Neonz27 1 Posted February 18, 2020 I need a way to bleed tickets once per second as the Bleed Tickets module does, but with the bleed amount being equivalent to the number of sectors controlled by that team. For example, if Blufor has 5 objectives while Opfor has 3, Opfor will lose 5 tickets each second while Blufor will lose 3 tickets each second. Below are a few things I have tried so far which seemed to either not work or freeze my game. I apologize if I have no clue what I'm doing. [sector_alpha, "ownerChanged", { params["_sector", "_owner", "_ownerOld"]; while { true } do { [_owner, 1] call BIS_fnc_respawnTickets; sleep 1; }; }] call BIS_fnc_addScriptedEventHandler; [sector_alpha, "ownerChanged", { params["_sector", "_owner", "_ownerOld"]; waitUntil { sleep 1; [_owner, 1] call BIS_fnc_respawnTickets; }; }] call BIS_fnc_addScriptedEventHandler; Share this post Link to post Share on other sites
LoOni3r 6 Posted February 18, 2020 I would use the score system and not the res pawn tick system -> https://community.bistudio.com/wiki/addScoreSide Share this post Link to post Share on other sites
Larrow 2821 Posted February 18, 2020 Spoiler //initServer.sqf TAG_tickRate = 1; //seconds TAG_nextTick = time + TAG_tickRate; addMissionEventHandler[ "EachFrame", { if ( time >= TAG_nextTick ) then { [ west, -( [ east ] call BIS_fnc_moduleSector ) ] call BIS_fnc_respawnTickets; [ east, -( [ west ] call BIS_fnc_moduleSector ) ] call BIS_fnc_respawnTickets; TAG_nextTick = time + TAG_tickRate; }; }]; 1 Share this post Link to post Share on other sites