Home   Help Search Login Register  

Author Topic: AI spawn  (Read 512 times)

0 Members and 1 Guest are viewing this topic.

kokobang

  • Guest
AI spawn
« on: 25 Feb 2004, 07:43:06 »
first... sorry i`m not good english
ummm i`m look forum and find AIspawn
AIspawn is always creatunit USE....
but i`m not comperhension
plz i want easy explain

i use

Man = _this select 0
_SpawnPoint = _this select 1

#LOOP
?(not (alive _Man)): Goto "SPAWN"
~1   
Goto "LOOP"

#SPAWN
_Man setdammage 0
_Man setpos getpos _SpawnPoint

Goto "LOOP"
#loop

////////Made by RIMA///

but this ai not have sprite T.T
not attack and not move and not underattack

reply plz
« Last Edit: 25 Feb 2004, 07:45:01 by kokobang »

Offline Artak

  • The old beanbag shaker
  • Former Staff
  • ****
  • You want to talk about it, yes?
    • OFP Team Finlanders
Re:AI spawn
« Reply #1 on: 25 Feb 2004, 08:45:24 »
Try it like this:

_Man = _this select 0
_SpawnPoint = _this select 1

#loop
@!(alive _Man): Goto "SPAWN"

_Man setdammage 0
_Man setpos getpos _SpawnPoint

goto "loop"


The @ sentace works faster than a loop with 1 second delay and the AI unit has a less chance of becoming a vegetable.
The errors I noticed in your script:
You're first defining global variable Man but later using local variable _Man.
You have two #loop bookmarks, and as I uderstand it, OFP is not case sensitive in these things and therefore can't see the difference in the two bookmarks.
Not all is lost.

Offline Marvin

  • Members
  • *
  • One day they will come
Re:AI spawn
« Reply #2 on: 25 Feb 2004, 09:21:19 »
There could be problems with it in single missions!
After dying, and after sedammage 0, the unit may be recognized as friendly, or unknow - you`r units will not shoot to him, byt this unit will shoot to all you`r targets!
Is there any games than Flashpoint?