Complex hasn't started yet.
You have to consider to whom you are proposing to apply the EventHandler (EH). The EH you are referring to is GetIn / GetOut, and they are only checked when a unit performs that action. If it was applied to a
cink who was already aboard as driver, it would have no effect until he got out of his own accord.
The following questions need answering before a solution can be determined:
do
cinks keep their jobs? - it makes no sense to apply EHs to all
cinks if only a handful are ever affected
what do unemployed
cinks do? - to make sure anyone the player replaces does what they ought to
BTW there is some mechanism for
cinks to become criminals (Czech:
zlodej), which may be why cops occasionally shoot them. Regarding the crashing of cars: so far as I can see, the state of the car is only checked when the
cink goes to get in it; if it has even the slightest damage then, he calls for it to be repaired. It does not seem to check the condition of the vehicle while driving.
Corrections
1. Corpse removalMy idea won't work because the bodies you see are not actual
cinks. Dead
cinks are revived, and a doppelganger spawned and killed. Ignore my additions to
init.sqs, the script you need to edit is
ugdcd.sqs. The section of interest is #smrt (Czech for 'death'), add a line as follows:
_mrtvo=_typ2 createvehicle getpos _cinjme
_mrtvo setdamage 1
[_mrtvo] exec "deaddude.sqs" <--- line to be added
2. Typo in scriptI hope this may partially solve the problem of non-moving
cinks. In the script
cmis.sqs there is a section #cestaautem (Czech 'journey by car') with an incorrectly spelled variable - the next but one line should read:
_ci
njme stop false