franze 196 Posted July 19, 2003 I have a simple damage script attached to my vehicle, but it doesn't seem to work. Either it doesn't execute right (a problem with event handlers) or theres a error in the script. The script: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tank1 = _this select 0 ?(getdammage _tank1 >.5):goto "playsound" goto:"exit" #playsound _tank1 vehicleRadio "heavydamage" _tank1 sidechat "Warning: Structural Integrity Low." exit The CfgVehicles section: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { Â Â class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle { class TurretBase {}; }; class APC: Tank {}; class BMP: APC {}; class Jaguarhg: BMP { displayName="Jaguar"; picture=\jager\jgr_icn1.paa; icon = \jager\jgr_icn2.paa; vehicleClass="Heavy Gear - Gears" armor=210; cost=1000000; side=0; model=\jaguarhg\jaguarhg; maxspeed=84; hasCommander=0; hasDriver=1; hasGunner=0; driverIsGunner=1; soundEngine[]={"\jager\gr_engn.wav",3.162278,1}; namesound="Tank"; camouflage=8; fuelCapacity=500; nightVision=1; irScanRange = 2000; // long range radar irScanGround = 2000; // NO IR on ground targets driverCanSee = CanSeeAll; type=Armor; CanFloat=false; animated=1; unitInfoType="UnitInfoAirplane"; class TransportMagazines {}; weapons[]={MACjag,APGLjag,LRP32jag}; magazines[]={MACjag,MACjag,MACjag,MACjag,MACjag,APGLjag,LRP32jag}; class Turret: TurretBase { gunAxis = "OsaHlavne"; turretAxis = "OsaVeze"; soundServo[]={,0.18,1}; gunBeg = "usti hlavne"; gunEnd = "konec hlavne"; minElev=-40; maxElev=+40; minTurn=-90; maxTurn=90; body = "OtocVez"; gun = "OtocHlaven"; }; //threat[] VSoft, VArmor, VAir threat[]={1, 1, 0.5}; gunnerOpticsModel = "optika_zsu_gunner"; commanderOpticsModel = "optika_tanke_auxiliary"; driverAction = ManActUH60Pilot; driverInAction = ManActUH60Pilot; // outGunnerMayFire = true; forceHideGunner = true; viewGunnerInExternal = true; transportSoldier = 0; }; }; class eventhandlers { init = [_this select 0] exec "\jaguarhg\grdamage.sqs"; }; class CfgGroups { class North { name="Northern Forces"; class HGsquad { name="Heavy Gear Squads"; class Commandosquad { name="Commando Gear Squad"; class Unit0 { side=0; vehicle="Jaguarhg"; rank="Lieutnant"; position[]={0,5,0}; }; class Unit1 { side=0; vehicle="Jaguarhg"; rank="Sergeant"; position[]={-20,0,0}; }; class Unit2 { side=0; vehicle="Jaguarhg"; rank="Sergeant"; position[]={20,0,0}; }; class Unit3 { side=0; vehicle="Jaguarhg"; rank="Sergeant"; position[]={40,0,0}; }; class Unit4 { side=0; vehicle="Jaguarhg"; rank="Sergeant"; position[]={60,0,0}; }; }; }; }; So, anything wrong? They LOOK right, but something is wrong with either one of these. Share this post Link to post Share on other sites
LizardX 0 Posted July 21, 2003 Try this in the script: _tank1= _this ?getdammage... Share this post Link to post Share on other sites
BraTTy 0 Posted July 30, 2003 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">driverAction = ManActUH60Pilot; driverInAction = ManActUH60Pilot; // outGunnerMayFire = true; forceHideGunner = true; viewGunnerInExternal = true; transportSoldier = 0; }; }; class eventhandlers { init = [_this select 0] exec "\jaguarhg\grdamage.sqs"; }; Move your eventhandler into the cfgvehicles section: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> driverAction = ManActUH60Pilot; driverInAction = ManActUH60Pilot; // outGunnerMayFire = true; forceHideGunner = true; viewGunnerInExternal = true; transportSoldier = 0; class eventhandlers { init = [_this select 0] exec "\jaguarhg\grdamage.sqs"; }; }; }; Share this post Link to post Share on other sites