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Database coordinates (Topic covered but still having issues)


Mr.Bojangles

Question

I just want to start off by saying I've done some reading but I'm still having issues.  I am trying to spawn a loot box at (in game gps) 081/016

 

I have googled and read and done some searching and found some database co-oridinate generators and what not and I've been given:

 

[260,[8100,13760,0]]        (when using compass heading 260) as a database co-ordinate.

 

The original script for adding a loot box had this co-oridnate in the script:  [7909.4,13691.2]

 

I'm at a loss for how to make what I got from the convertor to follow the format from the original script. Any help would be greatly appreciated.

 

 

additionally:

 

Using a different editor that didin't require the compass heading I was given co-ordinates of     [0,[0,15360,0.001]]

 

So as you can well imagine i'm at a loss.

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Didn't seem to show up after a server reset..... should be at 081/016 inside a hanger i've got put there. Am I doing it wrong?

 

 

if (isServer) then {


        _vehicle_999991 = objNull;
        
        if (true) then
        {
          _this = createVehicle ["TKVehicleBox_EP1", [8100,13760,0], [], 0, "CAN_COLLIDE"];
          _vehicle_999991 = _this;
          _this setDir 20;

          clearweaponcargoGlobal _this;
          clearmagazinecargoGlobal _this;

          
          _this addWeaponCargoGlobal ["NVGoggles",2];
          _this addWeaponCargoGlobal ["Binocular_Vector",2];
          _this addWeaponCargoGlobal ["ItemGPS",2];
          _this addWeaponCargoGlobal ["ItemEtool", 2];
          _this addWeaponCargoGlobal ["ItemFlashlightRed", 2];
         _this addMagazineCargoGlobal ["Skin_Camo1_DZ", 2];

          GunRandomizerA=floor(random 4);

                if (GunRandomizerA == 0) then {
                    _this addWeaponCargoGlobal ["MakarovSD", 2];
                    _this addMagazineCargoGlobal ["8Rnd_9x18_MakarovSD", 25];
                    _this addWeaponCargoGlobal ["FN_FAL",2];
                    _this addmagazineCargoGlobal ["20Rnd_762x51_FNFAL",20];
                    _this addWeaponCargoGlobal ["DMR_DZ",2];
                    _this addmagazineCargoGlobal ["20Rnd_762x51_DMR",20];
                    _this addWeaponCargoGlobal ["M4A1_HWS_GL", 2];
                    _this addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 30];
                    _this addWeaponCargoGlobal ["AK_107_kobra", 1];
                    _this addMagazineCargoGlobal ["30Rnd_545x39_AK", 30];
                    _this addWeaponCargoGlobal ["M4A1_AIM_SD_camo",2];
                    _this addMagazineCargoGlobal ["30Rnd_556x45_StanagSD", 30];    
                    _this addWeaponCargoGlobal ["BAF_L85A2_RIS_SUSAT",2];
                };
                
                if (GunRandomizerA == 1) then {
                    _this addWeaponCargoGlobal ["M9SD", 1];
                    _this addMagazineCargoGlobal ["15Rnd_9x19_M9SD", 25];
                    _this addWeaponCargoGlobal ["SVD_CAMO",2];
                    _this addmagazineCargoGlobal ["10Rnd_762x54_SVD",20];
                    _this addWeaponCargoGlobal ["M107_DZ",2];
                    _this addmagazineCargoGlobal ["10Rnd_127x99_m107",20];
                    _this addWeaponCargoGlobal ["G36K_camo",2];
                    _this addmagazineCargoGlobal ["30Rnd_556x45_G36",30];
                    _this addWeaponCargoGlobal ["M4A1_HWS_GL_SD_camo",2];
                    _this addMagazineCargoGlobal ["30Rnd_556x45_StanagSD", 30];
                    _this addWeaponCargoGlobal ["AKS_74_U", 1];
                    _this addMagazineCargoGlobal ["30Rnd_545x39_AK", 30];
                    _this addWeaponCargoGlobal ["BAF_L85A2_RIS_SUSAT",2];
                };
                
