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Fordítási probléma jelentése
However, you can modify created units so that they effectively do not exist. See:
https://community.bistudio.com/wiki/disableAI
https://community.bistudio.com/wiki/enableSimulation
https://community.bistudio.com/wiki/hideObject
Alternatively, you could create unit during the mission and give them waypoints using scripts. These functions are a good start:
https://community.bistudio.com/wiki/BIS_fnc_spawnGroup
https://community.bistudio.com/wiki/BIS_fnc_taskPatrol
I don't think BIS_fnc_taskPatrol will send them into nearby buildings. There are patrol scripts that do, if you search around.
A simpler way is to just move each unit into a building using these commands:
https://community.bistudio.com/wiki/nearestObjects
https://community.bistudio.com/wiki/buildingPos
https://community.bistudio.com/wiki/setPosATL
For example, this function will create a group and place it in a nearby building randomly. Just define the function by copying it into an object's init field.
You can change the units that spawn by altering the array of classnames given to BIS_fnc_spawnGroup. You can also change the radius to search for houses on the 'nearestObjects' command. You could also give the position of an object with 'getPosATL'.
This is tested and working in a simple mission in the editor. If you placed a marker named "mkGarrison", you could call the function from a trigger like so:
The sites module you can set to true via a trigger (only works on local host) but it automaticly fills any of the metal shoothouses you place within the site.
Theres the spawn ai module you just sync a trigger to then delete (works for ds or local host) no building filling but good for getting a tank or apc spawned in. Or just some ground troops.
The spawn ai module is probs best. Just place and configure it how you want. It will continue to keep spawning units untill it hits its manpower cap then replace any that get killed. To activate it set up a trigger and sync it to the module. Then to stop it spawning units use another trigger with
Deletevehicle nameofmodule;
In the triggers init line :)