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Morbo513

wrhwrh

Mar 26th, 2019
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SQF 2.80 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;
  9.  
  10. // Create Helicopter 1 at Spawn Marker
  11. H1_AR = [MarkerPos "QRF_H1_S", 0, "rhs_mi8mt_vdv", EAST] call bis_fnc_spawnVehicle;
  12. H1 = H1_AR select 0;
  13. H1_G = H1_AR select 2;
  14. H1 engineOn false;
  15. // Orient helicopter to LZ
  16. H1_DIR = H1 getDir QRF_H1_LZ;
  17. H1 setDir H1_DIR;  
  18. H1 setPos [(getPos H1) select 0, (getPos H1) select 1, 10];
  19. H1 flyinheight 40;
  20.  
  21. // Set Pilot behaviour
  22. H1_G setCombatMode "BLUE";
  23. H1_G setBehaviour "CARELESS";
  24. H1_G setSpeedMode "FULL";
  25.  
  26. // Create H1's first waypoint at generated LZ
  27. H1_W1 = H1_G addWaypoint [getPos QRF_H1_LZ, 0];
  28. H1_W1 setWaypointType "TR Unload";
  29. // Pilot behaviour to S&D-friendly settings on completion (?)
  30. H1_W1 setWaypointStatements ["true",""];
  31.  
  32. // Create H1's search-and-destroy waypoint at selected player
  33. H1_W2 = H1_G addWaypoint [getPos hunt_alias];
  34. H1_W2 setWaypointType "SAD";
  35. H1_W2 setWaypointBehaviour "AWARE";
  36. H1_W2 setWaypointSpeed "LIMITED";
  37. H1_W2 setWaypointStatements ["True",""];
  38.  
  39.  
  40.  
  41. // Create Infantry Group 1
  42. _spawnPos = getMarkerPos "QRF_H1_S";
  43.  
  44. private _group = createGroup [east, true]; // explicitly mark for cleanup
  45. private _unit = _group createUnit ["O_Soldier_SL_F", _spawnPos, [], 0, "NONE"];
  46. private _leader = group _unit selectLeader _unit;
  47.  
  48. private _counter = 0;
  49. while {_counter < 12} do { // {_counter < # } - Num units of type to spawn
  50.     _newUnit = "O_Soldier_F" createUnit [_spawnPos, _group];
  51.     _newUnit = "O_Soldier_F" createUnit [_spawnPos, _group];
  52.     _newUnit = "O_Soldier_LAT_F" createUnit [_spawnPos, _group];
  53.     _newUnit = "O_Soldier_AR_F" createUnit [_spawnPos, _group];
  54.     _counter = _counter + 4;
  55. };
  56.  
  57. // Move Infantry Group 1 into cargo
  58. // _group moveInCargo H1;
  59.  
  60. // Create infantry "Get out" waypoint at LZ
  61. I1_W1 = _group addWaypoint [getPosATL H1, 0];
  62. I1_W1 setWaypointType "GETIN";
  63. I1_W1 waypointAttachVehicle H1;
  64.  
  65. I1_W2 = _group addWaypoint [getPos QRF_H1_LZ, 0];
  66. I1_W2 setWaypointType "GETOUT";
  67. [H1_G,0] synchronizeWaypoint [_group,1];
  68.  
  69. // Create infantry S&D waypoint at selected player's pos
  70. I1_W3 = _group addWaypoint [getPosATL hunt_alias, 0];
  71. I1_W3 setWaypointType "SAD";
  72. I1_W3 setWaypointStatements ["true",""];
  73. I1_W3 waypointAttachVehicle hunt_alias;
  74. // Attach waypoint to selected player
  75. // I_W2 waypointAttachObject hunt_alias; // - Probably won't work since it asks for an object ID
  76.  
  77.  
  78. // Transfer all AI to HC
  79. [true] call potato_zeusHC_fnc_transferGroupsToHC;
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