                if (GunRandomizerA == 2) then {
                    _this addWeaponCargoGlobal ["UZI_SD_EP1", 1];
                    _this addMagazineCargoGlobal ["30Rnd_9x19_UZI_SD", 25];
                    _this addWeaponCargoGlobal ["BAF_AS50_TWS",1];
                    _this addmagazineCargoGlobal ["5Rnd_127x99_as50",20];
                    _this addWeaponCargoGlobal ["SCAR_H_LNG_Sniper_SD",2];
                    _this addmagazineCargoGlobal ["20Rnd_762x51_SB_SCAR",20];
                    _this addWeaponCargoGlobal ["M4A1_AIM_SD_camo", 2];
                    _this addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 30];
                    _this addWeaponCargoGlobal ["RPK_74", 2];
                    _this addMagazineCargoGlobal ["75Rnd_545x39_RPK", 25];
                    _this addWeaponCargoGlobal ["AK_74_GL", 2];
                    _this addMagazineCargoGlobal ["30Rnd_545x39_AK", 30];
                    _this addWeaponCargoGlobal ["BAF_L85A2_RIS_Holo",2];
                };
          
                if (GunRandomizerA == 3) then {
                    _this addWeaponCargoGlobal ["MakarovSD", 2];
                    _this addMagazineCargoGlobal ["8Rnd_9x18_MakarovSD", 25];
                    _this addWeaponCargoGlobal ["VSS_vintorez",1];
                    _this addmagazineCargoGlobal ["20Rnd_9x39_SP5_VSS",20];
                    _this addWeaponCargoGlobal ["M40A3",2];
                    _this addmagazineCargoGlobal ["5Rnd_762x51_M24",20];
                    _this addWeaponCargoGlobal ["SVD", 2];
                    _this addMagazineCargoGlobal ["10Rnd_762x54_SVD", 20];
                    _this addWeaponCargoGlobal ["FN_FAL", 2];
                    _this addMagazineCargoGlobal ["20Rnd_762x51_FNFAL", 30];
                    _this addWeaponCargoGlobal ["MP5A5", 2];
                    _this addMagazineCargoGlobal ["30rnd_9x19_MP5", 30];
                    _this addWeaponCargoGlobal ["M240_DZ", 2];
                    _this addMagazineCargoGlobal ["100Rnd_762x51_M240", 25];
                };

          _this addbackpackCargoGlobal ["DZ_LargeGunBag_EP1",5];
          _this setPos [7909.4,13691.2];
        };


        _vehicle_999992 = objNull;
        
        if (true) then
        {
          _this = createVehicle ["USVehicleBox", [8020.13,13633.4], [], 0, "CAN_COLLIDE"];
          _vehicle_999992 = _this;
          _this setDir 130;

          clearweaponcargoGlobal _this;
          clearmagazinecargoGlobal _this;

          _this addmagazineCargoGlobal ["PartEngine",2];
          _this addmagazineCargoGlobal ["PartGeneric",4];
          _this addmagazineCargoGlobal ["PartVRotor",2];
          _this addmagazineCargoGlobal ["PartWheel",5];
          _this addmagazineCargoGlobal ["PartFueltank",2];
          _this addmagazineCargoGlobal ["PartGlass",5];
          _this addmagazineCargoGlobal ["ItemJerrycan",2];
          
          _this addmagazineCargoGlobal ["50Rnd_127x107_DSHKM",5];
          _this addmagazineCargoGlobal ["100Rnd_127x99_M2",5];
          _this addmagazineCargoGlobal ["4000Rnd_762x51_M134",5];
          _this addmagazineCargoGlobal ["100Rnd_762x51_M240",5];
          
