siggy 10 Posted December 6, 2010 Just a quickie... I've trawled comref and suspect that this can't be done - perhaps somebody can say definitively! I'd like to return an array of the units that I have selected along the bottom of my screen (i.e. the group members I've selected using F1 to F12). The idea is to then pass this array into a script. Can't find anything though :( Share this post Link to post Share on other sites
SaOk 112 Posted December 6, 2010 This it is, but you need to be in command view (del-button in numpad) if using it trought radio. Else the selected units are automaticly unactivated, before the script happens: _array = groupSelectedUnits player; Share this post Link to post Share on other sites
siggy 10 Posted December 7, 2010 Nice one! I'm testing in v1.56 and do not need to switch to command view. It doesn't de-select the units until after I've done the 0-0-x, in 1st Person - works a treat :) Scenario is a 4 man PMC team with a Land Rover. An ammo crate with some fancy weapons is attached to the vehicle using attachTo. Radio Juliet: nul = (groupSelectedUnits player) execVM "Rearm.sqf"; //Rearm.sqf //--------- //Check only one unit's selected if (count _this == 1) then { //If they're in a vehicle, check it's not moving, before jumping out _pmc = _this select 0; if ((!(vehicle _pmc == _pmc)) and (speed (vehicle _pmc) > 0.5)) then { hintSilent "Unit is moving too fast!" } else { //If in a stationary vehicle, get out and move to the ammo crate if (!(vehicle _pmc == _pmc)) then { _pmc action ["GetOut",vehicle _pmc]; _pmc commandMove (position pmc_ammo) } //Otherwise, just move to the crate else { //If close enough, open the gear menu between the unit and the crate if (_pmc distance pmc_ammo > 4.5) then { _pmc commandMove (position pmc_ammo) } else { _pmc action ["GEAR",pmc_ammo] }; }; }; } else { hint "Select a single unit!" }; I appreciate the help! Share this post Link to post Share on other sites
SaOk 112 Posted December 8, 2010 Nice, that (groupSelectedUnits player) execVM "Scriptname.sqf"; really works. I had that "groupSelectedUnits" in the script which was too late to detect the units that player chose. That makes things now much easier, thanks. :) Share this post Link to post Share on other sites