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Thread: Looking for a vehicle + Crew spawn script for Dedi

  1. #11
    No reason for me to assume some waypoint statements or another script call at the end of the script would break it.

  2. #12
    Lance Corporal Uncle Imshi's Avatar
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    Spoiler:


    I can get the script working in its basic format. But when I add the line
    _nul=[_vec,""markerToPatrol""] execVM ""ups.sqf"";
    It ceases to work.

    Also is there something in the script that sets the crew to never fire? I can't get a violent reaction from them no matter what I do.

  3. #13
    Lance Corporal Uncle Imshi's Avatar
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    No joy with that, and I've also tried adding this:
    {_x enableAI} forEach units group _grp;
    To get the AI to actually do something when they are on the map - this also stops the script from working.

    I had pasted the line into the script just about the final instance of '_grp' at the end of the script.

  4. #14
    Quote Originally Posted by Uncle Imshi View Post
    I can get the script working in its basic format. But when I add the line
    Code:
    _nul=[_vec,""markerToPatrol""] execVM ""ups.sqf"";
    It ceases to work.
    Ok a simple script call for an extern script CANNOT break the current script. If just the content of this "ups.sqf" doesn't work it must be a failure in the ups.sqf script. Otherwise here are my only suggestions:

    - First of all do as I said and remove the very last line "_Grp". This was the return statement of the former function and doesn't belong to a normal script.

    - Then (I know it should'nt matter but just in case to make sure) write
    Code:
    [_vec,"markerToPatrol"] execVM "ups.sqf";
    instead of
    Code:
    _nul=[_vec,""markerToPatrol""] execVM ""ups.sqf"";
    .

    Quote Originally Posted by Uncle Imshi View Post
    Also is there something in the script that sets the crew to never fire? I can't get a violent reaction from them no matter what I do.
    This script only creates a vehicle with its crew, it is not responsible for its behaviour. To give them particular behavior
    Code:
    {_x enableAI} forEach units group _grp;
    is completely wrong, as you can read out in the list of scripting commands.
    Give them a waypoint or use setCombatMode or setBehaviour.

    In case you meet problems with these statements, read its description in the biki carefully and use the advanced search function of this forum before posting it in this thread, since it is a bit out of topic.


    EDIT: add
    Code:
    -showScriptErrors
    to your ArmA2 shortcut to list all script syntax errors ingame.
    Last edited by Bon; Oct 7 2009 at 13:36.

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