          GunCrateSRandomizer=floor(random 3);

                if (GunCrateSRandomizer == 0) then {
                    _this addmagazineCargoGlobal ["ItemGoldBar10oz",6];
                };
                if (GunCrateSRandomizer == 1) then {
                    _this addmagazineCargoGlobal ["ItemSilverBar10oz",12];
                };
                if (GunCrateSRandomizer == 2) then {
                    _this addmagazineCargoGlobal ["ItemBriefcase10oz",1];
                };
          
          _this setPos [8020.13,13633.4];
        };



        _vehicle_999993= objNull;
        
        if (true) then
        {
          _this = createVehicle ["TKVehicleBox_EP1", [8007.18,13638.1], [], 0, "CAN_COLLIDE"];
          _vehicle_999993 = _this;
          _this setDir 90.560677;

          clearweaponcargoGlobal _this;
          clearmagazinecargoGlobal _this;

          _this addWeaponCargoGlobal ["NVGoggles",1];
          _this addWeaponCargoGlobal ["ItemGPS",1];

          _this addmagazineCargoGlobal ["ItemBandage",10];
          _this addmagazineCargoGlobal ["ItemPainkiller",10];
          _this addmagazineCargoGlobal ["ItemMorphine",10];
          _this addmagazineCargoGlobal ["ItemBloodBag",10];
          _this addmagazineCargoGlobal ["ItemEpinephrine",10];
          _this addmagazineCargoGlobal ["ItemAntibiotic",10];
          
          
          _this addbackpackCargoGlobal ["DZ_LargeGunBag_EP1",2];
          _this setPos [8007.18,13638.1];
        };

};

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hmmm, well on the first box you're positioning it two times.

firstly, here -

_this = createVehicle ["TKVehicleBox_EP1", [8100,13760,0], [], 0, "CAN_COLLIDE"];

secondly,

_this addbackpackCargoGlobal ["DZ_LargeGunBag_EP1",5];
_this setPos [7909.4,13691.2];

But that wouldn't affect the other two boxes.

Do you use infiSTAR antihack by any chance?

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I'm not sure about the requirements of the various positioning commands but it seems that here you are using createVehicle with 3 coordinates

          _this = createVehicle ["TKVehicleBox_EP1", [8100,13760,0], [], 0, "CAN_COLLIDE"];

and here with 2
          _this = createVehicle ["USVehicleBox", [8020.13,13633.4], [], 0, "CAN_COLLIDE"];
The first variant explicitely specifies z=0 (height above ground), I don't know if the second one takes into account buildings.

 

Given that you are trying to spawn the box inside a hangar: perhaps the hangar floor has a certain thickness, so a box positioned on it would have a certain height above ground (z>0), in other words: a box spawned at z=0 would be above ground but below the hangar floor?

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I see a few issues.

 

Cords work like this

First number is meters from the west of the map.

Next number is meters from the south of the map.

the last number is how high from the ground.

 

X,Y,Z

some databases read it as

X,Z,Y

 

Your creates could be getting cleaned up. this will stop it.

_this setVariable ["permaLoot",true];

 

Backpacks - Creates will only HOLD 1 backpack, the rest get spilled onto the ground.

Tents hold backpacks =)

 

 

 _vehicle_999993= objNull;
        
        if (true) then
        {
          _this = createVehicle ["TKVehicleBox_EP1", [8007.18,13638.1], [], 0, "CAN_COLLIDE"];
          _vehicle_999993 = _this;
          _this setDir 90.560677;

 

should be like this

 _vehicle_999993= objNull;
        
        if (true) then
        {
         _this = createVehicle ["TKVehicleBox_EP1", [8007.18,13638.1,0], [], 0, "CAN_COLLIDE"];
         _vehicle_999993 = _this;
         _this setDir 90.560677;
         _this setPos [8007.18,13638.1,0];

         clearweaponcargoGlobal _this;
         clearmagazinecargoGlobal _this;


