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Grumpy Old Man

[Release] GOM_fnc_foggyBreath V1.2

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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

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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

pL23BZP.png

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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

pL23BZP.png

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

  • Like 2

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Perhaps, just because a getFatigue on a null object doesn't work. Not the _preint fault, but rather some _unit to be consistent.

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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

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