Im trying to brainstorm a spawn script but I’m running into some issues when it comes to locating a spawn position. I’m trying to accomplish two things: 1) find a “safe” spawn position (ie don’t spawn tanks on top of a building) via BIS_fnc_findSafePos and 2) make sure the player does not see the spawn positions via checkvisibility.
However, I don’t know how to structure the script so it will continue to search for a spawn position if it cant find one on the initial search.
This is what I’m thinking:
Hi, I cannot find what command to use to make an attack heli to face certain position while flying with "SAD" waypoint. I spawn it and add waypoints with this
/*
_mrk is the flag marker, string
_heli is the attack helicopter className, string
_arrival is the time from zone activation to spawning the attack heli, integer
_force is how many attack helicopter will come one after another, integer
*/
params ["_mrk", "_heli","_arrival","_force"];
for "_i" from 0 to _force do {
sleep _arrival;
deleteVehicle attackHeli;
{deleteVehicle _x} forEach units attackHeliGRP;
_atkHeliPos = [[[(getMarkerPos _mrk),4000]], [[(getMarkerPos _mrk),3000]]] call BIS_fnc_randomPos;
_attackPosA = [[[(getMarkerPos _mrk),400]], []] call BIS_fnc_randomPos;
_attackPosA set [2, 200];
_attackPosB = [[[(getMarkerPos _mrk),400]], []] call BIS_fnc_randomPos;
_attackPosB set [2, 200];
_attackPosC = [[[(getMarkerPos _mrk),400]], []] call BIS_fnc_randomPos;
_attackPosC set [2, 200];
private _delPos = [[[(getMarkerPos _mrk),4000]], [[(getMarkerPos _mrk),3000]]] call BIS_fnc_randomPos;
_delPos set [2, 200];
attackHeliGRP = createGroup [west, true];
attackHeli = createVehicle [_heli, _atkHeliPos, [], 0, "FLY"];
attackHeliGRP createVehicleCrew attackHeli;
attackHeliGRP setBehaviourStrong "COMBAT";
attackHeli flyInHeight 200;
attackHeli limitSpeed 100;
private _wp1 = attackHeliGRP addWaypoint [_attackPosA, 0];
_wp1 setWaypointType "SAD";
_wp1 setWaypointTimeout [60, 120, 60];
private _wp2 = attackHeliGRP addWaypoint [_attackPosB, 0];
_wp2 setWaypointType "SAD";
_wp2 setWaypointTimeout [60, 120, 60];
private _wp3 = attackHeliGRP addWaypoint [_attackPosC, 0];
_wp3 setWaypointType "SAD";
_wp3 setWaypointTimeout [60, 120, 60];
private _wp3 = attackHeliGRP addWaypoint [_delPos, 0];
_wp3 setWaypointType "MOVE";
_wp3 setWaypointStatements ["true", "deleteVehicleCrew attackHeli; deleteVehicle attackHeli; deleteGroup attackHeliGRP;"];
sleep _arrival;
};
All I want is when the AH64 wait for the next waypoint to face the position it has to defend so the gunner can search for infantry targets, etc.
To troubleshoot, ensure file paths are correct, sound files are in the correct format, and sound settings are properly configured within the game engine.