Edit: Fixed the script:
(script static void Aidropoff
(recording_play_and_hover p2 pelicanin2)
(sleep (recording_time p2))
(vehicle_unload p2 "")
(recording_play_and_Delete p2 pelicanout2)
(sleep (recording_time p2))
(set startdropshiptop1 true)
)
(script static void top1_round
(set startdropshiptop1 false)
(object_create_anew p2)
(unit_set_enterable_by_player p2 0)
(ai_place Dropship/Droppers)
(vehicle_load_magic p2 p-passenger (ai_actors dropship/droppers))
(Aidropoff)
)
(script continuous Scriptcalling
(sleep_until startdropshiptop1)
(sleep_until (<= (ai_living_count dropship) 0))
(top1_round)
)
________________________________________________________________________
Alright, so these scripts spawn AI and create a pelican, then place the AI in the pelican, drop them off, and then the pelican exits. However, it is supposed to do that again when all the AI die, but the AI just sit there in the pelican.
Booleans are colored
Pelican name: P2
Encounter name: Dropship
Squad name: Droppers
The static script "top1_round" is called when the player exits another pelican at the beginning.
(global boolean startdropshiptop1 false)
(script static void top1_round
(object_create_anew p2)
(unit_set_enterable_by_player p2 0)
(ai_place Dropship/Droppers)
(vehicle_load_magic p2 p-passenger (ai_actors dropship/droppers))
(set startdropshiptop1 true)
(sleep_until (<= (ai_living_count dropship) 0))
(set startdropshiptop1 false)
)
(script static void Aidropoff
(recording_play_and_hover p2 pelicanin)
(sleep (recording_time p2))
(vehicle_unload p2 p-passenger)
(recording_play_and_Delete p2 pelicanout)
)
(script continuous dropship1starter
(sleep_until startdropshiptop1)
(Aidropoff)
(sleep_until (= startdropshiptop1 false))
(top1_round)
)
Edited by game user10 on Feb 4, 2012 at 01:14 AM