Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]

Posted by Haleks on
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DaiZy-Chernarus-1-7-6-1-FACTIONS-2-1-07-11-FINAL-RELEASE-tp4144p6951.html

raw003 wrote
or to cut it down straight : do i pretty much just have the same as the other bandit triggers and just have "[_eastGrp, _pos, 250] call fnc_taskPatrol;" ~~~~~~ instead of ~~~~~~ "_nul = call fnc_doSomething_bandits;"?

not so sure if im doing it the right way, maybe im completely doing it wrong lol.
Make a copy of doSomething_bandits.sqf, rename it, open it and change the [_eastGrp, _pos, 250] call fnc_taskPatrol line.
Save it, go in scripts\mission, open the mission_functions.sqf and add :
fnc_doSomething_theNameYouChose = compile preprocessFileLineNumbers "scripts\mission\fnc\doSomething_theNameYouChose.sqf";
 and save it.
Now you can open your editor and add a new trigger (or copy/paste another one), and put "_nul = call fnc_doSomething_theNameYouChose;" under "On Act".
And that's it! ;)

mp5lng wrote
And one more thing ! Will AIs start looting corpses or they just kill and move on ?

You are a "code lover"  !  ;-)
I didn't code anything like that, but if you play with the rearm feature from CoWarmod, they might loot corpses and buildings for ammo.

JuniYo wrote
Hey I thought I should let you know(in case u didnt). There is coming a HUGE update to DayZ wich obviously are gonna change/add a lot, so prepare for a hard time updating it :P
Doh! ;/