Right now, they're behaving like normal AI troops - you can get away with killing one of them; after that they'll all turn on you. There are definitely some bugs though (in the basic ARMA setup). They don't seem to care if you run them over.
I have attached some hit/killed event handlers to...
Thanks! I'll look into that tonight!
We haven't had any problems with hackers spawning vehicles, because I think they assume they can't (or if they could, they could regardless of the normal protections). But I don't want them to figure out that they can and then go nuts.
I'd really like to...
You need to call only chopper patrol from your init. The other files need to have a solider or a vehicle passed to them, so they need to be called within the chopper patrol.sqf. You can see that they're referencing soldiers / chopper as they're created.
The angry/alertzombies are some sad...
I'm calling the Chopper Patrol.sqf in my units\init.sqf. Because I'm testing this code on my own server, and deploying it on a friends' server, all of my stuff is within the units directory - I send him a new directory when I have an update to make.
As for the coordinates for a different map...
I had to disable the code in my server overhead that destroyed vehicles that it didn't find in the database. As I've never used SQL before, I'm at a loss as to how to prevent this while still preventing hackers from injecting vehicles. I may have to add some code where it checks for vehicles...
Sure - the server owner didn't get the script updated tonight, so it's running the old version (chopper patrols, but pretty much lands for 5 seconds and then dusts off).
173.76.120.107:2302
I'll try and put together a guide tomorrow after work.
IT WORKS! I FUCKING DID IT!
I ended up having to use public variables to pass information to the waypoint conditions.
Choose how many soldiers you want to spawn with the chopper (8 - 10 seems about right).
Chopper goes to waypoint, lands and unloads, soldiers bail out and shoot zeds for ~...
The way it works now is that 8 or so soldiers jump out of the chopper when it lands, and jump back in and take off. It's enough time to get in if you're waiting there - but they wont help shooting zeds like I want them to.
First off, I hate Arma 2 and everyone who had a hand in it's development.
This is what i've got. I'd really, really like to add code to the script to get the dudes to hang out for 30 seconds or so before taking off, but I can't get the setWaypointStatements condition to behave. I can write a...
Do you know of any method to add pads to the map without the editor? I made a mission file to get the code for the pads, but I'd really rather not bake them into the mission.
The server is my friends, and i've got roaming soldiers, bandits, civilians... all fighting players, and eachother, and...
This is tremendous!
I didn't even see the whole list of actions! I saw somewhere that the MoveIn(position) commands didn't work in MP, and they didn't seem to work for me.
Here's another question - I need H pads to land, but I don't want to edit my mission file. I put this in my code...
I've got some AI units loading into a chopper to do patrols, and to ferry players around.
The problem is, I'm spawning 3 troops, and I want one in each door gunner position. I can't get the second one to go as the gunner, however. He always loads in the back.
I'm assigning all 3 troops as...
Heyoo all.
I've got a chopper with a squad of soldiers that patrols around the major coastal cities, taking pot shots at zeds and such.
I'm manually loading a bunch of waypoints to the group, but for some reason the chopper will randomly land and a clutch of soldiers will leap out, and then...
It works!
Now my only problem is that the chopper will occasionally just land randomly and dudes will jump out ^_^ All of the waypoints are set to move (except for the cycle waypoint at the end).
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