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If you link me your current add_unit_server.sqf I will edit it for you.
I was thinking of adding that as well.. it's really just a matter of adding another parameter and creating additional variables.. i can't do to much editing now though because I don't have a server to test it on.if possible, i'd like the option of choosing either :
friendly - well armed
friendly - low armed
bandit - well armed
bandit - low armed
if its only possible to add another one instead of two, that's fine
EDIT-
Just realised that sqf file is the one i tested out doing the other faction on :/ hope thats still ok to look thru
I was thinking of adding that as well.. it's really just a matter of adding another parameter and creating additional variables.. i can't do to much editing now though because I don't have a server to test it on.
You can only user east/west/resistance in terms of what you want, and west is what you are, so be careful what you do with the factions for west. See my above post for the changes to your file in regards to sets of gear.well these are the two files i have, i just dont know if the faction names are right. can i use stuff like opfor/blufor/enemy or will it not allow them to be used?
You can only user east/west/resistance in terms of what you want, and west is what you are, so be careful what you do with the factions for west. See my above post for the changes to your file in regards to sets of gear.
Uploaded my add_unit_server.sqfIf you link me your current add_unit_server.sqf I will edit it for you.
_aispawn = [[3750.1064, 1030.8136, -10.711449],15,5,3,0,0,0] execVM "scripts\add_unit_server.sqf";
private["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_numunits","_unitType","_faction","_gearset","_rndLOut","_ailoadout","_aiwep","_aiammo","_wp","_aispawnpos"];
_aiunit = objNull;
_aispawnpos =_this select 0;
_wpradius = _this select 1;
_wpnum = _this select 2;
_numunits = _this select 3;
_unitType = _this select 4;
_faction = _this select 5;
_gearset = _this select 6;
_xpos = _aispawnpos select 0;
_ypos = _aispawnpos select 1;
switch (_gearset) do {
case 0 : {
// Faction 0 settings (aka Resistance [locals])
_resistanceRandomSkin = "Survivor2_DZ";
_resistanceSniperSkin = "Survivor1_DZ";
_resistanceGunnerSkin = "Camo_1_DZ";
_resistanceMilitiaSkin = "Survivor3_DZ";
_resistanceRandomGear = ["ItemBandage","ItemBandage","ItemPainkiller","HandRoadFlare","ItemSodaPepsi","ItemSodaPepsi","FoodCanBakedBeans"];
_resistanceSniperRifle = "M14_EP1";
_resistanceSniperAmmo = "20Rnd_762x51_DMR";
_resistanceSniperGear = [["ItemKnife"],["ItemBloodbag"]];
_resistanceGunnerRifle = "AK_47_M";
_resistanceGunnerAmmo = "30Rnd_762x39_AK47";
_resistanceGunnerGear = [["ItemHatchet"],["ItemBloodbag"]];
_resistanceMilitiaRifle = "MP5A5";
_resistanceMilitiaAmmo = "30Rnd_9x19_MP5";
_resistanceMilitiaGear = [["ItemMatchbox"],["ItemBloodbag"]];
// Faction 1 settings (aka East [Military])
_eastRandomSkin = "Bandit1_DZ";
_eastSniperSkin = "Bandit1_DZ";
_eastGunnerSkin = "Bandit1_DZ";
_eastMilitiaSkin = "Bandit1_DZ";
_eastRandomGear = ["HandGrenade_west","HandGrenade_west","NVGoggles"];
_eastSniperRifle = "SVD_CAMO";
_eastSniperAmmo = "10Rnd_762x54_SVD";
_eastSniperGear = ["ItemGPS","NVGoggles","Binocular_Vector"];
_eastGunnerRifle = "MP5SD";
_eastGunnerAmmo = "30Rnd_9x19_MP5SD";
_eastGunnerGear = ["ItemGPS","NVGoggles"];
_eastMilitiaRifle = "M4A1_AIM_SD_camo";
_eastMilitiaAmmo = "30Rnd_556x45_StanagSD";
_eastMilitiaGear = ["ItemGPS","NVGoggles"];
};
default {};
};
Hmm.. This is why I don't want to edit much. I can't test it first..ugh, just cant get that add_unit.sqf to work. its something to do with the switch (_gearset) part. if i remove it again, the AI spawns, if i add the skin and loadouts in the switch/case it doesn't spawn.
