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Author Topic: "Trigger Enemy Spawn" script by Doolittle  (Read 642 times)

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Offline SEAL84

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"Trigger Enemy Spawn" script by Doolittle
« on: 02 May 2004, 20:07:56 »
Got a question on said script from the Ed Depot, and since the author hasn't posted in almost 6 months I figured I'd post the question here.

How the hell does it work?  It comes with no documentation, and of course it's the only script that seems to do what I need for something I'm working on.

Anyway, the basic idea is this - I need a script that will delete all AI troops when I'm far away from them and re-create them when I get closer, the idea being that I can populate a whole island and not have to worry about lag from AI loons that are 5km away.

If nobody can explain this thing to me, how about a fresh script? :D
« Last Edit: 02 May 2004, 20:08:09 by SEAL84 »

Offline SEAL84

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Re:"Trigger Enemy Spawn" script by Doolittle
« Reply #1 on: 02 May 2004, 23:16:05 »
Nobody knows?

:(

Offline h-

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Re:"Trigger Enemy Spawn" script by Doolittle
« Reply #2 on: 04 May 2004, 08:58:47 »
If you dl'd the zip there's sample mission in it...

If I remember correctly it needs only a couple of triggers to make it func...
Check the sample mission and you'll get the hang of it...

But, I think there's a trigger covering the nme units and a trigger which is launched by the player that creates the nmes back...
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Offline SEAL84

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Re:"Trigger Enemy Spawn" script by Doolittle
« Reply #3 on: 04 May 2004, 21:06:01 »
Yeah I know there's a demo mission ::)

What threw me was that he threw in so much extra crap, it made it hard for me to tell what was relevant to the actual "replacing" part and what was added specifically for the demo mission.

So I've been ripping out whole sections because I have no use for them in the mission I'm working on ;D

Unitcreate.sqf is now like 1/4 the size it was before, so I'm getting there - looks like I'll be able to do this myself.