BEAKSBY 11 Posted July 13, 2014 HI Folks, I would like the repair the vehicle while my player is looking at it with the cursor, not from inside. I've added a Repair addAction to the vehicle: _vehType = _this select 0; _tank = createVehicle [_vehType, [037,079], [], 0, "NONE"]; _tank setPos [(_pos select 0), (_pos select 1), 0]; _tank addAction [("<t color=""#66FFFF"">" + ("Repair/Flip") +"</t>"), {[_vehType] execvm "Repair.sqf"}]; Repair.sqf _veh = _this select 0; _timeForRepair = 2; if (!isnull cursortarget) then { _object = cursortarget}; // name of object _veh = (vehicle player); hint format ["Please wait %1 seconds to repair _veh: %2 \n vehicle player: %3 \n _object %4",_timeForRepair, _veh, (vehicle player), _object]; sleep _timeForRepair; _veh setFuel 1; _veh setDamage 0; _veh setVehicleAmmo 1; _veh setpos [getpos _veh select 0, getpos _veh select 1, 0]; But _veh results in the player and so does vehicle player? _object resutls in any How do identify the vehicle the player's cursor is targetting and how then how can I repair it from outside? Share this post Link to post Share on other sites
Horner 13 Posted July 13, 2014 Well, the reason _object is resulting in any is because you're defining it in a different scope than you're calling it from. Try adding private["_object"] at the top or simply define _object = objNull; anywhere above your if/then statement. Share this post Link to post Share on other sites
BEAKSBY 11 Posted July 13, 2014 Nevermind, solved it with ... _ veh = ""; _timeForRepair = 2; _pos = screenToWorld [0.5,0.5];// land position if (!isnull cursortarget) then { _veh = cursortarget}; // name of object //_veh = (vehicle player); sleep _timeForRepair; _veh setFuel 1; _veh setDamage 0; _veh setVehicleAmmo 1; _veh setpos [getpos _veh select 0, getpos _veh select 1, 0]; hint format ["Please wait %1 seconds to repair _veh: %2 \n vehicle player: %3",_timeForRepair, _veh, (vehicle player)]; Thanks for the quick response Horner... Share this post Link to post Share on other sites