Grumpy Old Man 3546 Posted July 6, 2018 2 hours ago, diwako said: I used it in a few of my missions before. It works great in mp. In my missions units spawn in and out dynamically so I found one problem with the script. Directly in line 189 add this small bit if you do not want to see some error message when a unit gets deleted. if(isNil "_preint") exitWith {}; Never got any errors when deleting units mid-mission, do you have a .rpt or screencap of the error? Cheers Share this post Link to post Share on other sites
diwako 413 Posted July 6, 2018 58 minutes ago, Grumpy Old Man said: Never got any errors when deleting units mid-mission, do you have a .rpt or screencap of the error? Cheers Sure, happens when I walk in and out of spawning triggers. Not constantly, rarely. 21:52:18 Error in expression <ifeTime + _lifeTimeFraction]; _preInt = _preInt + _cold; _preintFraction = _prei> 21:52:18 Error position: <_preInt + _cold; _preintFraction = _prei> 21:52:18 Error Undefined variable in expression: _preint 21:52:18 File scripts\GOM\foggyBreath\GOM_fnc_foggyBreathInit.sqf [GOM_fnc_foggyBreathInit], line 199 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted July 7, 2018 17 hours ago, diwako said: Sure, happens when I walk in and out of spawning triggers. Not constantly, rarely. 21:52:18 Error in expression <ifeTime + _lifeTimeFraction]; _preInt = _preInt + _cold; _preintFraction = _prei> 21:52:18 Error position: <_preInt + _cold; _preintFraction = _prei> 21:52:18 Error Undefined variable in expression: _preint 21:52:18 File scripts\GOM\foggyBreath\GOM_fnc_foggyBreathInit.sqf [GOM_fnc_foggyBreathInit], line 199 Weird, couldn't reproduce it. Well reworked it anyway, added some checks so it shouldn't pop up again. Changelog: V1.2: Fog is now more influenced by wind, also helicopter downwash etc Is less prominent at higher temperatures Fog now also works for unit in open vehicles Fog will stop once in a closed vehicle/inside a building Cheers 2 Share this post Link to post Share on other sites
pierremgi 4905 Posted July 7, 2018 Perhaps, just because a getFatigue on a null object doesn't work. Not the _preint fault, but rather some _unit to be consistent. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted July 7, 2018 44 minutes ago, pierremgi said: Perhaps, just because a getFatigue on a null object doesn't work. Not the _preint fault, but rather some _unit to be consistent. Yeah, I get that. Still a weird error, since the script exits at various points if _unit doesn't exist. Spawned and deleted multiple units with the script being active, never received that error. Cheers Share this post Link to post Share on other sites
Guest Posted July 7, 2018 The Armaholic mirror has been updated with the new version: GOM fnc foggyBreath v1.2 Share this post Link to post Share on other sites