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Alt 30.09.2013, 19:42   #3 (permalink)
Lt_Keller
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Registriert seit: 28.06.2013
Ort: Franken
Beiträge: 23
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Ja du hast recht. Keine Lösung

Ich hab dieses einfache Vehicle Respawnskript hier eingebaut.
http://forums.bistudio.com/showthrea...n-Script-Arma3

irgendwie muss es doch nun möglich sein. Drohnen explizit mit Besatzung spawnen zu lassen oder nicht?

Wie müsste den so eine Befehlszeile den aussehn? Und wo müsste sie stehen!?

Edit: es müsste ja eigentlich so ähnlich aussehn wie bei dem Skript von spunFIN
http://www.armaholic.com/page.php?id=19832

Code:
//ARMA3Alpha function LV_fnc_fullVehicle v1.2 - by SPUn / lostvar
//Spawns random vehicle full of random units and returns driver 
private ["_INDveh","_OPFarrays","_BLUarrays","_INDgrp","_INDhq","_INDmen","_OPFmen2","_BLUmen2","_pos1","_grp","_BLUhq","_BLUgrp","_men","_veh","_OPFhq","_OPFgrp","_man1","_man","_i","_pos","_side","_BLUmen","_OPFmen","_BLUveh","_OPFveh","_veh1","_vehSpots","_vehicle","_vehCrew","_driver"];
_pos = _this select 0;
_side = _this select 1;

_BLUmen = ["B_Soldier_A_F","B_soldier_AR_F","B_medic_F","B_engineer_F","B_soldier_exp_F","B_Soldier_GL_F","B_soldier_M_F","B_soldier_AA_F","B_soldier_AT_F","B_officer_F","B_soldier_repair_F","B_Soldier_F","B_soldier_LAT_F","B_Soldier_lite_F","B_Soldier_SL_F","B_Soldier_TL_F","B_soldier_AAR_F","B_soldier_AAA_F","B_soldier_AAT_F"];
_BLUmen2 = ["B_recon_exp_F","B_recon_JTAC_F","B_recon_M_F","B_recon_medic_F","B_recon_F","B_recon_LAT_F","B_recon_TL_F","B_soldier_AAR_F","B_soldier_AAA_F","B_soldier_AAT_F"];
_BLUarrays = [_BLUmen,_BLUmen2];
_OPFmen = ["O_Soldier_A_F","O_soldier_AR_F","O_medic_F","O_engineer_F","O_soldier_exp_F","O_Soldier_GL_F","O_soldier_M_F","O_soldier_AA_F","O_soldier_AT_F","O_officer_F","O_soldier_repair_F","O_Soldier_F","O_soldier_LAT_F","O_Soldier_lite_F","O_Soldier_SL_F","O_Soldier_TL_F","O_soldier_AAR_F","O_soldier_AAA_F","O_soldier_AAT_F"];
_OPFmen2 = ["O_recon_exp_F","O_recon_JTAC_F","O_recon_M_F","O_recon_medic_F","O_recon_F","O_recon_LAT_F","O_recon_TL_F","O_soldier_AAR_F","O_soldier_AAA_F","O_soldier_AAT_F"];
_OPFarrays = [_OPFmen,_OPFmen2];
_INDmen = ["I_Soldier_A_F","I_soldier_AR_F","I_medic_F","I_engineer_F","I_soldier_exp_F","I_Soldier_GL_F","I_soldier_M_F","I_soldier_AA_F","I_soldier_AT_F","I_officer_F","I_soldier_repair_F","I_Soldier_F","I_soldier_LAT_F","I_Soldier_lite_F","I_Soldier_SL_F","I_Soldier_TL_F","I_soldier_AAR_F","I_soldier_AAA_F","I_soldier_AAT_F"];

