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6 hours ago, anfo said:

 

It looks like the direction it's calculating is reversed somehow? Can you try making sure you've got the latest code? Maybe try saving `fn_dismount.sqf` to your testing mission folder and just running it with `execVM "fn_dismount.sqf"`.
https://github.com/TFT8/addons/blob/master/tft_dismount/functions/fn_dismount.sqf

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1 hour ago, ampersand38 said:

 

It looks like the direction it's calculating is reversed somehow? Can you try making sure you've got the latest code? Maybe try saving `fn_dismount.sqf` to your testing mission folder and just running it with `execVM "fn_dismount.sqf"`.
https://github.com/TFT8/addons/blob/master/tft_dismount/functions/fn_dismount.sqf


We’re using the Steam Workshop version.

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12 hours ago, ampersand38 said:

Maybe try saving `fn_dismount.sqf` to your testing mission folder and just running it with `execVM "fn_dismount.sqf"`.

 

Debug console usage is a little beyond my level of understanding, but I tried what you suggested. When I attempted it threw an error - so can I check I used the code correctly? I placed the fn_dismount.sqf file into the root of the mission, and when looking at an exit point point, I opened the debug console and locally executed:

`execVM "fn_dismount.sqf"`

I can't recall the error, but it didn't work 🙁 Are all my steps correct?

 

Irregardless, I ran the script version again with the updated code from github and I was still being ejected in reverse of my intended direction.

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On 10/17/2019 at 2:57 AM, anfo said:

 

Debug console usage is a little beyond my level of understanding, but I tried what you suggested. When I attempted it threw an error - so can I check I used the code correctly? I placed the fn_dismount.sqf file into the root of the mission, and when looking at an exit point point, I opened the debug console and locally executed:


`execVM "fn_dismount.sqf"`

I can't recall the error, but it didn't work 🙁 Are all my steps correct?

 

Irregardless, I ran the script version again with the updated code from github and I was still being ejected in reverse of my intended direction.

 

I can't seem to reproduce the error you're getting. If you'd like we can do further testing in a test server or over screen sharing perhaps?

 

On 10/16/2019 at 3:55 PM, Rich_R said:


We’re using the Steam Workshop version.

 

Same for you. Would you like to arrange some time to do further testing? Please PM or contact on the discord linked in mod page.

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We’re doing a mission on Sunday and will try the mod with six people and see what happens. But sure if it’s still acting up would love to test it with you!

 

thanks!

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@ampersand38

 

Noticed somebody else's comment in Steam regarding problems with TrackIR and DWYL. I too own TrackIR and will perform a test without it. If it works without it, we might assume it could be the cause of reversed outcomes for a few people.

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24 minutes ago, anfo said:

@ampersand38

 

Noticed somebody else's comment in Steam regarding problems with TrackIR and DWYL. I too own TrackIR and will perform a test without it. If it works without it, we might assume it could be the cause of reversed outcomes for a few people.

Yes it was me who mentioned TIR with this. I'll have another look this evening and report back.

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1 hour ago, anfo said:

 will perform a test without it

 

Not sure if something has been corrected, but, with or without TrackIR, DWYL in mod form works for me now. Will give it a run in a proper mission soon to make sure.

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Mod has been updated with CBA keybind. Function has been rewritten with CBA_fnc_waitUntilAndExecute instead of spawn and waitUntil.

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unknown.pngRe-written for 2.0.0 with exit position ICONS!

 

2.0.1 Fix script error on keypress when not in a vehicle.

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2.0.2 Fixed script error with GM and SOG vehicles (thanks to Fusselwurm)

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