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Author Topic: Forcing Units to get out and stay out  (Read 3824 times)

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Offline h-

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Re:Forcing Units to get out and stay out
« Reply #30 on: 06 Jul 2005, 17:30:16 »
Ok..

Don't worry if it doesn't work, I'm notorious of making very stupid mistakes in my scripts ;D ;D ;D
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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #31 on: 06 Jul 2005, 17:32:25 »
perfect... you guys think of everything  ;D

works like a charm, and no silly mistakes (i do exactly the same, but with configs normally)

thankyou everyone... finally i can perhaps get a beta out to our testers  ;D
« Last Edit: 06 Jul 2005, 17:33:36 by Messiah »
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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #32 on: 06 Jul 2005, 18:05:28 »
AAARGH...

lol... ok, so it actually doesnt work... it seems that only one of the game logics get removed from the array, because after the camo net is deployed and removed, the missile will only fire upwards...  :-\
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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #33 on: 06 Jul 2005, 18:10:48 »
nevermind again... lol... Hater_kint you did make a silly mistake somewhere, but lukily Sa8Geckon had already PM'd me an sqf code on your forums... i tried that and it seems to work fine again  ;D

ok... i lie, i did some more testing and found out when it does and doesnt work...

basically if there are people in the vehicle when the deploy cam net script is hit, it works fine...

if the vehicle is empty (either if it started empty, or all the occupants get out) then the milan goes wrong, firing vertically ... perhaps we need to check if the thing has any crew at all when the script is called? bearing in mind it could have anything from 1 to 4 men on board...

i'm not sure what its doing  :-\
« Last Edit: 06 Jul 2005, 18:17:00 by Messiah »
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Offline h-

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Re:Forcing Units to get out and stay out
« Reply #34 on: 06 Jul 2005, 19:06:52 »
:(

Well, the easiest way to avoid this is to add a getout eventHandler for the vehicle:
Code: [Select]
getout="[_this select 0] call UKF_createProxyAT";
Or, add a line in the script after the occupants have ejected:
Code: [Select]
[_vehicle] call UKF_createProxyAT
Should work with either one... :P

I would prefer that script line solution because otherwise that createProxy function is called everytime someone exits the vehicle...

EDIT:
And before doing that above, you can fix the UKF_crew_mcar.sqf..
This line
Code: [Select]
while "_i > 0"
Should be this instead:
Code: [Select]
while "_i >= 0"
And by doing this you don't have to do the createProxyAT stuff at all ;)
One bug we never even noticed... ::)
« Last Edit: 06 Jul 2005, 19:29:22 by HateR_Kint »
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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #35 on: 06 Jul 2005, 20:44:12 »
so just the last part should solve it?
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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #36 on: 06 Jul 2005, 20:49:23 »
excellent - works a beaut now... lol - better not speak too soon, as i'm sure i'll destroy it  ;D
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