_BLUveh = ["B_MRAP_01_F","B_MRAP_01_hmg_F","B_MRAP_01_gmg_F","B_Quadbike_01_F","B_Truck_01_transport_F","B_Truck_01_covered_F","B_Heli_Light_01_armed_F","B_Heli_Attack_01_F","B_Heli_Transport_01_F","B_Wheeled_01_cannon_F"];
_OPFveh = ["O_MRAP_02_F","O_MRAP_02_gmg_F","O_MRAP_02_hmg_F","O_Quadbike_01_F","O_Truck_02_transport_F","O_Truck_02_covered_F","O_Heli_Attack_02_F","O_Heli_Attack_02_black_F","O_Heli_Light_02_F","O_Wheeled_02_rcws_F"];
_INDveh = ["I_MRAP_03_F","I_MRAP_03_gmg_F","I_MRAP_03_hmg_F","I_Quadbike_01_F","I_Truck_02_transport_F","I_Truck_02_covered_F","I_Heli_Transport_02_F"];

_men = [];
_veh = [];

switch(_side)do{
	case 0:{
		_BLUhq = createCenter west;
		_BLUgrp = createGroup west;
		_men = (_BLUarrays call BIS_fnc_selectRandom);
		_veh = _BLUveh;
		_grp = _BLUgrp;
	};
	case 1:{
		_OPFhq = createCenter east;
		_OPFgrp = createGroup east;
		_men = (_OPFarrays call BIS_fnc_selectRandom);
		_veh = _OPFveh;
		_grp = _OPFgrp;
	};
	case 2:{
		_INDhq = createCenter resistance;
		_INDgrp = createGroup resistance;
		_men = _INDmen;
		_veh = _INDveh;
		_grp = _INDgrp;
	};
};

_veh1 = _veh select (floor(random(count _veh)));
_vehSpots = getNumber (configFile >> "CfgVehicles" >> _veh1 >> "transportSoldier");
_pos1 = _pos findEmptyPosition[1, 300, _veh1];

sleep 0.5;
if(count _pos1 == 0)then{_pos1 = _pos;};

if (_veh1 isKindOf "Air")then{
	_vehicle = createVehicle [_veh1, _pos1, [], 0, "FLY"];
}else{
	_vehicle = createVehicle [_veh1, _pos1, [], 0, "NONE"];
	_vehicle setPos _pos1;
};

//Yes, there's function to fill crew, but there occured somekind of problem when I tried to
//add BLUFOR crew to OPFOR vehicle.. Gotta figure it out some day.
if ((_vehicle emptyPositions "driver") != 0) then {
	_man1 = _men select (floor(random(count _men)));
	_man = _grp createUnit [_man1, _pos1, [], 0, "NONE"];
	_man moveInDriver _vehicle;
};
if ((_vehicle emptyPositions "commander") != 0) then {
	_man1 = _men select (floor(random(count _men)));
	_man = _grp createUnit [_man1, _pos1, [], 0, "NONE"];
	_man moveInCommander _vehicle;
};
if ((_vehicle emptyPositions "gunner") != 0) then {
	while{(_vehicle emptyPositions "gunner") > 0}do{
		_man1 = _men select (floor(random(count _men)));
		_man = _grp createUnit [_man1, _pos1, [], 0, "NONE"];
		_man moveInGunner _vehicle;
	};
};

//Stupid way to make sure vehicle wont flip on it's side at spawn
_vehicle allowDamage false;
sleep 2;
if(((vectorUp _vehicle) select 2) != 0)then{ _vehicle setvectorup [0,0,0]; };
sleep 2;
_vehicle allowDamage true;

if(_vehSpots > 0)then{
	_i = 1; 
	for "_i" from 1 to _vehSpots do {
		_man1 = _men select (floor(random(count _men)));
		_man = _grp createUnit [_man1, _pos1, [], 0, "NONE"];
		_man moveInCargo _vehicle;
	};
};

_driver = driver _vehicle;
_driver;

Geändert von Lt_Keller (30.09.2013 um 20:20 Uhr).
Lt_Keller ist offline