Home   Help Search Login Register  

Author Topic: ROMM_IA (ACCEPTED)  (Read 10617 times)

0 Members and 1 Guest are viewing this topic.

Offline Rommel92

  • Members
  • *
Re: ROMM_IA (ACCEPTED)
« Reply #15 on: 02 Jul 2008, 17:51:12 »
{[_x]call compile preProcessFile "ROMM_IA.sqf"} forEach [group1,group2,group3];

When a function is "called" it will wait for the function to finish before moving on to the next one. The script ends when the group is killed, so once group1 is dead, group2 would launch the script, and so on and so forth.

 :)

Offline Shadow.D. ^BOB^

  • Members
  • *
Re: ROMM_IA (ACCEPTED)
« Reply #16 on: 02 Aug 2008, 01:28:07 »
Hey guys just a quick note.  I have tried to implement this into DACv2 but with no luck.

I have added the code you posted rommel, exactly the same (copy n paste).  But when DAC starts to initialise on mission run, its gives an error about a missing ].

Any ideas?

Cheers
« Last Edit: 02 Aug 2008, 01:29:59 by Shadow.D. ^BOB^ »

Offline Rommel92

  • Members
  • *
Re: ROMM_IA (ACCEPTED)
« Reply #17 on: 02 Aug 2008, 05:54:36 »
 Hey Shadow Bob, I haven't tested it in a while, and have been really  busy etc, however try these sets of possible working code:
Code: [Select]
_Events_Unit_S =
[
[[_group] call compile preProcessFile "ROMM_IA.sqf"],
[],
[],
[],
[],
[]
];

Code: [Select]
_Events_Unit_S =
[
["[_group] call compile preProcessFile ''ROMM_IA.sqf''"],
[],
[],
[],
[],
[]
];

Code: [Select]
_Events_Unit_S =
[
["[_group] execVM ''ROMM_IA.sqf''"],
[],
[],
[],
[],
[]
];


Code: [Select]
_Events_Unit_S =
[
[[_group] execVM "ROMM_IA.sqf"],
[],
[],
[],
[],
[]
];

Offline Shadow.D. ^BOB^

  • Members
  • *
Re: ROMM_IA (ACCEPTED)
« Reply #18 on: 06 Sep 2008, 06:23:02 »
Hey Romm, sorry i havent replied sooner, but ive been working overseas and have only just taken his project up again.  I tried the suggestions you posted and the 1st option seems to be the only one workin without an error.  The problem is when i call the scrip as an event, any units in the DAC zone stop responding to the waypoints created, and just stay static.  I don't suppose you have any idea on the subject do you?  Or has anyone else been able to get the 2 systems working together?

Thankyou for any help in advance.

Offline Rommel92

  • Members
  • *
Re: ROMM_IA (ACCEPTED)
« Reply #19 on: 14 Sep 2008, 07:15:20 »
Code: [Select]
_Events_Unit_S = [
["[_group] execVM ""ROMM_IA.sqf"""],
[],
[],
[],
[],
[]
];

Is what I'm using in my latest mission, and I'll possibly be updating the ROMM_IA.sqf script soon aswell.
Sorry for the dud solutions  :whistle:.

Offline Shadow.D. ^BOB^

  • Members
  • *
Re: ROMM_IA (ACCEPTED)
« Reply #20 on: 07 Oct 2008, 01:10:09 »
Dud solution or not lol, seems to have worked cheers dude.  Looking forward to an updated version if u get round to it.

Offline Binary

  • Members
  • *
Re: ROMM_IA (ACCEPTED)
« Reply #21 on: 01 Dec 2008, 10:31:13 »
Will this also increase AI effectiveness over distance?

With vanilla AI it seems that (especially in multiplayer) they are completely useless at +250 meters.
"Ah.. Home sweet hell !" - Al Bundy

Offline Manzilla

  • Members
  • *
Re: ROMM_IA (ACCEPTED)
« Reply #22 on: 02 Dec 2008, 00:45:25 »
Try Six Pack 2 and FFN together. I'm not sure if this does much for distance.