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Desrat

if madness

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ok trying to work with BIS_Alice and add a casualties limit to a mission.

init of ALICE module (tryed to format it to be readable here)

this setvariable 
["ALICE_civilianinit",   
   [
       {
        _this addmpeventhandler 
           ["mpkilled",
               {
               null = [_this select 1] execVM "scripts\civ_casualties.sqf";
               }
           ]   
       }
   ]  
] call bis_fnc_variablespaceadd;

works fine - script triggers, so far so good.

but heres where it falls down....I only want it to increment my counter if the killer is one of the playable units, and as I'm using norrins respawn I thought this should work.

civ_casualties.sqf

if !(isServer) exitWith {};

_killer = _this select 0;

if (_killer in NORRN_player_units) then 
{
	Civ_Killed = Civ_Killed + 1;
        publicVariable "Civ_Killed";
};

however it doesn't and neither does this

if !(isServer) exitWith {};

_killer = _this select 0;

if ((_killer == s1) or (_killer == s2) or (_killer == s3) or (_killer == s4) or (_killer == s5) or (_killer == s6) or (_killer == s7) or (_killer == s8)) then 
{
	Civ_Killed = Civ_Killed + 1;
               publicVariable "Civ_Killed";	
};

this does work but obviously only for one unit

if !(isServer) exitWith {};

_killer = _this select 0;

if (_killer == s1) then 
{
	Civ_Killed = Civ_Killed + 1;	
               publicVariable "Civ_Killed";
};

I should add my player array is as follows

NORRN_player_units = [s1,s2,s3,s4,s5,s6,s7,s8];

also I dont get any errors reported in my RPT - Can anyone shed any light on what I'm doing wrong here..

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try using isPlayer instead.

Also, you might want to try regular addEventHandler with "killed" instead of the MP version if it still doesnt work.

if (!isServer) exitWith {};

_killer = _this select 0;

if (isPlayer _killer) then {
Civ_Killed = Civ_Killed + 1;
publicVariable "Civ_Killed";
};

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isPlayer seems to have done the trick thanks, but I still don't understand why

if (_killer in NORRN_player_units) then 

didnt work

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