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Morbo513

fdsgnfdg

Mar 25th, 2019
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SQF 2.66 KB | None | 0 0
  1. if(!isServer) exitWith {};
  2. //sleep 1800; // 30-minute countdown
  3.  
  4. // Create invisible helipad for helicopter to land on and as point-of-reference for waypoint creation
  5. QRF_H1_LZ = "Land_HelipadEmpty_F" createVehicle [0,0,0];
  6. // Get random position 200-300m away in random direction from randomly selected player - depends on alias_hunt.sqf
  7. pos_H1_LZ = [hunt_alias,200+random 100, random 360] call BIS_fnc_relPos;
  8. QRF_H1_LZ setpos [pos_H1_LZ select 0];
  9.  
  10. // Create Helicopter 1 at Spawn Marker
  11. H1_AR = [MarkerPos "QRF_H1_S", 40, "rhs_mi8amtsh_vvs", EAST] call bis_fnc_spawnVehicle;
  12. H1 = H1_AR select 0;
  13. H1_G = H1_AR select 2;
  14. // Orient helicopter to LZ
  15. H1_DIR = H1 getDir QRF_H1_LZ;
  16. H1 setDir H1_DIR;  
  17. H1 setPos [(getPos H1) select 0, (getPos H1) select 1, 10];
  18. H1 engineOn true;
  19. H1 setVelocityModelSpace [0, 80, 0];
  20. H1 flyinheight 50;
  21.  
  22. // Set Pilot behaviour
  23. H1_G setCombatMode "BLUE";
  24. H1_G setBehaviour "CARELESS";
  25. H1_G setSpeedMode "FULL";
  26.  
  27. // Create H1's first waypoint at generated LZ
  28. H1_W1 = H1_G addWaypoint [getPos QRF_H1_LZ, 0];
  29. H1_W1 setWaypointType "TR Unload";
  30. // Pilot behaviour to S&D-friendly settings on completion (?)
  31. H1_W1 setWaypointStatements ["true","H1_G setCombatMode "span class="re5"> BLUE";
  32. H1_G setBehaviour "span class="re5"> AWARE";
  33. H1_G setSpeedMode "span class="re5"> LIMITED";"];
  34.  
  35. // Create H1's search-and-destroy waypoint at selected player
  36. H1_W2 = H1_G addWaypoint [getPos hunt_alias];
  37. H1_W2 setWaypointType "SAD";
  38.  
  39. H1_W2 setWaypointStatements
  40. ["True",""];
  41.  
  42. // Create Infantry Group 1
  43. _spawnPos = setPosATL [0,0,0]
  44.  
  45. private _group = createGroup [east, true]; // explicitly mark for cleanup
  46. private _unit = _group createUnit ["O_Soldier_SL_F", _spawnPos, [], 0, "NONE"];
  47. private _leader = group _unit selectLeader _unit;
  48.  
  49. private _counter = 0;
  50. while {_counter < 12} do { // {_counter < # } - Num units of type to spawn
  51.     _newUnit = "O_Soldier_F" createUnit [_spawnPos, _group];
  52.     _newUnit = "O_Soldier_F" createUnit [_spawnPos, _group];
  53.     _newUnit = "O_Soldier_LAT_F" createUnit [_spawnPos, _group];
  54.     _newUnit = "O_Soldier_AR_F" createUnit [_spawnPos, _group];
  55.     _counter = _counter + 4;
  56. };
  57.  
  58. // Move Infantry Group 1 into cargo
  59. // _group moveInCargo H1;
  60.  
  61. // Create infantry "Get out" waypoint at LZ
  62. I1_W1 = _group addWaypoint [getPos QRF_H1_LZ, 0];
  63. I1_W1 = setWaypointType "GET OUT";
  64.  
  65. // Create infantry S&D waypoint at selected player's pos
  66. I1_W2 = _group addWaypoint [getPosATL hunt_alias, 0];
  67. I1_W2 setWaypointType "SAD";
  68. I1_W2 setWaypointStatements ["true",""];
  69. // Attach waypoint to selected player
  70. // I_W2 waypointAttachObject hunt_alias; // - Probably won't work since it asks for an object ID
  71.  
  72.  
  73. // Transfer all AI to HC
  74. [true] call potato_zeusHC_fnc_transferGroupsToHC;
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