Blitzen88 18 Posted August 12, 2019 I have modified my description.ext file to add an init eventhandler to the CAManBase: class Extended_Init_Eventhandlers { class CAManBase { init = "_this execVM 'Scripts\AISkillSettings.sqf';"; }; }; That code snippet executes my AI skill script whenever the unit is spawned. The relevant part of the script is: { _x AllowFleeing 0; _x AllowCrewInImmobile True; _x setSkill ["aimingAccuracy", 0.5 + (random 0.25)]; _x setSkill ["aimingShake", 0.25 + (random 0.25)]; _x setSkill ["aimingSpeed", 0.75 + (random 0.25)]; _x setSkill ["commanding", 1 + (random 0.15)]; _x setSkill ["courage", 1 + (random 0.15)]; _x setSkill ["general", 0.75 + (random 0.25)]; _x setSkill ["reloadSpeed", 0.8 + (random 0.05)]; _x setSkill ["spotDistance", 1 + (random 0.20)]; _x setSkill ["spotTime", 0.75+ (random 0.25)]; } forEach allUnits; Is there anyway to change this script from applying to all units to just applying to the individual unit that has spawned? I have tried "this" and "_this" instead of "foreach allunits" but it I always get errors when I mess around with it. Thanks Share this post Link to post Share on other sites
Maff 251 Posted August 12, 2019 I'm not familiar with Extended_Init_Eventhandlers at all. Give this a try: class Extended_Init_Eventhandlers { class CAManBase { init = "(_this select 0) execVM 'Scripts\AISkillSettings.sqf';"; }; }; _this AllowFleeing 0; _this AllowCrewInImmobile True; _this setSkill ["aimingAccuracy", 0.5 + (random 0.25)]; _this setSkill ["aimingShake", 0.25 + (random 0.25)]; _this setSkill ["aimingSpeed", 0.75 + (random 0.25)]; _this setSkill ["commanding", 1 + (random 0.15)]; _this setSkill ["courage", 1 + (random 0.15)]; _this setSkill ["general", 0.75 + (random 0.25)]; _this setSkill ["reloadSpeed", 0.8 + (random 0.05)]; _this setSkill ["spotDistance", 1 + (random 0.20)]; _this setSkill ["spotTime", 0.75+ (random 0.25)]; Share this post Link to post Share on other sites
Blitzen88 18 Posted August 12, 2019 I’ve tried “_this” and it didnt work...? Share this post Link to post Share on other sites
froggyluv 2136 Posted August 12, 2019 Maybe try sharing the errors you're getting..? Share this post Link to post Share on other sites
Maff 251 Posted August 12, 2019 Give this a try: Not tested. Spoiler class Extended_Init_Eventhandlers { class CAManBase { init = "_this execVM 'Scripts\AISkillSettings.sqf';"; }; }; params ["_unit"]; _unit AllowFleeing 0; _unit AllowCrewInImmobile True; _unit setSkill ["aimingAccuracy", 0.5 + (random 0.25)]; _unit setSkill ["aimingShake", 0.25 + (random 0.25)]; _unit setSkill ["aimingSpeed", 0.75 + (random 0.25)]; _unit setSkill ["commanding", 1 + (random 0.15)]; _unit setSkill ["courage", 1 + (random 0.15)]; _unit setSkill ["general", 0.75 + (random 0.25)]; _unit setSkill ["reloadSpeed", 0.8 + (random 0.05)]; _unit setSkill ["spotDistance", 1 + (random 0.20)]; _unit setSkill ["spotTime", 0.75+ (random 0.25)]; systemChat format ["%1 : 'I haz skillz!'.", name _unit]; After a quick Google, I am starting to doubt that Extended_Init_Eventhandlers can be used in description.ext. I only saw it used inside addons. I could be very very wrong though! 2 Share this post Link to post Share on other sites
Blitzen88 18 Posted August 13, 2019 On 8/12/2019 at 2:45 PM, Maff said: Give this a try: Not tested. Hide contents class Extended_Init_Eventhandlers { class CAManBase { init = "_this execVM 'Scripts\AISkillSettings.sqf';"; }; }; params ["_unit"]; _unit AllowFleeing 0; _unit AllowCrewInImmobile True; _unit setSkill ["aimingAccuracy", 0.5 + (random 0.25)]; _unit setSkill ["aimingShake", 0.25 + (random 0.25)]; _unit setSkill ["aimingSpeed", 0.75 + (random 0.25)]; _unit setSkill ["commanding", 1 + (random 0.15)]; _unit setSkill ["courage", 1 + (random 0.15)]; _unit setSkill ["general", 0.75 + (random 0.25)]; _unit setSkill ["reloadSpeed", 0.8 + (random 0.05)]; _unit setSkill ["spotDistance", 1 + (random 0.20)]; _unit setSkill ["spotTime", 0.75+ (random 0.25)]; systemChat format ["%1 : 'I haz skillz!'.", name _unit]; After a quick Google, I am starting to doubt that Extended_Init_Eventhandlers can be used in description.ext. I only saw it used inside addons. I could be very very wrong though! That seems to work. Thank you! 1 Share this post Link to post Share on other sites
Maff 251 Posted August 13, 2019 10 minutes ago, Blitzen88 said: That seems to work. Thank you! Excellent! 1 Share this post Link to post Share on other sites