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blasturbator

Description.ext CTD

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It might also be because of the missing quotation mark in hint format ["3/3];, you can spot it nicely because of the syntax highlighting changing in the above post.

I meant to ask this earlier, but is there a reason for specifically using

_name = "intel"; call compile format["%1 = _intelCase", _name];

instead of intel = _intelCase;? They're the same thing.

Edit: I see you also changed the trigger classname from EmptyDetector to CaseTrigger, was that intentional? I've never seen the latter used.

Edited by Magirot

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It might also be because of the missing quotation mark in hint format ["3/3];, you can spot it nicely because of the syntax highlighting changing in the above post.

Good catch, i make a lot of typos huh.

I meant to ask this earlier, but is there a reason for specifically using

_name = "intel"; call compile format["%1 = _intelCase", _name];

instead of intel = _intelCase;? They're the same thing.

I'm not entirely sure

_intelCase setVehicleVarName _name;
call compile format["%1 =  _intelCase", _name];

was recommended to me when i was having troubles making it work as intended and i just went with it.

Edit: I see you also changed the trigger classname from EmptyDetector to CaseTrigger, was that intentional? I've never seen the latter used.

I just changed it because it made more sense while reading it, it doesn't affect anything down the line.

edit: Okay ao the briefcase is spawning now :D i guess using EH really fixed it. The trigger however is still not working, i'll report back after i put it into a function like you suggested.

Edited by Blasturbator

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I just changed it because it made more sense while reading it, it doesn't affect anything down the line.

EmptyDetector is a classname (like "Land_Suitcase_F" in the createVehicle), changing it to something that's not defined in the game files means that no trigger is created, as far as I know.

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It's a classname? I thought it was just the trigger name

edit: Object = createTrigger [type, position]

no shit, guess i shouldnt have changed that then xD I have much to learn

edit: Yay it's working! man that was a hassle. Thanks very much for your help magirot, i'll put you in the mission credits ;)

Now i only have one other problem to deal with and my mission is all set, until i try to add stuff to it again xD

Edited by Blasturbator

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OR SO I THOUGHT.

So the triggers don't want to activate for some reason. Using hints to debug i narrowed it down to that, they get created, they just wont activate. this is the statements line:

_this setTriggerStatements ["player in thislist","nul = [intel,thistrigger] execVM 'core\modules\cacheScript\intelPickup.sqf' ", ""];

What i don't understand is how that suddenly doesnt work when it did work that one time. It's worked twice actually, but the rest of the time it hasn't and i didnt change a single thing in the trigger statements.

Edited by Blasturbator

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