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Azz -GUN-

The stupiedest question ever

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How the hell do i check if a variable is true ?

i have a trigger

on activation

overLZ=true

then in my script there is a loop

what is it i thought it was

?(overLZ == true)

dosent work.

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just initialize overLZ to false first

overLZ = false

do it in that script if you are sure it won't be set true before.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

overLZ=false

#loop

?(overLZ==true) : goto "Eject"

goto "loop"

#Eject

_Array = units aP

_Count = count _Array

_x = 0

#EjectLoop

_Unit = _array select _x

_Unit action ["EJECT",Chopper1]

~3

_x = _x + 1

?(_x < _count) : goto "EjectLoop"

exit<span id='postcolor'>

I just get error it dosent like the bool it expects something else

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just crashes now Grr what have BIS Done im sure you used to be able to put it in the () and have == true

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what the?

the () should be no problem

crashes? maybe because of instructions in Eject portion? smile.gif

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units aP?

units group aP

right?

you must be accessing something incorrectly to crash

EDIT: mad.gifmad.gif NEVER MIND, I will go and test this script... it's bugging me now. smile.gif

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hehe dont stress over it i have started a fress mission now and it seems to work so far smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">overLZ=false

#loop

?(overLZ): goto "Eject"

~0.001

goto "loop"

#Eject

_Array = units aP

_Count = count _Array

_x = 0

#EjectLoop

_Unit = _array select _x

_Unit action ["EJECT",Chopper1]

~3

_x = _x + 1

?(_x < _count) : goto "EjectLoop"

exit<span id='postcolor'>

works for me

make sure to name the guy aP and chopper Chopper1

wink.gif

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A hint: Don't use script-loops if you want to continuosly check some state. When saving the game during the running of such a looping script, OF will not re-start the script when you reload the savegame.

Instead, use a recursive trigger: Define some arbitrary variable (say varCheckState) as true in your init.sqs. Also add a 1 sec. delayed, repeated GameLogic trigger that activates on varCheckState. During its activation (ie in the On Activation field) you falsify varCheckState and run a checking script. This can also be done at the end of your script.

In the On Deactivation field you negate varCheckState again (to 'TRUE', that is). This way the trigger will run the checking script once every second.

This allows for easier coding, and as the varCheckState variable is saved in the savegame, it will re-/deactivate the GameLogic trigger upon reload.

If you want to run the checking script only when a certain condition is met, you just add some boolean state to the Condition field of your trigger.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (kkkonge @ Nov. 23 2002,10:54)</td></tr><tr><td id="QUOTE">A hint: Don't use script-loops if you want to continuosly check some state. When saving the game during the running of such a looping script, OF will not re-start the script when you reload the savegame.<span id='postcolor'>

It should, if it didn't then all scripts would be useless for people who want to save games. confused.gif

Edit: I should have said, the save and load should be fairly transparent to the script execution since script and variable states are saved and then restored. Scripts are not re-started, they continue where they left off.

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