Bren the ruler 0 Posted December 22, 2002 Can anyone help me please , Thanks. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;detect.sqs _player = _this select 0 _group = _this select 1 _state = _this select 2 _time = _this select 3 ? _group knowsabout _player : goto "loop" _i = 1 #loop _i = _i + 1 _group setbehaviour _state _group domove(getpos _player) ? _i == _time : goto "end" ~1 goto "loop" #end EXIT <span id='postcolor'> Share this post Link to post Share on other sites
Bart.Jan 0 Posted December 22, 2002 You should add some backround about this script so people can know what it shoud do. But I read about your problem in another threat so I can try to help you. execute script by : [unit,group,"behaviour",timeInSeconds] exec "detect.sqs" (example : [player,Eastgroup1,"combat",360] exec "detect.sqs") </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ;detect.sqs _player = _this select 0 _group = _this select 1 _state = _this select 2 _time1 = _this select 3 @(leader _group) knowsabout _player >=2 _i = _time _group setbehaviour _state #loop _group move (getpos _player) ~1 ? (_i + _time1) < _time:goto "loop" EXIT <span id='postcolor'> When leader of group(Eastgroup1) detect unit(player) he, with his group, will follow unit for timeInSecond(360s=6minutes) lenght of rime in "behaviour"("combat") behaviour. After time group will go back to their original waypoints path. time and _time are reserved variables. time returns time in second from start of mission and _time returns time from start of script inside script Share this post Link to post Share on other sites
Bren the ruler 0 Posted December 22, 2002 hey thanks, im only new to scripting just started in fact. its so much easier to do everything outside of ofp it saves hours, brendan Share this post Link to post Share on other sites
Bren the ruler 0 Posted December 22, 2002 I also made a flak script : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ; flak.sqs ; by brendan _explosion = _this select 0 _unit = _this select 1 _time1 = _this select 2 _time2 = _this select 3 _rounds = _this select 5 _ammo = _this select 6 _a = 1 #loop1 goto "timer" #timer _i = 0 ~_time1 goto "loop" #loop _i = _i + 1 _a = a + 1 _bang = _explosion camcreate getpos _unit ~_time2 Fuze = "FxExploGround1" camcreate getpos _bang ? _a == _ammo : goto "end1" ? not alive( _unit) : goto "end1" ? _i == _rounds : goto "timer" goto "loop" #end1 EXIT <span id='postcolor'> it works fine but when the boms are created i want them to be destroyed at watever time i set it to,that works fine until you put it to like, 5 seconds and the bobms come out every 5 seconds . i know why but is there a way to run 2 parts of the script at the same time instead of one loop delaying the time to camcreate the bombs because the first one needs to blow up, thnka in advance brendan Share this post Link to post Share on other sites