-
actions duplicates in action menu
hi here 
i have encoutered a very strange bug with actions add into action menu.
i use extended_eventhandlers 1.93 addons.
a cpp:
class CfgPatches {
class Arcade_sound {
units[] = {};
weapons[] = {};
requiredVersion = 1.140000;
requiredAddons[] = {"Extended_Eventhandlers"};
};
};
class Extended_Init_EventHandlers {
class CAManBase {
class Arcade_sound
{
init = "[_this select 0] exec ""\arcade_sound\init.sqs"";";
};
};
};
init.sqs:
_unit = _this select 0;
?(_unit != player): exit
arcade= true;
#main
?(vehicle _unit == _unit):hint "not in vehicle"; goto "next";
?(vehicle _unit != _unit):hint "in vehicle"; goto "main";
goto "main";
#next
#disable
?(vehicle _unit != _unit):goto "main";
?(arcade) and (vehicle _unit == _unit):_disable =_unit addaction ["disable arcade sounds and FX","\arcade_sound\disable.sqs"];_unit setvariable ["DISABLE",true];_unit setvariable ["ENABLE",false];
goto "loop";
#enable
?(vehicle _unit != _unit):goto "main";
?!(arcade) and (vehicle _unit == _unit):_enable =_unit addaction ["enable arcade sounds and FX","\arcade_sound\enable.sqs"];_unit setvariable ["DISABLE",false];_unit setvariable ["ENABLE",true];
goto "loop2";
#loop
?!(arcade) or (_unit getvariable "ENABLE") or (vehicle _unit != _unit):_unit RemoveAction _disable;goto "enable";
goto "loop"
#loop2
?(arcade) or (_unit getvariable "DISABLE") and (vehicle _unit != _unit):_unit RemoveAction _enable;goto "disable";
goto "loop2";
a script working very well but when i starting mission into a vehicle with moveincargo or moveindriver and moveingunner a actions has duplicate i send a screenshot.

any sugestions for help me to fix this bug?
Last edited by CERVANTES; May 9 2011 at 21:38.
-
I've seen same thing on some addons, but randomly, so I think it is matter of the system working at that moment than of the addon.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules