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carlwicker

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Everything posted by carlwicker

  1. Awesome, I've been looking for a solution very close to this. Thanks for sharing your code.
  2. No, not a functioning FOB, just a outpost building that acts as the beacon.
  3. OK, I've got a fix but its a total hack. I've changed the beacon to be outpost rather than the mortar. That way the outpost renders for everyone to see. The only problem with this is that if you drop a radio beacon from the chopper it will spawn an outpost, but I'm prepared to live with that until there is a fix. function ctld.spawnRadioBeaconUnit(_point, _country, _type) local _groupId = ctld.getNextGroupId() local _unitId = ctld.getNextUnitId() local _radioGroup = { ["visible"] = false, -- ["groupId"] = _groupId, ["hidden"] = false, ["units"] = { [1] = { ["y"] = _point.z, ["type"] = "outpost", ["name"] = _type .. " Radio Beacon Unit #" .. _unitId, -- ["unitId"] = _unitId, ["heading"] = 0, ["playerCanDrive"] = false, ["skill"] = "Excellent", ["x"] = _point.x, } }, -- ["y"] = _positions[1].z, -- ["x"] = _positions[1].x, ["name"] = _type .. " Radio Beacon Group #" .. _groupId, ["task"] = {}, --added two fields below for MIST ["category"] = Group.Category.GROUND, ["country"] = _country } -- return coalition.addGroup(_country, Group.Category.GROUND, _radioGroup) return Group.getByName(mist.dynAdd(_radioGroup).name) end
  4. So, from looking at the code the mortar that spawns seems to be the used as the radio beacon. Sadly im no closer to fixing the outpost and watchtower.
  5. I'm having this problem too, did you manage to resolve the problem?. If I exit the MP server and rejoin I can see the FOB and watchtower.
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