ampersand38 344 Posted October 16, 2019 6 hours ago, anfo said: @ampersand38 https://gaming.youtube.com/watch?v=oeqQ2l5_bQ0&feature=share Something I'm not doing perhaps? 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 Share this post Link to post Share on other sites
Rich_R 1087 Posted October 16, 2019 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. Share this post Link to post Share on other sites
anfo 118 Posted October 16, 2019 2 hours ago, ampersand38 said: https://github.com/TFT8/addons/blob/master/tft_dismount/functions/fn_dismount.sqf I'll try the script version again with the code from github 43 minutes ago, Rich_R said: We’re using the Steam Workshop version. Armaholic here. 1 Share this post Link to post Share on other sites
anfo 118 Posted October 17, 2019 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. Share this post Link to post Share on other sites
ampersand38 344 Posted October 17, 2019 Thanks for continuing to investigate. I'll take a look tonight. 1 Share this post Link to post Share on other sites
ampersand38 344 Posted October 19, 2019 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. Share this post Link to post Share on other sites
Rich_R 1087 Posted October 20, 2019 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! Share this post Link to post Share on other sites
anfo 118 Posted November 28, 2019 @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. Share this post Link to post Share on other sites
Tankbuster 1733 Posted November 28, 2019 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. 1 Share this post Link to post Share on other sites
anfo 118 Posted November 28, 2019 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. Share this post Link to post Share on other sites
ampersand38 344 Posted May 19, 2020 Mod has been updated with CBA keybind. Function has been rewritten with CBA_fnc_waitUntilAndExecute instead of spawn and waitUntil. Share this post Link to post Share on other sites
ampersand38 344 Posted February 7, 2021 Re-written for 2.0.0 with exit position ICONS! 2.0.1 Fix script error on keypress when not in a vehicle. 4 Share this post Link to post Share on other sites
ampersand38 344 Posted June 7, 2021 2.0.2 Fixed script error with GM and SOG vehicles (thanks to Fusselwurm) 1 Share this post Link to post Share on other sites
ampersand38 344 Posted October 22, 2021 2.0.3 Code Optimizations thanks to CoryF88 Prevent exit while in Zeus Share this post Link to post Share on other sites