unhappytroll 6 Posted July 23, 2017 So I have a script. It is not my script and I believe it was modified form ALiVE or some other mod. this is part of it: Spoiler if (isServer) then { private ["_veh", "_abandonDelay", "_abandonDistance", "_abandonNotification", "_moveDistance", "_deadDelay", "_startLocation", "_respawnCount", "_vehInit", "_safeZones", "_dir", "_pos", "_vehtype", "_vehName", "_lastDriver", "_abandonTime", "_deadTime", "_originalStartPosition", "_originalStartDirection", "_vehSide", "_notify", "_notifyUnits", "_notifyGroup" ]; _veh = [_this, 0, objNull, [objNull] ] call BIS_fnc_param; _abandonDelay = ( [_this, 1, 0.25, [0] ] call BIS_fnc_param ) * 60; _abandonDistance = [_this, 2, 50, [0] ] call BIS_fnc_param; _abandonNotification = [_this, 3, false, [ false, objNull, grpNull, sideUnknown ] ] call BIS_fnc_param; //(group), person, side _moveDistance = [_this, 4, 5, [0] ] call BIS_fnc_param; _deadDelay = ( [_this, 5, 0.25, [0] ] call BIS_fnc_param ) * 60; _startLocation = [_this, 6, true, [true] ] call BIS_fnc_param; _respawnCount = [_this, 7, -1, [0] ] call BIS_fnc_param; _vehInit = [_this, 8, {}, [{}] ] call BIS_fnc_param; if ( [_this, 9, false, [true] ] call BIS_fnc_param ) then { _veh call _vehInit; }; it is a vehicle respawn script, that checks if the vehicle abandoned, destroyed and so on. What I cannot understand, what is called by "_veh call _vehInit;"? Because it is clearly a local variable, initialized from parameters with which this function called, and had a "true" or "false" value. How it can be called? Share this post Link to post Share on other sites
sarogahtyp 1104 Posted July 23, 2017 If you look at the line where it is initialised then u see that there was used a BIS function. That function does a lookup for the 9th parameter (index 8) of the parameter array (_this) which was passed to the script. Those 9th parameter is just code ([{}]) and code can be just called... sent from mobile using Tapatalk 1 Share this post Link to post Share on other sites
Harzach 2505 Posted July 24, 2017 Looks like this is from Evolution-A3. Here are links to the GitHub and the BI Forum topic, either of which which might hold more info for you:https://github.com/Kolmain/Evolution-A3 Share this post Link to post Share on other sites
Larrow 2794 Posted July 24, 2017 Thats NSLVR script. See last sentence in OP of this thread On 07/11/2013 at 11:32 PM, iceman77 said: Not So Light Vehicle Respawn Framework ( BY LARROW ) @sarogahtyp is correct. It uses the vehicle as passed in param 0 and the code passed in param 8 ( code to be init on respawning vehicle ) but if param 9 is True it will also run the respawn code on passed vehicle immediately. Saves doing something like this in the vehicles init... this setVehicleVarName "MyVehicle"; this call BIS_fnc_objectVar; this setObjectTextureGlobal[ 0, "someTexture" ]; [ this, /*lots of params*/, { _this setVehicleVarName "MyVehicle"; _this call BIS_fnc_objectVar; _this setObjectTextureGlobal[ 0, "someTexture" ]; } ] call NSLVR_fnc_vehRespawn; Where you repeat the code twice, once in init and then again in a code block to repeat for when the vehicle respawns. Instead... [ this, /*lots of params*/, { _this setVehicleVarName "MyVehicle"; _this call BIS_fnc_objectVar; _this setObjectTextureGlobal[ 0, "someTexture" ]; }, true ] call NSLVR_fnc_vehRespawn; Code written out once, automatically run on the vehicle as soon as you start the respawn function up. 1 Share this post Link to post Share on other sites
Harzach 2505 Posted July 24, 2017 11 hours ago, Larrow said: Thats NSLVR script. Ah, of course. The only hits I got were the EVO GitHub and this topic for some reason. Share this post Link to post Share on other sites
unhappytroll 6 Posted July 24, 2017 17 hours ago, Larrow said: Thats NSLVR script. Yes, I think so. But it was modified to meet some respawn conditions. Thank you, everyone, who answered me, that was very kind of you. Share this post Link to post Share on other sites