
Code: [Select]
egroup1 = group this
Nothing happened with this code when I want to spawn the unit. There is around 5-10 seconds before this line is run:

Code: [Select]
_unit_leader = "soldierEG" createUnit [_pos, egroup1]
CreateVehicle works fine using the _pos variable and the same unit type, but for some reason CreateUnit doesnt.

I can't use createvehicle because these units are brain dead. They don't move or shoot, just blink now and again.

I want to make a whole squad in egroup1 so I can move them to a location (which I can do with already created units).

Thanks for your help :)
« Last Edit: 14 May 2007, 00:29:28 by JasonO »

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Usage of CreateUnit
« Reply #1 on: 14 May 2007, 00:39:35 »
Try this, but make sure more west units are present on the map, else you would need to call createCenter too.

Code: [Select]
// createwgroup.sqf
// [getMarkerPos "mk_squad"]execVM "gratewgroup.sqf"
//

private["_posleader", "_grpwest", "_pos", "_unit", "_i", "_type"];
_posleader = _this select 0;
_grpwest = createGroup west;
for [{_i = 0},{_i < 8},{_i = _i + 1}] do
{
   if (_i == 0) then
   {
      _type = "TeamLeaderW";
   }
   else
   {
      _type = "SoldierWB";
   };
   _pos  = [(_posleader select 0)+2*_i,(_posleader select 1)+2*_i, 0];
   _unit = _grpwest createUnit [_type,_pos, [], 0, "FORM"];
   if (_i == 0) then
   {
      _grpwest selectLeader _unit;
      _unit setSkill 0.5;
      _unit setRank "CORPORAL";
   }
   else
   {
      _unit setSkill 0.3;
      _unit setRank "PRIVATE";
   };
};

Offline JasonO

  • OFPEC Patron
  • ****
  • Oh no...
    • The New Life RPG
Re: Usage of CreateUnit
« Reply #2 on: 14 May 2007, 00:51:13 »
'|#|};'
Error Missing {

Can't see which bracket is causing that myself. You'll probably find it straight away.

Thanks for the reply though.
« Last Edit: 14 May 2007, 00:52:56 by JasonO »

Offline smoke52

  • Members
  • *
Re: Usage of CreateUnit
« Reply #3 on: 14 May 2007, 04:07:35 »
heres how im making some units and UAZ spawn on an invisible H (named: specnatz)

Code: [Select]
_specops = createGroup east;

_uaz = createVehicle ["UAZMG", (position specnatz), [], 0, "NONE"];

_spec1 = _specops createUnit ["SoldierESaboteurBizon", (position specnatz), [] ,0 ,"seargent"];
_spec1 setDir random 360;
_specops selectLeader _spec1;
_spec1 disableAI "MOVE";
_spec1 allowfleeing 0;
_spec1 setBehaviour "AWARE";

_spec2 = _specops createUnit ["SoldierESaboteurBizon", (position specnatz), [] ,0 ,"private"];
_spec2 setDir random 360;
_spec2 disableAI "MOVE";
_spec2 allowfleeing 0;
_spec2 setBehaviour "AWARE";

_spec3 = _specops createUnit ["SoldierESaboteur", (position specnatz), [] ,0 ,"private"];
_spec3 setDir random 360;
_spec3 disableAI "MOVE";
_spec3 allowfleeing 0;
_spec3 setBehaviour "AWARE";

_spec4 = _specops createUnit ["SoldierESaboteur", (position specnatz), [] ,0 ,"corporal"];
_spec4 MoveInGunner _UAZ;
_spec4 setDir random 360;
_spec4 disableAI "MOVE";
_spec4 allowfleeing 0;
_spec4 setBehaviour "AWARE";

_spec5 = _specops createUnit ["SoldierESaboteur", (position specnatz), [] ,0 ,"private"];
_spec5 setDir random 360;
_spec5 disableAI "MOVE";
_spec5 allowfleeing 0;
_spec5 setBehaviour "AWARE";

_spec6 = _specops createUnit ["SoldierESaboteur", (position specnatz), [] ,0 ,"private"];
_spec6 setDir random 360;
_spec6 disableAI "MOVE";
_spec6 allowfleeing 0;
_spec6 setBehaviour "AWARE";

_specops setCombatMode "RED";
« Last Edit: 14 May 2007, 04:09:11 by smoke52 »

Offline Mandoble

  • Former Staff
  • ****
    • Grunt ONE and MandoMissile suite
Re: Usage of CreateUnit
« Reply #4 on: 14 May 2007, 10:20:40 »
Can't see which bracket is causing that myself. You'll probably find it straight away.

No problem in my end. Just did the following:
- Added a marker named "mk_group"
- And in the init.sqs: [getMarkerPos "mk_group"]execVM"createwgroup.sqf"

It works fine.

Offline JasonO

  • OFPEC Patron
  • ****
  • Oh no...
    • The New Life RPG
Re: Usage of CreateUnit
« Reply #5 on: 14 May 2007, 20:33:08 »
Ahh that's it thanks Mandoble. I wasn't executing the SQF file properly (exec not execVM). My SQF knowlage lacks, which is why I didn't see this error lol.

OK this works and I get a west AI squad. I've tried getting east to appear but no luck.

Edit: East now appear ok. I wen't back to read what else you said and saw you put this:

Quote
..make sure more west units are present on the map, else you would need to call createCenter too.

I have no east units yet so I had to do this:
Code: [Select]
_cntreast = createCenter east;

That worked.

Edit 2 : Argghh. OK the squad spawn and then move to a position I give them. However they don't shoot any targets or respond to them at all, they just run past.

Fixed again.. Just needed 1 enemy AI placed in the editor with 0 possibilty of presence, and they now move to my position and engage when they see me or my squad.

Thanks Mandoble, your a star!  :good:
« Last Edit: 14 May 2007, 21:19:55 by JasonO »