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Modifikator

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Everything posted by Modifikator

  1. +1 I would like to dynamically spawn units in an area that is not forrested or urbanized but I have no idea how to achieve that right now.
  2. if zone["Coalition"] == 1 then if maybeFarp then maybeFarp:setCoalition(1) else coalition.addGroup(country.id.RUSSIA, -1, Farp(zone["Name"], farpX, farpY)) local farp = StaticObject.getByName(zone["Name"].." FARP") if farp then farp:autoCapture(false) farp:setCoalition(1) local farpWarehouse = farp:getWarehouse() for weaponName, weaponAmount in pairs(farpWeapons) do farpWarehouse:setItem(weaponName, weaponAmount) end for _, fuel in ipairs(farpLiquids) do farpWarehouse:setLiquidAmount(fuel.Type, fuel.Amount) end end end coalition.addStaticObject(country.id.RUSSIA, FarpAmmoDepot(zone["Name"], ammoX, ammoY)) coalition.addStaticObject(country.id.RUSSIA, FarpCommandPost(zone["Name"], commandX, commandY)) coalition.addStaticObject(country.id.RUSSIA, FarpFuelDepot(zone["Name"], fuelX, fuelY)) In my dynamic mission I'm able to change farp coalitions and set or remove items from it and the farps work.
  3. I would greatly appreciate if 'Forrest' was added to land.SurfaceTypes ^^ There is no way to detect trees in an area at the moment
  4. I've recently started making scripted missions in my free time and I was bummed out that there is no way to detect trees in an area. I would really love if there were more land surface types - urban, forrest, mountain, etc!
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