major_upset 0 Posted July 29, 2007 Ok first off, I've searched the forums with no luck. I have a mission where the player is in a tank, and I'm after is that every time the tank is hit (but not killed) a message shows. e.g. We've been hit! so as to appear that the crew is freaking out. I've tried <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="this addeventhandler [{hit} , {_this exec {crewmessage.sqs}}]"; and <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">init="unitname addeventhandler [{hit} , {_this exec {crewmessage.sqs}}]"; Both in the unit’s init field of the tank and in a trigger. By the way The tank is set on the map as empty, with the crew put in it via the movein command. Is this where I’m going wrong? Also can I make the messages show randomly. E.g. we’ve been hit! or What the hell? if so how? advanced scripting is lost on me. Any help would be great. Sorry if this dosn't make any sence. Share this post Link to post Share on other sites
sanctuary 19 Posted July 29, 2007 Make sure your tank is empty , and in the init line of that empty tank put : <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler [{hit} , {[this] exec {crewmessage.sqs}}] Then the crewmessage.sqs should be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tnk = _this select 0 ? alive commander _tnk : commander _tnk sidechat "We have been hit !"; exit ? alive gunner _tnk : gunner _tnk sidechat "We have been hit !"; exit ? alive driver _tnk : driver _tnk sidechat "We have been hit !"; exit exit this way , when the tank commander is alive, only him will say "We have been hit !" If there is no tank commander, or if he is dead, it will be the gunner that will say it If there is only a driver, or if both tank commander and gunner are dead, only the driver will say it. If none is alive in the tank, none will say anything Share this post Link to post Share on other sites
major_upset 0 Posted July 29, 2007 Errm... I've just tried it, no luck. OFP comes up with... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">false driver |#|':_tnk error unknown operator  _tnk I've tried removing all the _tnk entrys with no change. I've noticed that the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addeventhandler [{hit} , {[this] exec {crewmessage.sqs}}] seems to be unpredictable, the vanila units work but not the addons I'm using. Share this post Link to post Share on other sites
sanctuary 19 Posted July 29, 2007 If you have the eventhandler and the script wrote exactly as i typed them, it works. So check the synthax of what you typed, as you have done it wrong. EDIT : as you added this : Quote[/b] ]I've noticed that theCode Sample this addeventhandler [{hit} , {[this] exec {crewmessage.sqs}}] seems to be unpredictable, the vanila units work but not the addons I'm using. It is changing everything, i bet the tank addon you are using have their own eventhandler built in their own config. And in that case there is unfortunately nothing you can do unless you modify the tank config yourself : built-in eventhandler will ALWAYS produce problems with mission scripting and if you have mission eventhandlers, the vehicles own eventhandlers will just kill such scripts. That's why i always prefered to use tank that comes without eventhandlers in my missions, as the ones that have their own eventhandlers in their config always get lots of problems with mission scripting. Share this post Link to post Share on other sites
major_upset 0 Posted July 29, 2007 Quote[/b] ]And in that case there is unfortunately nothing you can do unless you modify the tank config yourself : built-in eventhandler will ALWAYS produce problems with mission scripting and if you have mission eventhandlers, the vehicles own eventhandlers will just kill such scripts. Damn thought that was the case oh well, I can live with out it, targets over text any day. Thanks for the help anyway. Share this post Link to post Share on other sites