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Showing results for tags 'squadleader'.
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1# What happens is when you die one of the Ai in your squad assumes command, usually this happens until Player has repawned and you hear a VO for PC saying assuming command again. However in my new MP mission i was testing i died along with my squad in a chopper crash, and when i respawned with them i lost the Squad Leader role to the Ai. This also happened today when i was playing Zeus with a friend, he died and the Ai took command of the squad, as the Game Master in Zeus mode i tried to regroup everyone back to him, but wasn't able to. I haven't really noticed this being a big problem with past MP coop missions ive made. Revive is on and Respawn custom is used. Is there a reason this happens? or is it a bug? 2# Also similarly related..in another mission i am making, as a subordinate to an Ai Squad Leader, if you die you can choose your spawn positions, i placed some Ai with scripts that will add them to the player. In that group i defined a new group for Player and then used the join player command for the Ai which the Addaction was attached to, these guys would run off towards the Ai squad leader which i was a member of his team. I know i can use the other command 'selectleader player' but that would make me the squad leader of my current squad, which if you had spawned kms away from, i want the Player to be able to form up a new squad by recruiting some Ai who are idle in those spawn areas. So how do i leave the previous group? as it seems grp1 = group player in the script doesnt seem to form a new group. I dont know unit the player will take over so i cant use grp1 group this; in the units init. *Update* Half Solved this one; i need to use [player] join GrpNull; However is there a way i can make the groupid in the script unique for each new player? who might do this? This is new latest version of the basic script _X = cursorTarget; if (NewG==0) then { [player] join grpNull; Grp1 = group player; NewG=1; }; [_X] join player; _X removeAction Adder; This works fine for one player. One way it could work is giving the default units all a variable name and use a switch code method to and paste in this script for each one- but with a different groupId assigned to those that do recruit new Ai into a separate squad. This this the only way to do it or an easier way? This is what i ended up with _X = cursorTarget; if (player == VietC1 && NewG1==0) then { [player] join grpNull; Grp1 = group player; NewG1=1; }; if (player == VietC2 && NewG2==0) then { [player] join grpNull; Grp2 = group player; NewG2=1; }; if (player == VietC3 && NewG3==0) then { [player] join grpNull; Grp3 = group player; NewG3=1; }; if (player == VietC4 && NewG4==0) then { [player] join grpNull; Grp4 = group player; NewG4=1; }; if (player == VietC5 && NewG5==0) then { [player] join grpNull; Grp5 = group player; NewG5=1; }; if (player == VietC6 && NewG6==0) then { [player] join grpNull; Grp6 = group player; NewG6=1; }; if (player == VietC7 && NewG7==0) then { [player] join grpNull; Grp7 = group player; NewG7=1; }; [_X] join player; _X removeAction Adder; It seems to work, just need to test it out with a friend but should work.