Making persistent Clafghan Insurgency. Need Tips / Ideas.

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  2. 7 years ago
    Edited 7 years ago by JD_Wang

    I'll dig it out of the mission tonight and post it up for you.

    It's pretty basic from what I remember although a bit messy as I'm more a code "copy paster" than a code writer :P

    Ok I have 3 empty markers on the map vehicleSpawn, vehicleDelivery, and vehicleDespawn. Pretty self explanatory as to what they do.

    then in the code section of the vehicle spawner I have
    [["CUP_B_CH47F_GB","vehicleSpawn","vehicleDelivery", "vehicleDespawn"] execVM "scripts\slingload.sqf"]call BIS_fnc_MP;
    which calls the script, you can use a different heli by changing the classname.

    Then the frankenscript looks like this

    if (!isServer) exitWith {};
    
    // pull class names from arguments passed through execVM
    _heli_class = _this select 0; 
    
    
    // marker positions
    _spawn =  _this select 1;
    _spawn = getMarkerPos _spawn;
    
    
    _destination = _this select 2;
    _destination = getMarkerPos _destination;
    
    _despawn = _this select 3;
    _despawn = getMarkerPos _despawn;
    
    "Roger! BIGBIRD 2-1 inbound with your vehicle, ETA 8 minutes" remoteExec ["hint"];
    //remoteExec [[west,"HQ"] sidechat"Roger! BIGBIRD 2-1 inbound with your vehicle, ETA 8 minutes"]
    
    	//sleep 120;
    // spawn invisble helipad object for heli to target
    _helipad_obj = "Land_HelipadEmpty_F" createVehicle _destination;
    
    //while {true} do {
    	// spawn heli
    	_heli_spawn = [_spawn, 0, _heli_class, West] call BIS_fnc_spawnVehicle;
    	_heli = _heli_spawn select 0;
    	
    	// safeguard it
    	//_heli setCaptive True;
    
    	_heli allowDamage false;
    
    	// get heli's crew and assign waypoints	
    	_heli_grp = group (driver _heli);
    	_heli disableAI "AUTOCOMBAT";
    	
    			
    	_heli_grp setFormation "WEDGE";
        _heli_grp setBehaviour "SAFE";
        _heli_grp setSpeedMode "NORMAL";
    	
    	// delete all of heli crews' waypoints
    	while {(count (wayPoints (_heli_grp) )) > 0} do {
    		deleteWaypoint ((wayPoints (_heli_grp)) select 0);
    		sleep 0.5;
    	};
    	
    	_mvWP = _heli_grp addWaypoint [_spawn,1];
    	_mvWP setWaypointType "HOOK";
    	
    	sleep 5;
    	
    	// tell heli to move to and attempt to land at the destination
    	_mvWP = _heli_grp addWaypoint [_destination,2];
    	_mvWP setWaypointType "UNHOOK";
    	
    	// tell heli to move to and attempt to land at the destination
    	_mvWP = _heli_grp addWaypoint [_despawn,3];
    	_mvWP setWaypointType "MOVE";
    	
    

    After that I have a trigger at the vehicleDespawn marker that deletes the chopper and crew.
    Hope that makes sense

  3. Neato! I wonder if anyone around here knows someone who could possibly look this script over and clean it up / update it. It looks pretty good as is but with all the updates recently idk how it will work out.

  4. Still works perfectly in my mission.

 

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