Home   Help Search Login Register  

Author Topic: Checking area for fires  (Read 510 times)

0 Members and 2 Guests are viewing this topic.

Offline Sentinel

  • Contributing Member
  • **
  • World is tough and I'm tougher!!
Checking area for fires
« on: 03 Jun 2003, 16:30:13 »
I made a script to detect objects at the shell impact area when firing artillery. I worked and then it didn't work. Scripts crash the game and sometimes whole computer. I use nearestobject command but actually I don't know if it is the problem.

Scripts would be addition to Sentinel's Artillery (If you haven't your own copy, go and download one!). There is two Invisible helipads at the impact site which will be deletevehicled. They should not be selected as flaming targets.

There's a zip with two scripts needed. Check is the main script and it is launched with a position array ([x,y] array).

If someone has experienced same-kind-of problems, please help. THX

Offline MI_Fred

  • Members
  • *
  • AA
    • OFP Team Finlanders
Re:Checking area for fires
« Reply #1 on: 05 Jun 2003, 03:06:34 »
For me, referring to a non-existent/blown up/dead shell brings the game down. If your running a loop to detect it's height until it's about 1 meter of the ground, you know that it might or it might not travel that distance before the loop reaches the end, and thus giving the game an excuse to crash. Oh well you prolly know that  ::)

I do have some bad experiences on nearestObject, the skanky stubborn 8itch. It takes only objects class names... if you have types listed in an array and compare to the closest one, u might have a typo in a name?
« Last Edit: 05 Jun 2003, 03:08:58 by MI_Fred »
There's gooks over there, there's mines over there, and watch out those goddamn monkeys talk, I'll bite ya.