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HawkHunter

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  1. Sorry about pasting it, dumb error. Ill do what Habu Suggested and give that a try Thanks for helping me out
  2. Here is said script. local Flag1 = USERFLAG:New("Flag_1") local Flag2 = USERFLAG:New("Flag_2") local Flag3 = USERFLAG:New("Flag_3") local Flag4 = USERFLAG:New("Flag_4") local Zone1 = ZONE:New("A2A_1") local Zone2 = ZONE:New("A2A_2") local Zone3 = ZONE:New("A2A_3") local Zone4 = ZONE:New("A2A_4") local A2AE = { "A2A_Easy_A", "A2A_Easy_B" } local A2AN = { "A2A_Norm_A", "A2A_Norm_B" } local A2AH = { "A2A_Hard_A", "A2A_Hard_B" } local A2AD = { "A2A_Diff_A", "A2A_Diff_B" } local ClientSet = SET_GROUP:New() :FilterPrefixes("") :FilterStart() local A2A_Easy_Set = SET_GROUP:New() :FilterPrefixes("A2A_Easy") :FilterStart() local A2A_Norm_Set = SET_GROUP:New() :FilterPrefixes("A2A_Norm") :FilterStart() local A2A_Hard_Set = SET_GROUP:New() :FilterPrefixes("A2A_Hard") :FilterStart() local A2A_Diff_Set = SET_GROUP:New() :FilterPrefixes("A2A_Diff") :FilterStart() local function Flag1Set1() Flag1:Set(1) if Flag2:Is(2) then A2A_Norm_Set:ForEachGroup( function( A2A_Norm_Set ) A2A_Norm_Set:Destroy(true) end ) elseif Flag3:Is(2) then A2A_Hard_Set:ForEachGroup( function( A2A_Hard_Set ) A2A_Hard_Set:Destroy(true) end ) elseif Flag4:Is(2) then A2A_Diff_Set:ForEachGroup( function( A2A_Diff_Set ) A2A_Diff_Set:Destroy(true) end ) end if Flag1:Is(1) then SpawnA2A_Easy_Master = SPAWN:New( "A2A_Easy_Master" ) :InitLimit( 2, 1 ) :InitRandomizeTemplate( A2AE ) :InitRandomizeRoute( 1, 1, 20000 ) :SpawnScheduled( 5, .5 ) :SpawnInZone(Zone1, true) Flag1:Set(2) end end local function Flag2Set1() Flag2:Set(1) if Flag1:Is(2) then A2A_Easy_Set:ForEachGroup( function( A2A_Easy_Set ) A2A_Easy_Set:Destroy(true) end ) elseif Flag3:Is(2) then A2A_Hard_Set:ForEachGroup( function( A2A_Hard_Set ) A2A_Hard_Set:Destroy(true) end ) elseif Flag4:Is(2) then A2A_Diff_Set:ForEachGroup( function( A2A_Diff_Set ) A2A_Diff_Set:Destroy(true) end ) end if Flag2:Is(1) then SpawnA2A_Norm_Master = SPAWN:New( "A2A_Norm_Master" ) :InitLimit( 2, 1 ) :InitRandomizeTemplate( A2AN ) :InitRandomizeRoute( 1, 1, 20000 ) :SpawnScheduled(5, .5) :SpawnInZone(Zone2, true) Flag2:Set(2) end end local function Flag3Set1() Flag3:Set(1) if Flag1:Is(2) then A2A_Easy_Set:ForEachGroup( function( A2A_Easy_Set ) A2A_Easy_Set:Destroy(true) end ) elseif Flag2:Is(2) then A2A_Norm_Set:ForEachGroup( function( A2A_Norm_Set ) A2A_Norm_Set:Destroy(true) end ) elseif Flag4:Is(2) then A2A_Diff_Set:ForEachGroup( function( A2A_Diff_Set ) A2A_Diff_Set:Destroy(true) end ) end if Flag3:Is(1) then SpawnA2A_Hard_Master = SPAWN:New( "A2A_Hard_Master" ) :InitLimit( 2, 1 ) :InitRandomizeTemplate( A2AH ) :InitRandomizeRoute( 1, 1, 20000 ) :SpawnScheduled(5, .5) :SpawnInZone(Zone3, true) Flag3:Set(2) end end local function Flag4Set1() Flag4:Set(1) if Flag1:Is(2) then A2A_Easy_Set:ForEachGroup( function( A2A_Easy_Set ) A2A_Easy_Set:Destroy(true) end ) elseif Flag2:Is(2) then A2A_Norm_Set:ForEachGroup( function( A2A_Norm_Set ) A2A_Norm_Set:Destroy(true) end ) elseif Flag3:Is(2) then A2A_Hard_Set:ForEachGroup( function( A2A_Hard_Set ) A2A_Hard_Set:Destroy(true) end ) end if Flag4:Is(1) then SpawnA2A_Diff_Master = SPAWN:New( "A2A_Diff_Master" ) :InitLimit( 2, 1 ) :InitRandomizeTemplate( A2AD ) :InitRandomizeRoute( 1, 1, 20000 ) :SpawnScheduled(5, .5) :SpawnInZone(Zone4, true) Flag4:Set(2) end end local function RefreshClientMenus() _SETTINGS:SetPlayerMenuOff() ClientSet:ForEachGroup( function( ClientSet ) AirMenuStart = MENU_GROUP:New(ClientSet,"Air to Air Spawn Menu") AirFlag1Set1 = MENU_GROUP_COMMAND:New(ClientSet, "Spawn Air to Air Easy", AirMenuStart, Flag1Set1) AirFlag2Set1 = MENU_GROUP_COMMAND:New(ClientSet, "Spawn Air to Air Normal", AirMenuStart, Flag2Set1) AirFlag3Set1 = MENU_GROUP_COMMAND:New(ClientSet, "Spawn Air to Air Hard", AirMenuStart, Flag3Set1) AirFlag4Set1 = MENU_GROUP_COMMAND:New(ClientSet, "Spawn Air to Air Extreme", AirMenuStart, Flag4Set1) end ) end MenuRefresher = SCHEDULER:New( nil, function() RefreshClientMenus() end, {}, 1, 5 )
  3. I have recently made a little script that uses moose to allow me to spawn Enemy AI aircraft from the radio Menu, it uses "Late Activation" Groups and spawns them in a Trigger zone. The one issue I seem to have, is that when the AI Spawn, they just book it to the nearest Airfield and don't try to pursue or fight, even if I give them a Task(such as CAP or Search and Destroy), and i also tried way points but to no avail. If anyone who knows MOOSE or anything about this, is there anyway to fix it so the AI actually try to fight, I would really appreciate it.
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