I have the spawn and waypoints working well in game, but my attempt at trigger control just breaks the script.Taking out "trg1 attachto[_wp1,[0,0,0]];" it works great. the named "trg1" in game is a delta trigger, I have also tried creating a new local trigger
thanks for looking.
the spawning script that can customize unit and time to respawn
mygroup1= creategroup EAST;
for "_i" from 1 to 100 step 1 do
{
for "_i" from 1 to 5 step 1 do
{
"CAF_AG_AFR_P_AK47" createunit [getmarkerpos "marker1",mygroup1,"",1];
sleep 7;
};
sleep 7;
for "_i" from 1 to 2 step 1 do
{
"CAF_AG_AFR_P_PKM" createunit [getmarkerpos "marker1",mygroup1,"",1];
sleep 7;
};
sleep 7;
for "_i" from 1 to 1 step 1 do
{
"CAF_AG_AFR_P_SVD" createunit [getmarkerpos "marker1",mygroup1,"",1];
};
sleep 7;
for "_i" from 1 to 1 step 1 do
{
"CAF_AG_EEUR_R_RPG" createunit [getmarkerpos "marker1",mygroup1,"",1];
};
sleep 7;
};
Added 1 hour 6 minutes later:
my temporary workaround is to break the scripts into pieces and have the Editor triggers activate scripts separately. The trigger conditions are "this and east countSide thislist >=5". I hope this helps any future problem solvers. Any help with linking triggers and waypoints will still be appreciated.
Added 1 hour 55 minutes later:
somewhat related question. Would anyone know where to start if I wanted to have a new group created with each new spawn. I thought "_var= [] call bns_fnc_selectrandom;" might provide something if the array was infinity huge, but thats a shot in the dark.
This post was edited by alphapan (2014-05-17 21:12, ago)