Jump to content
Sign in to follow this  
curtcooll

Summit wrong with my code

Recommended Posts

Added in code to allow for ai pilot and copilot to re spawn with vehicle and cant seem to get it to work.

if (!isServer) exitWith {};

// Define variables
_unit 			= _this select 0;
_delay 			= if (count _this > 1) then {_this select 1} else {30};
_deserted 		= if (count _this > 2) then {_this select 2} else {120};
_respawns 		= if (count _this > 3) then {_this select 3} else {0};
_explode 		= if (count _this > 4) then {_this select 4} else {false};
_dynamic 		= if (count _this > 5) then {_this select 5} else {false};
_unitinit 		= if (count _this > 6) then {_this select 6} then {true} else {false};
_haveinit 		= if (count _this > 7) then {true} else {false};
_AI 			= _unit;
_side 			= side _unit; 
_crew 			= crew _unit;
_AI_skillArray 	= _AI_skillArray + [skill _x]}forEach _crew;
_AI_unitArray 	= [];

{_AI_unitArray = _AI_unitArray + [typeOf _x];
_AI_skillArray = _AI_skillArray + [skill _x]}forEach _crew;

_hasname 		= false;
_unitname 		= vehicleVarName _unit;
if (isNil _unitname) then {_hasname = false;} else {_hasname = true;};
_noend 			= true;
_run 			= true;
_rounds 		= 0;

if (_delay < 0) then {_delay = 0};
if (_deserted < 0) then {_deserted = 0};
if (_respawns <= 0) then {_respawns= 0; _noend = true;};
if (_respawns > 0) then {_noend = false};

_dir 			= getDir _unit;
_position 		= getPosASL _unit;
_type 			= typeOf _AI;//
_group			= group _AI;//
_unitsGroup 	= units (group _AI);//
//_dir 			= getDir _AI;
deleteGroup _group;//
_group 			= createGroup _side; 
_dead 			= false;
_nodelay 		= false;


// Start monitoring the vehicle
while {_run} do 
{	
  sleep (2 + random 10);
   if ((getDammage _unit > 0.8) and ({alive _x} count crew _unit == 0)) then {_dead = true};

// Check if the vehicle is deserted.
if (_deserted > 0) then
{
	if ((getPosASL _unit distance _position > 10) and ({alive _x} count crew _unit == 0) and (getDammage _unit < 0.8)) then 
	{
		_timeout = time + _deserted;
		sleep 0.1;
	 	waitUntil {_timeout < time or !alive _unit or {alive _x} count crew _unit > 0};
		if ({alive _x} count crew _unit > 0) then {_dead = false}; 
		if ({alive _x} count crew _unit == 0) then {_dead = true; _nodelay =true}; 
		if !(alive _unit) then {_dead = true; _nodelay = false}; 
	};
};

// Respawn vehicle
if (_dead) then {	
	if (_nodelay) then {sleep 0.1; _nodelay = false;} else {sleep _delay;};
	if (_dynamic) then {_position = getPosASL _unit; _dir = getDir _unit;};
	if (_explode) then {_effect = "M_AT" createVehicle getPosASL _unit; _effect setPosASL getPosASL _unit; hint "dude";};
	sleep 0.1;

	deleteVehicle _unit;
	sleep 2;
	_unit = _type createVehicle _position;
	_unit setPosASL _position;
	_unit setDir _dir;

	if (_haveinit) then 
				{_unit setVehicleInit format ["%1;", _unitinit];
				processInitCommands;};
	if (_hasname) then 
				{_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname];
				processInitCommands;};
	_dead = false;

	{_x createUnit [_position, _group];} forEach _AI_unitArray;



	_unitsGroup = units _group;
	{_x disableAI "MOVE"} forEach _unitsGroup;

	for [{ _loop = 0 },{ _loop < count  _unitsGroup},{ _loop = _loop + 1}] do
	{	
		_guy = _unitsGroup select _loop;
		_guy setSkill (_AI_skillArray select _loop);
		if (_loop == 0) then {_guy moveInDriver _unit};
		if (_loop == 0) then {_guy moveInTurret [heli,[0]] _unit};

		sleep 0.1;
	};
	{_x enableAI "MOVE"} forEach _unitsGroup;

	// Check respawn amount
	if !(_noend) then {_rounds = _rounds + 1};
	if ((_rounds == _respawns) and !(_noend)) then {_run = false;};
};
};

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×