         _this addbackpackCargoGlobal ["DZ_LargeGunBag_EP1",1];
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Im having trouble getting traders to be at the right coords. For some reason, some traders work at the right coords others dont, even in the same format. The first two work and the other 5 dont. Let me know what's wrong. (I have edited the last 5 a bit, so the coords are way different atm)

if (isServer) then {

_unit_1231 = objNull;
if (true) then
{
  _this = createAgent ["GUE_Commander", [5232.6724, 3868.7896, -7.6293945e-006], [], 0, "CAN_COLLIDE"];
  _unit_1231 = _this;
   _this setDir 140.59087;
   _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
_this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};
 };

 _unit_1232 = objNull;
if (true) then
{
  _this = createAgent ["Dr_Hladik_EP1", [5255.5122, 3853.0439, 1.9073486e-006], [], 0, "CAN_COLLIDE"];
  _unit_1232 = _this;
   _this setDir 1.973486e-006;
   _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
_this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};
 };

 _unit_1233 = objNull;
if (true) then
{
  _this = createAgent ["GUE_Soldier_2", [5221.1, 0.0014019, 3853.94], [], 0, "CAN_COLLIDE"];
  _unit_1233 = _this;
   _this setDir 0.0014019;
   _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
_this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};
 };

  _unit_1234 = objNull;
if (true) then
{
  _this = createAgent ["Citizen2_EP1", [3861.58, 5253.98], [], 0, "CAN_COLLIDE"];
  _unit_1234 = _this;
   _this setDir 0.00147247;
   _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
_this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};
 };

 _unit_1235 = objNull;
if (true) then
{
  _this = createAgent ["ValentinaVictim", [5240.2, 3868.11], [], 0, "CAN_COLLIDE"];
  _unit_1235 = _this;
   _this setDir  0.00151634;
   _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
_this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};
 };

  _unit_1236 = objNull;
if (true) then
{
  _this = createAgent ["Soldier_PMC", [5250.09, 3866.76], [], 0, "CAN_COLLIDE"];
  _unit_1236 = _this;
   _this setDir  0.00148964;
   _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
_this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};
 };
 
   _unit_1237 = objNull;
if (true) then
{
  _this = createAgent ["GUE_Woodlander1", [5234.46, 3868.44], [], 0, "CAN_COLLIDE"];
  _unit_1237 = _this;
   _this setDir 0.00157738;
   _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
_this setUnitAbility 0.60000002;
_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};
 };
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Thanks, but why would the first two traders get placed fine while the others dont? Also, why does the second trader spawn multiple AI with the same skin on the trader? They don't move or anything, but there gets to be a pile of all these AI that I can shoot. 

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Maybe I'm too naive here, but I think the problem has nothing to to with coordinates but is just that you've pasted incorrectly:

 

Look at the brackets post #8:

  • Every trader needs to have opening and closing brackets for its if (true) clause, those are present, though horribly formatted ;-)
  • The whole set of traders needs to be enclosed in the  if (isServer) clause, that's what the closing } in the very last line is for.
  • Now I assume you have copied and pasted the first trader section you wrote in order to modify it. While doing that you have accidently copied the } closing the if (isServer). Thus you end up with much more closing than opening brackets.
  • The first of your surplus brackets partners closes the  if (isServer) clause, making the second and following trader appear per client, too.
  • The second surplus } after the second trader is unpartnered, thus not only doing things you didn't intend but simply throwing a syntax error. Thus the 3rd+ traders are ignored (and, maybe, other scripts, called after this one, too).

To prevent errors of this type some discipline in code formatting and line indenting will help. Or get an editor that can handle sqf, C/C++ will do, too: those can do auto-indenting and highlight matching brackets.

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I'm a bit confused by these points. I did copy/paste the first trader section. Could you please explain what you mean?

 

  • Now I assume you have copied and pasted the first trader section you wrote in order to modify it. While doing that you have accidently copied the } closing the if (isServer). Thus you end up with much more closing than opening brackets.
  • The first of your surplus brackets partners closes the  if (isServer) clause, making the second and following trader appear per client, too.
  • The second surplus } after the second trader is unpartnered, thus not only doing things you didn't intend but simply throwing a syntax error. Thus the 3rd+ traders are ignored (and, maybe, other scripts, called after this one, too).
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Nothing of importance, I just tried to guess how you've come to the surplus brackets. I assumed that you had a working example with one trader and then duplicated everything from the _unix_xxxx = objNull line up to the end of the file. This way you also duplicated the closing bracket for the very first if (isServer) clause -> each ctrl-v gave you one more erroneous bracket.

