well,
Ive tried and stumped so far.
OK so we all know we can get the _x distance right?
? ("_goodunit distance _x <= 40" count _bad_group > 0): goto "where_ever"
And we can check if its known about.
("_goodunit knowsabout _x > 0.25" count _bad_group >0) : goto :where_ever"
Or we can check if _x is alive or probably more useful --if its not alive
("not (alive _x )" count _bad_group >0) : goto :where_ever"
HECK we can even string em all together which is very useful
? ("_goodunit distance _x <= 40 and alive_x and _goodunit knowsabout _x > 0.25" count _bad_group > 0): goto "where_ever"
So how can we find out what _x is?:joystick:
I know you can do the counttype thing but I need it so I can fit it into the combination shown above. If counttype can be used in the string of checks (without a loop) plz let me know.
if we can figure out whether _x is infantry or armour and slip it into that combination of knows about, distance and whether or or its alive then OMG that would be such a powerful script check.
We wouldnt have to have sub arrays of the enemy for infantry and armour.
WE wouldnt have to alter the sub arrays and checking which is alive, which can fire etc.
Hell it must be possible.
Actually, I think u can also check if _x can fire so why cant I find out what _x is. :-\
Comments o plz comments
BTW Im aware I could just create a sub array of just infantry from the enemy global list IE _enemy = eastunits
and then sift through the _enemy array and find all the "soldiers"
and then create the sub array _infantry.
This works fine IF you dont have any create unit scripts or spawns.
Thats the issue--creating units makes it all turn to poos.
But I noticed if u only make a single local array IE: _enemy = trigger list (eastunits) then all the above mentioned _X querries still work fine--even with respawned camcreated units.
Sub arrays like the _infantry array need updating by removing the dead guys and adding them again when u creat unit them.
The script im working on works using this method f amending the arrays in loops but that REALLY ALTERS performance causeI have fast loops that cant be slowed down (and yet require an array update within them.)
What I have done is put counters these fast loops so that the _infantry sub arrays are only updated after so many loops but it still drains the system.
Any way, if we can find out what _x is then itll Bye bye to all those friggin loops
Zay out