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Thread: unitReady problems

  1. #1

    unitReady problems

    I am trying to write a script in which AI moves into positions within a building then do some action like go prone or kneel or w/e.

    From everything I've read a simple waitUntil { unitReady _unit } should do the trick but it's not working at all . These units aren't grouped because I noticed that when assigning house positions to units in a group via move the whole group is given that waypoint so I have the group move up to the building, ungroup and then move to their positions. The script currently looks something like:

    Code:
    _nBuilding = getPos player nearestObject 7024;
    _unit = _this select 0;
    _pos = _this select 1;
    _stance = _this select 2;
    
    _unit move (_nBuilding buildingPos _pos);
    
    waitUntil { unitReady _unit };
    _unit setUnitPos _stance;
    _unit disableAI "MOVE";
    I also noticed that the sleep keyword doesn't seem to do anything and if you place a ; after ~# it fails as well. I've been through a bunch of different versions. All of which had specifically assigned the variable values. Was trying a more ambiguous version with this one. I also tried doMove with the same results.

    I placed a hint immediately after the waitUntil statement and it fired as soon as the script did so I'm really at a loss. Any help would be appreciated, thanks in advance!

    Edit:
    I think I solved the problem by using execVM instead of exec... :P testing some more now but it seems to have resolved the issue.

    If you're having this problem too in the init (or however you call the script) I had been using:
    Code:
     [this, 12, "Middle"] exec "Building.sqf"
    but am now using:

    Code:
     test = [this, 12, "Middle"] execVM "Building.sqf"
    Last edited by Daskidd821; May 5 2011 at 03:46. Reason: Resolved

  2. #2

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