OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: The Negotiator on 17 Sep 2005, 22:40:49
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;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
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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).
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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)