evans d [16aa] 12 Posted February 2, 2019 Ladies and gentlemen, I'm making a nonsense mission for myself to learn some scripting and to use as a repository for any script that I may use later. Think of it as me creating a library for myself to use when I don't have internet to check scripting. I'm currently trying to code up some waypoints for some AI that I've spawned in via a script. In my testing, however, the group gets into the helicopter I specify, but when I tell them to get out they seem to suffer from an agoraphobic attack and immediately get back into the helicopter rather than the boat they're supposed to. Oddly enough, if I order them to get into the boat without getting into the helo first they don't mind at all, so the problem is clearly in waypoint 2. So: Who can see the problem? spawnSplashdown.sqf Spoiler splashdown = createGroup WEST; "B_diver_TL_F" createUnit [getMarkerPos "mkr_splashdownSpawn", splashdown]; "B_diver_F" createUnit [getMarkerPos "mkr_splashdownSpawn", splashdown]; "B_diver_F" createUnit [getMarkerPos "mkr_splashdownSpawn", splashdown]; "B_diver_F" createUnit [getMarkerPos "mkr_splashdownSpawn", splashdown]; waypoint1.sqf Spoiler _wp1 = splashdown addWaypoint [getPos chariot_helo,1]; [splashdown,1] setWaypointType "GETIN"; _wp1 waypointAttachVehicle chariot_helo; splashdown setCurrentWaypoint [splashdown,1]; waypoint2.sqf Spoiler {unassignVehicle chariot_Helo; _x action ["GETOUT",chariot_Helo]} foreach units splashdown; _wp2 = splashdown addWaypoint [getPos splashdown_boat,2]; [splashdown,2] setWaypointType "MOVE"; _wp2 waypointAttachVehicle splashdown_boat; splashdown setCurrentWaypoint [splashdown,2]; waypoint3.sqf Spoiler _wp3 = splashdown addWaypoint [getPos splashdown_boat,3]; [splashdown,3] setWaypointType "GETIN"; _wp3 waypointAttachVehicle splashdown_boat; splashdown setCurrentWaypoint [splashdown,3]; Cheers chaps. P.S: Bonus points if you're able to change "GetOut" to Eject. I'm not sure what I'm doing wrong but simply changing it to "EJECT", vehicle chariot_Helo doesn't seem to work for me. EDIT: Included all scripts involved in the chain in case you can think of a neater way of doing things or if there's anything obviously wrong with the others that could be impacting this. Share this post Link to post Share on other sites
pierremgi 4737 Posted February 2, 2019 It seems you don't unassign the right unit. Instead of : {unassignVehicle chariot_Helo; _x action ["GETOUT",chariot_Helo]} foreach units splashdown; try: {unassignVehicle _x; _x action ["GETOUT",chariot_Helo]} foreach units splashdown; Share this post Link to post Share on other sites
evans d [16aa] 12 Posted February 2, 2019 Cheers for the suggestion, but they're not jumping out at all now and, frustratingly, it's not throwing an error at me so I don't have a clue where it's going wrong. Share this post Link to post Share on other sites