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Author Topic: Patrol Script(s)  (Read 1333 times)

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Seabiscuit

  • Guest
Patrol Script(s)
« on: 02 Feb 2005, 08:46:11 »
Another one?!?! ...please? wont you give it a chance?

This is a set of scripts, one is a patrol mover, the other is a vehicle mover. I did use snYpir's distancePos function which thankfully saved me many lines of code.

Purpose:
-To move a patrol squad of random size, which may or may not include a vehicle, through a set of waypoints

Features:
-Use of vehicle is optional but vehicle will follow the group leader
-Waypoints can be followed randomly or sequentially
-Formations are randomly chosen for travel between waypoints
-Squad disperses and checks out area random number of times before moving to next waypoint

Usage:
[patrolgroup, [vehiclearray], [waypoints], randommode, carelessmode] exec "patrol.sqs"
-There's more comments in the script

Known Bugs:
-Tracked vehicles move slowly and cant keep pace...and sometimes they run over squad members.
-helicopters dont work for some reason???
-Its too late to think about them now but i know theres more

Enhancements to be made:
-Random talkers (smokers?),
-no need for seperate vehicles (havent figured out if this actually works or not yet)
-mounting and dismounting of groups with vehicles
-need a way to exit the loop somehow, but I think a trigger would do it.

It does need work, but tell me if it's worth polishing up and submitting.

SB...
I included a demo mission which shows two groups using all four modes.

Links:
snYpir's distancePos function
http://www.ofpec.com/editors/funcref.php?letter=D#distancePos


Seabiscuit

  • Guest
Re:Patrol Script(s)
« Reply #1 on: 02 Feb 2005, 08:54:23 »
Additionals I forgot...

Required Addons:
-snYpir's distancePos function listed above
-No Addons needed to run the script or the demo

Req Ver:
1.85

Example:
[wpatrol_1, [v1], ["pmkr_4", "pmkr_5", "pmkr_6", "pmkr_7"], false, false] exec "patrol.sqs"