Astrild 0 Posted September 16, 2019 I want to put hoverguys kill reward system on ai's that will be spawned by alive mod is this possible because alive doesn't have expression line. Share this post Link to post Share on other sites
Mr H. 402 Posted September 17, 2019 It is possible, since arma requires cba 3 you can use cba s custom events to spawn scripts when the unit is created. But I'm not familiar with the kill reward script you ask for so I can't give you a more specific answer. Share this post Link to post Share on other sites
Astrild 0 Posted September 17, 2019 @Mr H. thank you for your reply. Kill reward system is getting money and exp for every enemy ai I kill. it is used for the shop script that mr.hoverguy made. this is the code that I want to be in the units that will be spawned by alive mod. {[_x] call HG_fnc_aiUnitSetup;} forEach units (_this select 0); it worked on vanilla spawner I typed it in expression line. I tried putting it on init of the alive spawner and nothing happens. I have a very littlle knowledge of scripting and coding pls help me thanks. Share this post Link to post Share on other sites
Mr H. 402 Posted September 17, 2019 class Extended_Init_EventHandlers { class CAManBase { class My_Soldier_init_eh { init = "[_this] call HG_fnc_aiUnitSetup;}"; }; }; }; Try to put this in your description.ext (untested) Share this post Link to post Share on other sites
Astrild 0 Posted September 18, 2019 @Mr H. Thank you good sir. I will try it right away. Share this post Link to post Share on other sites
Astrild 0 Posted September 18, 2019 @Mr H. It didn't work sir but Hoverguy helped me out and it worked. I think he found idea on your code so still I'm thankful to both of you. and for the people who will also need this just paste this on your init.sqf to make exp work on alive AI spawners. if(isServer) then { [] spawn { waitUntil{time > 10}; while{true} do { { if(!(isPlayer _x) AND !(_x getVariable["EVH_Added",false])) then { [_x] call HG_fnc_aiUnitSetup; _x setVariable["EVH_Added",true,false]; }; } forEach allUnits; uiSleep 5; }; }; }; Share this post Link to post Share on other sites
Dedmen 2716 Posted September 18, 2019 11 hours ago, Mr H. said: (untested) jup 11 hours ago, Mr H. said: "[_this] call HG_fnc_aiUnitSetup;}" Can't work. Syntax error. The } at the end, also you don't need a semicolon. I would STRONGLY recommend everyone NOT to use that while true loop there if you have something like CBA eventhandlers available. 1 Share this post Link to post Share on other sites
Mr H. 402 Posted September 18, 2019 14 minutes ago, Dedmen said: Can't work. Syntax error. The } at the end, also you don't need a semicolon. Yeah copy paste error sorry. Share this post Link to post Share on other sites
Mr H. 402 Posted September 18, 2019 58 minutes ago, Dedmen said: 12 hours ago, Mr H. said: (untested) jup BTW @Dedmen what does "jup" mean? Share this post Link to post Share on other sites
Mr H. 402 Posted September 18, 2019 so @Astrild try this instead class Extended_Init_EventHandlers { class CAManBase { class My_Soldier_init_eh { init = "if !(isplayer _this) then {[_this] call HG_fnc_aiUnitSetup}"; }; }; }; Dedmen is right, this while loop is horrible! Share this post Link to post Share on other sites
Astrild 0 Posted September 26, 2019 alright sir ill try thanks! will update soon Share this post Link to post Share on other sites
Astrild 0 Posted September 26, 2019 btw @Mr H. can you tell me why is it horrible?? Share this post Link to post Share on other sites
Mr H. 402 Posted September 26, 2019 A while loop keeps cluttering the scheduler and a forEach inside makes it even more resource consuming. Plus you have no guarantee that after a while the script will execute properly. An event handler on the other hand only fires its code once. Share this post Link to post Share on other sites
Astrild 0 Posted September 26, 2019 @Mr H. thank you for explaining but again the script didn't work. i tried pasting it on the description.ext Share this post Link to post Share on other sites
Mr H. 402 Posted September 26, 2019 Change Extended_Init_EventHandlers to Extended_PostInit_EventHandlers Share this post Link to post Share on other sites
Mr H. 402 Posted September 26, 2019 Also if it doesn't work try: _this call HG_fnc_aiUnitSetup Instead of [_this] call HG_fnc_aiUnitSetup EDIT: yeah do definitely do that Share this post Link to post Share on other sites