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[Feature request] intergrating Naughts Unitcaching #13
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And if the above fails. then something like "murk´s" // File: murk_spawn.sqf // === Usage: === // This script is serverside // ------------------- Init ----------------------- // // ---------------- Parameters -------------------- // // -- Delete the unit (this is always done ASAP) -- // while { _unitCount > 0 } do { // Gathering waypoints _countWaypoints = count(waypoints _unitGroup); for [{_i=0}, {_i < _countWaypoints}, {_i=_i+1}] do
}; //diag_log format ["Waypoints' array : %1",_waypointsArray]; deleteGroup _unitGroup; // -------------- Record mission ------------------ // _gatherData = []; _gatherData = _gatherData + [_unitArray] + [_side] + [_waypointsArray] + [_trigger] + [_spawntype] + [_spawnlives] + [_spawndelay] + [_initString] + [_bodyRemove]; Mission_capture = Mission_capture + [_gatherData]; // ----------------- Functions -------------------- // // WARNING BIS FUNCTION RIPOFF - Taken from fn_returnConfigEntry as its needed for turrets and shortened a bit // WARNING BIS FUNCTION RIPOFF - Taken from fn_fnc_returnVehicleTurrets and shortened a bit _fnc_moveInTurrets = { // This is the general cleanup function running in the background for the group, replaces the removebody eventhandler and delete group in V5 _fnc_spawnUnit = {
}; //diag_log format ["Number of groups : %1",(count allGroups)]; // -------------- Waiting period ------------------ // // --------------- Spawn Modes ------------------- // // WAVE MODE, this is fairly simple, just sleep a while then respawn. Spawnlives in this case is number of waves // RESET MODE, sleep a while then set the variable to false (even if you set it like 50 times over). Spawn lives is used to tick how many times its possible to reset. // ONCE MODE }; |
An easy way to intergrate Naughs http://forums.unitedoperations.net/index.php/topic/21527-ai-caching-and-distribution-script/
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