Hello,
I've been experimenting with the scripted waypoint type and I think I've found a bug when you use it with a savegame.
Scripted waypoints are fun to use and quite handy stuff.
When you run a script in the scriptbox of a scripted waypoint the group will stop until the script exit. Then the group will move to it's next waypoint.
Usefull for those damn choppers who don't want to wait before everybody got in.
But it seems that a savegame exit the script too. :'(
_veh = _this select 0
_grp = mygrp
_units = units _grp
"Unassignvehicle _x" foreach _units
@"vehicle _x == _x" count _units == 0
hint "DEBUG : Group is out"
@!alive AT2 OR "alive _x" count _units <= 4 OR objective2
hint "M113 moves in for objective2"
exit
The script exit when...
when AT2, (an enemy ATsoldier) dies
OR
when the town is completely cleared : objective2 is true
OR
when I have only 4 or less men left.
When I save and load while the script is waiting on that second @ condition line, the M113 moves immediatelly to his next waypoint.
How can I solve this?
I read on the forum that I have to use the reserved variable time or _time... but I have no idea what I have to change in the script to solve this.
It would be nice if somebody could give me an example... :-\
PS : Mission is SP