uiox 0 Posted October 16, 2002 I'm trying to replace a detect loop for addaction to vehicle's player when he gets in and remove when he gets out. In getout event unit is not return but the vehicle leaves In command ref you say position in first it's unit first When a unit is present in a vehicle after getin, _this select 0 is always with the unit gets in first. 1) unit1 getin : unit1, driver 2) Player getin : unit1, cargo 2) unit2 getin : unit1, cargo If i do : _this select 0 != player, don't work, but Name (_this select 0) != name(player), works Why I can't have the unit when unit gets out? Or make event getin for units and returns always vehicle I want to use this events for addaction & remove and for test capacity of transport, I can do this with events but it's complex. So getin & getout for players and units/men : vehicle and position getin & getout for vehicle : unit and position But unit/vehicle can be better for other scripts, not for my problem. More I add events to all vehicles present, I'm not sure it's the solution for disable one task/loop. In the next patch can you add a "leader" event to groups (when leader change), and "status" (when fleing or destroy), and then i will be able to disable all the task/loops of my mod. But i'm happy with 1.85 I have disable 50 % of my tasks. PS: Thank for improved store & save, when you save 10 times by hour your 1 Mo test mission it's a pleasure when it's quasi immediatly. Share this post Link to post Share on other sites
uiox 0 Posted October 17, 2002 Finally unit first and after vehicle, for my use (addaction to vehicle player), it's a good compromise. But with the problem of the bad return for units you can't use this in many application. Share this post Link to post Share on other sites
uiox 0 Posted October 17, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">In the next patch can you add a "leader" event to groups (when leader change), and "status" (when fleing or destroy), and then i will be able to disable all the task/loops of my mod.<span id='postcolor'> Finally it's not useful, cause I can script this with event "killed", cause when a unit is kill i can test if they flees (units killed and flee are relate in fact), or wait for the new leader. One more loop disable ! Share this post Link to post Share on other sites