Script:
SquadEmbark = SQUADNAME addwaypoint [position VEHICLENAME, 0];
SquadEmbark setWaypointType "GETIN NEAREST";
SquadMove = SQUADNAME addwaypoint [(screenToWorld [0.5, 0.5]), 0];
SquadMove setWaypointType "MOVE";
I needed a way to call in an AI reinforcement squad that already existed in the editor for my mission, and didn't find a satisfying way to do it, so I came up with this after a lot of testing and pain. Probably not THE best way, but it works pretty well.
8 сен 2024