Macser_old 0 Posted March 13, 2007 Hey man,how ye doin? I may have to accept defeat on this and move on.As it is,I've tried all of your suggestions myself before,but no luck. It seems in code terms the "driver" stays the driver, until another unit hops in.I thought the Eh might have something to do with it,so I tried taking it out of the .Cpp, and running the script from a trigger.Again, no luck. The "dead body" of the ejected unit suddenly jumps to the "footDown" anim,as soon as the bike comes to a halt. I might have to try just keeping the driver on the bike. As for the getpos command,I've tried that on both the Vehicle and the driver with no result.It's mind boggling. It works perfectly in a trigger,but not in script form. You thought I was workin on arma?Yes? It's gettin confusing isn't it? Maybe with Arma pickin up momentum,a new forum would be a good idea.That or kill off the old OFP die hards like meself. Still, if I can't resolve an Ofp issue then I won't have much luck with arma.Besides,atm I can't afford a new rig to run it. Running a game on a machine that can't handle it,ruins the enjoyment for me. Anyway,thanks Unicorn. Macser Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted March 13, 2007 Just to confirm... you tried something like this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_veh = _this select 0 #CHKSPEED _unit = driver _veh ~1 ?!(alive _veh):exit ?!(alive _unit):exit ?(IsNull _unit):exit ?speed _veh >=3:_unit Switchmove "ReconBikerFtUp" #STATICLOOP ?speed _veh >=3:goto "staticLoop" ?speed _veh <10:_unit Switchmove "ReconBikerFtDwn" #STATICLOOP2 ?speed _veh <10:goto "staticLoop2" goto "CHKSPEED" I can't see why this wouldn't work... _unit will be set to the driver of the bike each time the script runs... Try to add: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(crew _veh == 0):exit as well. Who knows - maybe I'll see you in arma in a few year's time? Share this post Link to post Share on other sites
Macser_old 0 Posted March 13, 2007 Ye never know,I might get there before I qualify for a pension. Anyway,I've tried all of the above,with no luck. And the crew command gave an error. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Error == : type array, expected number,string.object,side,group. Well,I guess that tears it. I'll have to make do with what I have. Can't say we didn't try. Thanks for the help Unicorn. Macser Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted March 13, 2007 LOL, didn't think before typing that crew thing... Use: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?(count (crew _veh) == 0):exit Share this post Link to post Share on other sites
Macser_old 0 Posted March 14, 2007 That's ok,It didn't work anyway. It doesn't look like there's a way of releasin the "driver" from the vehicle. It's a very unusual situation.It's proof,I think,that the driver does indeed "become" the vehicle.It's the only explanation.The script continues to run after the "driver" dies,but while the vehicle's still functional.Despite the exits,which I verified with the hint command. Only when the vehicle gets wasted,does the script stop affecting the driver,and quit out. Well,stumped again. I wonder if the same exists in Arma? Thanks again Unicorn. Macser Share this post Link to post Share on other sites
Planck 1 Posted March 14, 2007 What about: ? !alive (driver _veh):exit Planck Share this post Link to post Share on other sites
Macser_old 0 Posted March 14, 2007 Hi planck, Just so I'm not confusing people,this is primarily an Ofp issue I'm dealing with. I was referring to the way the "occupant" of a vehicle seems to become an "extension" of the vehicle.Only,it seems, being released from it when another "driver" assumes control. As it relates to my script,the script will exit after the vehicle is destroyed.But continues to run while the vehicle functions,but the "driver" is dead. Here's what I have so far: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _veh = _this select 0 #CHKSPEED _unit = driver _veh ~1 ?!(alive _veh) : exit ------------ I used hint to ?!(alive _unit):exit -------------- verify these lines actually exit. ?(IsNull _unit):exit --------------I know they're not all needed. ?(count (crew _veh) == 0):exit -- ?speed _veh >=5 : _unit switchmove "ReconBikerFtUp" #STATICLOOP ?speed _veh >=5 :goto "staticloop" ?speed _veh <5 : _unit switchmove "ReconBikerFtDwn" #STATICLOOP2 ?speed _Veh <5 : goto "StaticLoop2" goto "CHKSPEED" It's as if some element of the driver is "left behind",in the vehicle. So regardless of the driver being in a deadstate, the script still affects him.So basically, I don't know how to separate them.Or, if it's possible with scripting. Although I'm still In Flashpoint,I was curious to see if the same is true of Arma. Share this post Link to post Share on other sites
Planck 1 Posted March 14, 2007 There are a few things you can try: unassign your unit from the vehicle when he is dead, you can probably do this via a 'killed' eventhandler attached to the unit. This will run a line to unassign and possibly also delete/eject him from the vehicle. Hope it helps a bit. Planck Share this post Link to post Share on other sites
Macser_old 0 Posted March 14, 2007 Thanks Planck, I know that'll pretty much render the animations unavailable to any "unit" types,other than my own.But in the interests of curiosity,I'm gonna give it a try anyway. As well as that,I'll gain a little more experience. Much appreciated. Macser Share this post Link to post Share on other sites
Macser_old 0 Posted March 17, 2007 Well,after much searching and pulling out of hair, then more experiments and more pulling out of hair. I finally got what I was after. The really annoying thing is,it was again somethin very simple.Ye see,I'd been looking for the most complicated solution to my problem.And looking in the wrong direction as well. After some small but important edits: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _veh = _this select 0 #CHKSPEED _unit = driver _veh ~1 ?!(alive _veh) : exit ?speed _veh >=5 : _unit switchmove "ReconBikerFtUp" #STATICLOOP ~.05 ?!(alive _unit) :exit ?speed _veh >=5 :goto "staticloop" ?speed _veh <5 : _unit switchmove "ReconBikerFtDwn" #STATICLOOP2 ?speed _Veh <5 : goto "StaticLoop2" goto "CHKSPEED" Spot the difference. In the previous version,the script checks the status of "_veh". Then the status of "_unit". Next, the first switchmove command is issued(reconBikerFtUp) then the script moves into the first loop,where it cycles until the speed drops below 5. That was the problem. While the script is in this loop,the status of "_unit" won't be checked again,until the speed drops. But the switchmove command will still be issued. Ye see switchmove will work even if the driver's dead. But with the status check in the first loop,it can exit before the switchmove command can be executed.Which is precisely what I wanted.Or rather gives me the visual effect I wanted. Now,I also put a small "wait" in there, just too slow down the loop a little. I'm not sure how efficient this little script is. So any ideas on optimizing it would be welcome. But,in any case,the script performs the task I assigned it,ie; calling custom animations based on a vehicle's speed. Macser Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted March 17, 2007 Good job Damn, should have thought about that when introducing the second loop, lol. Ah, well - patience is a vitue Share this post Link to post Share on other sites
Macser_old 0 Posted March 17, 2007 Should've spotted it meself. It was so simple,I overlooked it. Good learnin experience.I'm kinda glad I found it without too much prompting. It was a long haul though. Thanks for all your help. Macser Share this post Link to post Share on other sites