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eLectryx

Addaction Problem?

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Hi all:

I've noticed that when I use a teleport script on a mission there seems to be a bit of an issue. After I teleport or on map load there's a delay on getting any scroll-wheel options on any objects. I'm sure it's related to addaction but I just can't seem to figure out the issue.

Any ideas?

Thanks,

-e

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Hi,

I'm sure it's related to addaction but I just can't seem to figure out the issue.

Nope, it's not.

The game engine just needs a moment to initiate the new environment and objects. Nothing you can do about it.

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Are you really sure that is related to addAction? I recognize the problem, but for me it happens on any objects, like for ingame gates and doors and browse inventory and all such things. De delay is for some seconds when starting mission and possibly also when teleporting (not exactly sure about the latter), maybe 5-10, and then everything start to behave as is should.

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When you teleport to a new location, the unit will need to identify the objects around them. Many factors (CPU load) will affect how long it takes for them to be identified.

You could use the "reveal" command to reveal all the objects quickly at the new location allowing actions, for example:

{player reveal _x;} forEach (position player nearObjects ["AllVehicles",100]);
{player reveal _x;} forEach (position player nearObjects ["ReammoBox",50]);
{player reveal _x;} forEach (position player nearObjects ["Misc_Backpackheap",50]);

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When you teleport to a new location, the unit will need to identify the objects around them. Many factors (CPU load) will affect how long it takes for them to be identified.

You could use the "reveal" command to reveal all the objects quickly at the new location allowing actions, for example:

{player reveal _x;} forEach (position player nearObjects ["AllVehicles",100]);
{player reveal _x;} forEach (position player nearObjects ["ReammoBox",50]);
{player reveal _x;} forEach (position player nearObjects ["Misc_Backpackheap",50]);

Thanks.

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