Spriterfight 10 Posted March 21, 2020 this dosent work if (isServer) then { if ([WEST] call BIS_fnc_respawnTickets) < 99) then { hint "good luck" }; 1 Share this post Link to post Share on other sites
POLPOX 779 Posted March 21, 2020 Doesn't work at what context? You apparently forget the bracket to close if statement. 1 Share this post Link to post Share on other sites
Spriterfight 10 Posted March 21, 2020 if the west side's tickets are lower than 99 it dosent activates hint Share this post Link to post Share on other sites
POLPOX 779 Posted March 21, 2020 Just now, Spriterfight said: if the west side's tickets are lower than 99 it dosent activates hint I know. It is actually broken code so never runs, however don't you have more informations, like how do you execute it, any errors, etc? Saying just “THIS DOESNT WORK!!!!!!!!!” never helps you. 1 Share this post Link to post Share on other sites
Spriterfight 10 Posted March 21, 2020 it is in the init.sqf file..I checked the log it doesnt does not write about the script Share this post Link to post Share on other sites
beno_83au 1369 Posted March 21, 2020 Well, as @POLPOX said you haven't closed your statement: if (isServer) then { if ([WEST] call BIS_fnc_respawnTickets) < 99) then { hint "good luck" }; }; <------------- you didn't have this to close the if...then statement But, being that you are using isServer, if this is on a hosted server then only the host will see the hint, but if it is on a dedicated server then no one will see the hint, as the hint will only show on the server. 1 Share this post Link to post Share on other sites
Spriterfight 10 Posted March 21, 2020 i solved it i put the [WEST] call BIS_fnc_respawnTickets) < 99 in a trigger but cant figure out why my if statements dont work Share this post Link to post Share on other sites
POLPOX 779 Posted March 21, 2020 29 minutes ago, Spriterfight said: i solved it i put the [WEST] call BIS_fnc_respawnTickets) < 99 in a trigger but cant figure out why my if statements dont work Because init.sqf only executed once, so the if does. Trigger is unlike init.sqf, executed every once in a while. 1 Share this post Link to post Share on other sites
Spriterfight 10 Posted March 21, 2020 so dynamic action conditions go to trigger and static actions go to init? Share this post Link to post Share on other sites
POLPOX 779 Posted March 21, 2020 1 minute ago, Spriterfight said: so dynamic action conditions go to trigger and static actions go to init? Basically, yes, depends on “dynamic action conditions” and “static actions” you meaning. 1 Share this post Link to post Share on other sites
Spriterfight 10 Posted March 21, 2020 Then shouldn't the triger has to activate once if it is in the init.sqf Share this post Link to post Share on other sites
Spriterfight 10 Posted March 21, 2020 2 hours ago, beno_83au said: Well, as @POLPOX said you haven't closed your statement: if (isServer) then { if ([WEST] call BIS_fnc_respawnTickets) < 99) then { hint "good luck" }; }; <------------- you didn't have this to close the if...then statement But, being that you are using isServer, if this is on a hosted server then only the host will see the hint, but if it is on a dedicated server then no one will see the hint, as the hint will only show on the server. Ah the first if...then statememt is closed with the last barcet Am i right? Share this post Link to post Share on other sites
mat10193 13 Posted March 21, 2020 when do you want the mission to call upon this script? when someone respawns? or every couple of seconds? Share this post Link to post Share on other sites
Spriterfight 10 Posted March 21, 2020 When the ticket of the side is bellow 99 I think this action dosent need repetitive scan every seconds but i solved it with a trigger.Now my problem is thath i want to add the respawning playable ais a waypoint that activates every moment when they respawn so it kinda pathfindig thing ,but i dont want to use ai spawn module because i use mods and dont want to fidget in the spawn module Share this post Link to post Share on other sites