ColonelKernel 4 Posted August 18, 2017 Hi. How can I change a vehicle's variable when it's empty? (dynamically through the mission) Share this post Link to post Share on other sites
ColonelKernel 4 Posted August 18, 2017 13 minutes ago, pierremgi said: which one? I want to add this variable to all empty vehicles on the map (preferably player side vehicles): addVariable ['QS_ST_drawEmptyVehicle',TRUE,TRUE]) It's for the Soldier Tracker script. Share this post Link to post Share on other sites
Grumpy Old Man 3545 Posted August 18, 2017 Does the soldier tracker handle the detection if a vehicle is empty or not? Then it would be as easy as putting this into the vehicles init field: this setVariable ['QS_ST_drawEmptyVehicle',TRUE,TRUE]; Cheers Share this post Link to post Share on other sites
ColonelKernel 4 Posted August 18, 2017 8 minutes ago, Grumpy Old Man said: Does the soldier tracker handle the detection if a vehicle is empty or not? Then it would be as easy as putting this into the vehicles init field: this setVariable ['QS_ST_drawEmptyVehicle',TRUE,TRUE]; Cheers I don't think so. What's the alternative? For example, can I use nearestObjects to find the vehicles? Share this post Link to post Share on other sites
pierremgi 4857 Posted August 18, 2017 0 = [] spawn { while {true} do { _allEmptyVehs = vehicles select {count crew _x == 0 && isNil {_x getVariable "QS_ST_drawEmptyVehicle"}}; { _x setVariable ["QS_ST_drawEmptyVehicle",true,true]; } foreach _allEmptyVehs; sleep 2; }; }; 1 Share this post Link to post Share on other sites
ColonelKernel 4 Posted August 18, 2017 1 minute ago, pierremgi said: 0 = [] spawn { while {true} do { _allEmptyVehs = vehicles select {count crew _x == 0 && isNil {_x getVariable "QS_ST_drawEmptyVehicle"}}; { _x setVariable ["QS_ST_drawEmptyVehicle",true,true]; } foreach _allEmptyVehs; sleep 2; }; }; Thanks! I'll give it a shot! Share this post Link to post Share on other sites
ColonelKernel 4 Posted August 18, 2017 12 minutes ago, pierremgi said: 0 = [] spawn { while {true} do { _allEmptyVehs = vehicles select {count crew _x == 0 && isNil {_x getVariable "QS_ST_drawEmptyVehicle"}}; { _x setVariable ["QS_ST_drawEmptyVehicle",true,true]; } foreach _allEmptyVehs; sleep 2; }; }; It works! Thanks a lot! Share this post Link to post Share on other sites
ColonelKernel 4 Posted August 18, 2017 30 minutes ago, pierremgi said: 0 = [] spawn { while {true} do { _allEmptyVehs = vehicles select {count crew _x == 0 && isNil {_x getVariable "QS_ST_drawEmptyVehicle"}}; { _x setVariable ["QS_ST_drawEmptyVehicle",true,true]; } foreach _allEmptyVehs; sleep 2; }; }; Now that I try it in a mission with a lot of empty elements (crates, vehicles, structures, etc) the game slows down a lot when I open the map. Maybe I should speak with the script creator. Share this post Link to post Share on other sites
pierremgi 4857 Posted August 18, 2017 7 hours ago, ColonelKernel said: Now that I try it in a mission with a lot of empty elements (crates, vehicles, structures, etc) the game slows down a lot when I open the map. Maybe I should speak with the script creator. If you don't need to mark crates, weapons lying on ground (dead men), replace: _allEmptyVehs = vehicles select {count crew _x == 0 && isNil {_x getVariable "QS_ST_drawEmptyVehicle"}}; by _allEmptyVehs = vehicles select {count crew _x == 0 && isNil {_x getVariable "QS_ST_drawEmptyVehicle" && !(_x isKindfOf "wepaonHloderSimulated") }}; the code is running once for all empty vehicles. That means a hard work at start if plenty of edited vehicles, Then the loop will work on spawned vehicles, much lighter. For the map, it's up to you for displaying all icons at once or in a player radius for example. Share this post Link to post Share on other sites
ColonelKernel 4 Posted August 18, 2017 1 hour ago, pierremgi said: If you don't need to mark crates, weapons lying on ground (dead men), replace: _allEmptyVehs = vehicles select {count crew _x == 0 && isNil {_x getVariable "QS_ST_drawEmptyVehicle"}}; by _allEmptyVehs = vehicles select {count crew _x == 0 && isNil {_x getVariable "QS_ST_drawEmptyVehicle" && !(_x isKindfOf "wepaonHloderSimulated") }}; the code is running once for all empty vehicles. That means a hard work at start if plenty of edited vehicles, Then the loop will work on spawned vehicles, much lighter. For the map, it's up to you for displaying all icons at once or in a player radius for example. Now that you mentioned weapons lying around, it made me think of an idea I had a while ago (not related to this topic) Is it possible to change the order of items in AI Action Menu? (the one that is shown by pressing key 6) There are too many take weapon actions that I don't even get to do what I actually want! Share this post Link to post Share on other sites
pierremgi 4857 Posted August 18, 2017 6 minutes ago, ColonelKernel said: Now that you mentioned weapons lying around, it made me think of an idea I had a while ago (not related to this topic) Is it possible to change the order of items in AI Action Menu? (the one that is shown by pressing key 6) There are too many take weapon actions that I don't even get to do what I actually want! Truly, I don't know. Share this post Link to post Share on other sites