GiLaN 0 Posted May 27, 2007 Hello everybody. I'm posting here because I got a problem on my first mission. Let's explain this: My mission is based on the destruction of two objectives : two lighthouses. The second lighthouse must be destroyed in 15 seconds maximum after the destruction of the first lighthouse. Thus, I've written a little script, which after 15 seconds, triggers ennemy's reinforcements. The trouble is that when the first lighthouse is blown up, the server freezes for 10 seconds, and when we're back in the game, the reinforcements wave has started, and AI remains statics for about 25 seconds and then, the lag effect disappears and IA we had shot become dead in 1 second. Here is the way I placed the triggers. I got two game logic near each lighthouse, named des1 and des2 Then, I placed two triggers on every lighthouse with : Trigger 1 => Lighthouse 1 Axis a : 50 , Axis b : 50 Activation : None Type : None Name : destruction1 Condition : not alive (position des1 nearestobject 53) On act. : "1" objstatus "done"; Commandement Sidechat "blablabla"; this exec "Decompte.sqs"; obj1=true and in effects: getdammage ([50, 50, 50] nearestObject 53)=1 And for the second trigger : Trigger 2 => Lighthouse 2 Axis a : 50 , Axis b : 50 Activation : None Type : None Name : destruction2 Condition : not alive (position des2 nearestobject 54) On act. : "2 objstatus "done"; Commandement Sidechat "blablabla2"; obj2=true and in effects: getdammage ([50, 50, 50] nearestObject 54)=1 Then I got in my decompte.sqs : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">~15 ?(getdammage (position des2 nearestobject 54) < 1):Goto "Renforts" #Renforts Commandement Sidechat "blablabla" [renf1,renf_pos1] exec "Patrouille.sqs" [renf2,renf_pos2] exec "Patrouille.sqs" [renf3,renf_pos3] exec "Patrouille.sqs" exit and then in my "Patrouille.sqs": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_Groupe = _this select 0; _Position = _this select 1 _Chef = Leader _Groupe _Groupe setBehaviour "combat";_Groupe setCombatMode "red";_Groupe setspeedMode "full" #Passage1 _Groupe move position _Position ~0.5 ?!(unitReady _Chef): Goto "Passage1" _AxeX = 500 _AxeY = 500 _Temps = 5 _Secu = ((_AxeX + _AxeY)*1.5) _Xreal = getpos _Chef select 0 _Yreal = getpos _Chef select 1 #Scanage ~0.5 _Groupe set speedmode "normal" _Chef = leader _Groupe _time = 0 _X1 = random _AxeX _X = _X1 - _AxeX/2 + _Xreal _Y1 = random _AxeY _Y = _Y1 - _AxeY/2 + _Yreal ?((_X == _Xverif) and (_Y == _Yverif)) :goto "Scanage" _Groupe Move [_X, _Y] _X = _Xverif _Y = _Yverif ?((count units _Groupe) == 0):goto "Exit" #Verification ~0.5 ?(_time >= _Secu):goto "Scanage" ?!(unitReady _Chef): Goto "Verification" ~_Temps Goto "Scanage" #Exit exit Here is everything you should need to help me I don't think the problem comes from the scripts, because they're not so heavy for a server, but I think the problem comes from my triggers. Thank you for helping me and sorry for my bad english Share this post Link to post Share on other sites
GiLaN 0 Posted May 27, 2007 Okay, I solved the problem Replaced the effects by true, and worked :/ Share this post Link to post Share on other sites
kronzky 5 Posted May 28, 2007 I don't quite understand why you have the getDammage test in the Effects window. You already know that the object is dead, so why another test for damage level? You probably only need the command "true" in there. And even if you actually wanted to do another test there, the syntax would be "...nearestObject 53)<span style='color:red'>==</span>1", but not "=1". The current syntax doesn't make any sense (as it's an assignment to a test), and might be what's confusing/slowing down ArmA. Edit: Guess I was a bit too late with my answer... Share this post Link to post Share on other sites
GiLaN 0 Posted May 28, 2007 Thank you KronzKy For your answer. In fact, the value I had in the entry effects was for tests and didn't work well, but I had forgotten to delete it :/ Problem is solved, that works great now Thank you again ! Share this post Link to post Share on other sites