 

Find the edited code, below. Don't wonder, in order to prettify the code I deleted the bracket from "enableSimulation false;};" And no, the code is just edited, not tested ;-)

if (isServer) then {

  _unit_1231 = objNull;
  if (true) then {
      _this = createAgent ["GUE_Commander", [5232.6724, 3868.7896, -7.6293945e-006], [], 0, "CAN_COLLIDE"];
      _unit_1231 = _this;
      _this setDir 140.59087;
      _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
      _this setUnitAbility 0.60000002;
      _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;
    };
  
  _unit_1232 = objNull;
  if (true) then {
      _this = createAgent ["Dr_Hladik_EP1", [5255.5122, 3853.0439, 1.9073486e-006], [], 0, "CAN_COLLIDE"];
      _unit_1232 = _this;
      _this setDir 1.973486e-006;
      _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
      _this setUnitAbility 0.60000002;
      _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;
    };
  
  _unit_1233 = objNull;
  if (true) then {
      _this = createAgent ["GUE_Soldier_2", [5221.1, 0.0014019, 3853.94], [], 0, "CAN_COLLIDE"];
      _unit_1233 = _this;
      _this setDir 0.0014019;
      _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
      _this setUnitAbility 0.60000002;
      _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;
    };
  
  _unit_1234 = objNull;
  if (true) then {
      _this = createAgent ["Citizen2_EP1", [3861.58, 5253.98], [], 0, "CAN_COLLIDE"];
      _unit_1234 = _this;
      _this setDir 0.00147247;
      _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
      _this setUnitAbility 0.60000002;
      _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;
    };
  
  _unit_1235 = objNull;
  if (true) then {
      _this = createAgent ["ValentinaVictim", [5240.2, 3868.11], [], 0, "CAN_COLLIDE"];
      _unit_1235 = _this;
      _this setDir  0.00151634;
      _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
      _this setUnitAbility 0.60000002;
      _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;
    };
  
  _unit_1236 = objNull;
  if (true) then {
      _this = createAgent ["Soldier_PMC", [5250.09, 3866.76], [], 0, "CAN_COLLIDE"];
      _unit_1236 = _this;
      _this setDir  0.00148964;
      _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
      _this setUnitAbility 0.60000002;
      _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;
    };
  
  _unit_1237 = objNull;
  if (true) then {
      _this = createAgent ["GUE_Woodlander1", [5234.46, 3868.44], [], 0, "CAN_COLLIDE"];
      _unit_1237 = _this;
      _this setDir 0.00157738;
      _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;  ";
      _this setUnitAbility 0.60000002;
      _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;
    };
};

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Great info and thank you for the updates. I've now managed to get the boxes to appear in the right places and made the changes to ensure they stay around etc.

 

One more question and this is very newb but I'm not finding a good answer. Using vilayer as my server host what file do I look in to find my coordinates so I can get some AI to spawn in where I am. My attempt using a coordinate generator placed the lil buggers wayy too far to the south.

 

 

**** edit**** found an easy way to figure it out using infistar. Spawn in a vehicle where you are, write down the coordinates, delete the vehicle and use those coordinates in the script. Easy as pie.

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@Mr.Bojangles

If you create a file called 'admin_start.sqf' in your 'SteamApps\common\Arma 2 Operation Arrowhead' folder, you can press ALT+F11 to do so much.

you could put -

systemChat format ["%1",getPos player];

in there and when you press ALT+F11 it would tell you your coordinates :)

 

plus, you can test out all sorts of code in there, it's a great way to learn! :D

 

best of all, you don't need to leave the game or restart the server everytime you change what's it there. just save the file, tab back in your game and launch it again

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