wozzsta 16 Posted October 21, 2017 Hi guys, I have a custom wave defence script that me and another guy built a year or so ago, and i haven't touched it since. But now when i try and use it, it doesn't work properly. When everything is killed from a wave it is soposed to set a missionNameSpace variable to true, which a trigger then reads and starts the next wave. But killing the wave doesnt set the nameSpace variable. I have checked that the the next wave trigger is working correctly by adding a playerAddAction to set the nameSpace var manually and it triggers the next wave as expected. Can you see what's wrong with this? case "wave1" : { private ["_loc", "_veh", "_waypoint", "_allunits", "_playersinOA"]; _playersinOA = _oaMarker call fnc_playersinOA; ["<t color='#ff0000' size = '0.8'>Warning!<br />Wave 1 Incoming In 30 Seconds!</t>",-1,-1,6,1,0,789] remoteExec ["BIS_fnc_dynamicText",_playersinOA,false]; sleep 30; _loc = getmarkerpos _wave; _veh = ["O_MRAP_02_gmg_F"]; _waypoint = getMarkerPos _wpt; _allunits = [_veh, _loc, _waypoint] call fnc_createWave; waitUntil {sleep 2; 0 != count _allunits}; [_allunits] spawn { params ["_infantry"]; waitUntil { sleep 10; 0 == {alive _x} count _infantry; }; missionNamespace setVariable ["w1_done",true,false]; }; }; Share this post Link to post Share on other sites
MKD3 27 Posted October 22, 2017 This is a bit all over the shop cos it looks like its cut from a switch do setup so _wave is not defined in what youve shown. Anyway, run the code with script errors on. Could be something as simple as //Is _oaMarker call fnc_playersinOA; //May need to be [_oaMarker] call fnc_playersinOA; Share this post Link to post Share on other sites