Arma 3
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BRIDGE PASS for AI - TANOA
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Map: Tanoa
DLC: Apex
File Size
Posted
Updated
70.639 KB
May 1, 2022 @ 1:10pm
May 2, 2022 @ 10:21am
9 Change Notes ( view )
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BRIDGE PASS for AI - TANOA

Description
Simple script and template mission for manage passing bridges by AI units om TANOA map

for use it on other missions:
- copy script bridge pass.sqf to mission folder
- put to init.sqf in mission folder this init line:

bridge_pass = compileFinal preprocessFileLineNumbers "bridge pass.sqf";

for use place 2 triggers on ends of bridge (or any thing what should be passed directly) and put to them call instruction to activation field.

in trigger named "bridge_1_1" put:
[(thistrigger),(thislist),bridge_1_2,50] spawn bridge_pass
in trigger named "bridge_1_2" put:
[(thistrigger),(thislist),bridge_1_1,20] spawn bridge_pass

where "bridge_1_x" is oposite trigger of bridge's endings
last number is optional and mean speed of crosing bridge in km/h

known problems:
- return to wayponts path for columns transports
- two direction movement on bridge
- some bridges on tanoa causing wrong behaviour on the end of croing movement - vehicles turning and drops from bridge (wooded bridges wihout fencing)

hints and communicates you can rem in script - yellow circles on screen is visualisation of nav point generated by script.