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demarotu

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  1. I cant seem to get this to work, ive followed the directions fully, but i dont have the base lol
  2. Having trouble creating a custom loot spawn, with my custom static spawns. In my default.sqf the examples dont give anything about spawning a loot box with the AI position. [4149.62,2777.39,0.00149536], // Position that units will be dropped by [0,0,0], // Starting position of the heli 4000, // Radius from drop position a player has to be to spawn chopper "CH_47F_EP1_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 25, // Number of units to be para dropped "easy", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". false // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; would it accept a custom loot box, and if so, what is the best way to make a custom loot box or 7 lol
  3. that was my problem, so simple i overlooked it for almost two days
  4. make sure you set default to true inside the config.sqf now im trying to figure out how to add loot to the custom spawn
  5. My other question would be, will a dynamic crate spawn with these spawns as well, or do i need to put the script in for loot
  6. Yeah it isnt working lol, if you could i would appreciate it.
  7. I dont have a customspawn sqf since im using the 2,2 beta, and it said load them into the default i guess?
  8. Im sorry i meant where did you find the 2.2 beta update lol
  9. What did you update to 2.2 beta
  10. At first i believed that it was not spawning any loot, until i realized it was not even reading the mission being complete at all, here is a sample of the default files being used, wondering if i was suppose to change something or if i messed it up at all. if(isServer) then { private ["_complete","_crate_type","_mission","_position","_crate","_baserunover","_baserunover1","_baserunover2"]; _position = [30] call find_position; _mission = [_position,"Easy","Medical Supply Camp","MainHero",true] call mission_init; diag_log format["WAI: [Mission:[Hero] Medical Supply Camp]: Starting... %1",_position]; //Setup the crate _crate_type = crates_small call BIS_fnc_selectRandom; _crate = createVehicle [_crate_type,[(_position select 0) + 15,(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"]; //Medical Supply Camp _baserunover1 = createVehicle ["Land_fortified_nest_big",[(_position select 0) +15, (_position select 1) -20,0],[], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["Land_Fort_Watchtower",[(_position select 0) +25, (_position select 1) +10,0],[], 0, "CAN_COLLIDE"]; _baserunover = [_baserunover1,_baserunover2]; { _x setVectorUp surfaceNormal position _x; } count _baserunover; //Troops [[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; //Condition _complete = [ [_mission,_crate], // mission number and crate ["kill"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "Bandits have taken over a medical re-supply camp! Check your map for the location!", // mission announcement "Survivors have taken control of the medical supply camp!", // mission success "Survivors were unable to capture the medical supply camp" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,0,0,[70,crate_items_medical],0] call dynamic_crate; }; diag_log format["WAI: [Mission:[Hero] Medical Supply Camp]: Ended at %1",_position]; h_missionrunning = false;
  11. if(isServer) then { private ["_complete","_crate_type","_mission","_position","_crate","_baserunover","_baserunover1","_baserunover2"]; _position = [30] call find_position; _mission = [_position,"Easy","Medical Supply Camp","MainHero",true] call mission_init; diag_log format["WAI: [Mission:[Hero] Medical Supply Camp]: Starting... %1",_position]; //Setup the crate _crate_type = crates_small call BIS_fnc_selectRandom; _crate = createVehicle [_crate_type,[(_position select 0) + 15,(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"]; //Medical Supply Camp _baserunover1 = createVehicle ["Land_fortified_nest_big",[(_position select 0) +15, (_position select 1) -20,0],[], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["Land_Fort_Watchtower",[(_position select 0) +25, (_position select 1) +10,0],[], 0, "CAN_COLLIDE"]; _baserunover = [_baserunover1,_baserunover2]; { _x setVectorUp surfaceNormal position _x; } count _baserunover; //Troops [[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; //Condition _complete = [ [_mission,_crate], // mission number and crate ["kill"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "Bandits have taken over a medical re-supply camp! Check your map for the location!", // mission announcement "Survivors have taken control of the medical supply camp!", // mission success "Survivors were unable to capture the medical supply camp" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,0,0,[70,crate_items_medical],0] call dynamic_crate; }; diag_log format["WAI: [Mission:[Hero] Medical Supply Camp]: Ended at %1",_position]; h_missionrunning = false;
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