this is my init.sqf line :
and this is the add_unit.sqf snippet. the rest of it is the same as before. i added "_gearset" to the top private line too, as it was missing from there, assuming it needed to be declared there too?Code:_aispawn = [[3750.1064, 1030.8136, -10.711449],15,5,3,0,0,0] execVM "scripts\add_unit_server.sqf";
Code:private["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_numunits","_unitType","_faction","_gearset","_rndLOut","_ailoadout","_aiwep","_aiammo","_wp","_aispawnpos"]; _aiunit = objNull; _aispawnpos =_this select 0; _wpradius = _this select 1; _wpnum = _this select 2; _numunits = _this select 3; _unitType = _this select 4; _faction = _this select 5; _gearset = _this select 6; _xpos = _aispawnpos select 0; _ypos = _aispawnpos select 1; switch (_gearset) do { case 0 : { // Faction 0 settings (aka Resistance [locals]) _resistanceRandomSkin = "Survivor2_DZ"; _resistanceSniperSkin = "Survivor1_DZ"; _resistanceGunnerSkin = "Camo_1_DZ"; _resistanceMilitiaSkin = "Survivor3_DZ"; _resistanceRandomGear = ["ItemBandage","ItemBandage","ItemPainkiller","HandRoadFlare","ItemSodaPepsi","ItemSodaPepsi","FoodCanBakedBeans"]; _resistanceSniperRifle = "M14_EP1"; _resistanceSniperAmmo = "20Rnd_762x51_DMR"; _resistanceSniperGear = [["ItemKnife"],["ItemBloodbag"]]; _resistanceGunnerRifle = "AK_47_M"; _resistanceGunnerAmmo = "30Rnd_762x39_AK47"; _resistanceGunnerGear = [["ItemHatchet"],["ItemBloodbag"]]; _resistanceMilitiaRifle = "MP5A5"; _resistanceMilitiaAmmo = "30Rnd_9x19_MP5"; _resistanceMilitiaGear = [["ItemMatchbox"],["ItemBloodbag"]]; // Faction 1 settings (aka East [Military]) _eastRandomSkin = "Bandit1_DZ"; _eastSniperSkin = "Bandit1_DZ"; _eastGunnerSkin = "Bandit1_DZ"; _eastMilitiaSkin = "Bandit1_DZ"; _eastRandomGear = ["HandGrenade_west","HandGrenade_west","NVGoggles"]; _eastSniperRifle = "SVD_CAMO"; _eastSniperAmmo = "10Rnd_762x54_SVD"; _eastSniperGear = ["ItemGPS","NVGoggles","Binocular_Vector"]; _eastGunnerRifle = "MP5SD"; _eastGunnerAmmo = "30Rnd_9x19_MP5SD"; _eastGunnerGear = ["ItemGPS","NVGoggles"]; _eastMilitiaRifle = "M4A1_AIM_SD_camo"; _eastMilitiaAmmo = "30Rnd_556x45_StanagSD"; _eastMilitiaGear = ["ItemGPS","NVGoggles"]; }; default {}; };
i even tried adding another switch/case inside the gearset one, based on faction, so if gearset 0 and faction 0, add resistance stuff, if gearset 0 and faction 1 add west stuff. still the same result
ah, did not know that, sorryHmm.. This is why I don't want to edit much. I can't test it first..
Inside of the Gear arrays, you can't add weapons or tools.. That will be an issue.. I don't see any other issues though.. If you can show me any errors in your report file, then I can debug..
erm, i dont really know tbh. respawns and multi gear definitely. also if possible the ability to add varying skill levels too. so low end loadout gets lower accuracy and higher shake, higher loadout gets higher accuracy etc.Tell you guys what.. My server expires tonight.. Give me a quick list of stuff you want, and I will try to get it all done before tonight for you.. I will start working on respawns and multiple gear sets right now.
Tell you guys what.. My server expires tonight.. Give me a quick list of stuff you want, and I will try to get it all done before tonight for you.. I will start working on respawns and multiple gear sets right now.