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[SOLVED] Need help to use this script

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Hello, I need help to implement this script in  my mission.

 

What I must put in my trigger to execute the script ?

 

Here is the script:

// --- get vehicle out of unitPlay V1.1 --- by TheRegurgitator
	
	//out of fuel method stops vehicle momentarily, but it retains its velocity when it is set back to _vel
	
	//get velocity
	_vel = velocity _vehicle;
	
	//stop unitPlay
	_vehicle setFuel 0;
	sleep 0.001;
	_vehicle setFuel 1;  // you can change this value to have it get the fuel from beforehand, but usually fuel is not an issue when using unitPlay
	
	//set velocity back to previous
	_vehicle setVelocity [
		(_vel select 0), 
		(_vel select 1), 
		(_vel select 2)
	];

Thanks and regards.

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Hello, I need help to implement this script in  my mission.

 

What I must put in my trigger to execute the script ?

 

Here is the script:

// --- get vehicle out of unitPlay V1.1 --- by TheRegurgitator
	
	//out of fuel method stops vehicle momentarily, but it retains its velocity when it is set back to _vel
	
	//get velocity
	_vel = velocity _vehicle;
	
	//stop unitPlay
	_vehicle setFuel 0;
	sleep 0.001;
	_vehicle setFuel 1;  // you can change this value to have it get the fuel from beforehand, but usually fuel is not an issue when using unitPlay
	
	//set velocity back to previous
	_vehicle setVelocity [
		(_vel select 0), 
		(_vel select 1), 
		(_vel select 2)
	];

Thanks and regards.

Try

ExecVM "Scriptname.sqf"

Or:

nul = this execVM "scriptname.sqf";

Or

this = execVM "scriptname.sqf"; 

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/|\

 |

Bullshit.

 

First one needs to know when you want the script to launch. Second you have to adjust the script so it gets something to work with : "_vehicle = _this select 0;" or something.Third poin: the script will do nothing because the AI driving the vehicle will just go on doing his stuff. but i can try it out for you.

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so i have tried it.

condition : [thistrigger, veh1] call BIS_fnc_inTrigger;

activation: _kauabanga = [ veh1] execVM "script.sqf";

 

script adjusted with: _vehicle = _this select 0;

 

result -> nothing ai driving through the trigger doing the same as before.

i u try it with other moving things it will propably work.

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Ok thats work for me with a Little Bird. Thanks for help.

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So I have modified the script:

// --- get vehicle out of unitPlay V1.1 --- by TheRegurgitator
	
	//out of fuel method stops vehicle momentarily, but it retains its velocity when it is set back to _vel
	
	_vehicle = _this select 0;
	
	//get velocity
	_vel = velocity _vehicle;
	
	//stop unitPlay
	_vehicle setFuel 0;
	sleep 0.001;
	_vehicle setFuel 1;  // you can change this value to have it get the fuel from beforehand, but usually fuel is not an issue when using unitPlay
	
	_vehicle engineOn true;
	
	//set velocity back to previous
	_vehicle setVelocity [
		(_vel select 0), 
		(_vel select 1), 
		(_vel select 2)
	];

I can now stop Unitplay when both pilots dies...

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Was this a question? Did it work?

 

No, it's ok.

 

And yes, thats work nice.

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