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Vegatry

Check if BIS_fnc_Unitplay was finished?

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Goal:

How do I check if BIS_fnc_Unitplay was finished so I could execute codes such as bail out the AIs or deleteVehicle and etc..

Questions/Addition infos

Or does it automatically detect if its was finished and jump to the next line of codes?

I unPBO the official showcase "Commanding" and founded following code in its initMission.hpp file, but it still seem to be confusing to me...

Anyone help me slove the puzzle?

I tried with ["my helo name", "finished"] on its third parameter just as how BIS did, but doesn't work.

_data = call compile preprocessFileLineNumbers "Littlebird.sqf";

If (!([] call BIS_fnc_isCampaign)) Then {[bIS_Littlebird, _data, [bIS_Littlebird, "finished"], false, false, 0, 40] spawn BIS_fnc_unitPlay} Else
{
BIS_Littlebird disableAI "anim";
BIS_player action ["Eject", BIS_Littlebird];
unassignVehicle BIS_A1;
[bIS_A1] orderGetIn false;
BIS_A1 action ["Eject",BIS_Littlebird];
BIS_player setPos [2147.14,1877.83,0.00130177];
BIS_player setDir 320;
BIS_A1 setDir 320;
BIS_A1 setPos [2152.7,1879.28,0.00130939];
BIS_Littlebird setPos [(getPos BIS_Helipad select 0), (getPos BIS_Helipad select 1), 0.25];
BIS_Littlebird setDir 210;
"BIS_mrkStart" setMarkerPos (getPos BIS_helipad);
};

Edited by Vegatry

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Since it's a function, it'll halt the script when called until it's finished.

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Since it's a function, it'll halt the script when called until it's finished.

Thanks mate :D

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Since it's a function, it'll halt the script when called until it's finished.

Well its a nay, the scripts continues after the function. Which my poor little character eject from the heli high from 100m and splash on the ground...looks pretty dead.

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Try this:

helo1 setVariable ["landingDone",false];
_flightPath=[ //unitplay data];
[helo1, _flightPath, [helo1,"landingDone"]] spawn BIS_fnc_UnitPlay;
waitUntil {helo1 getVariable "landingDone"};

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