zonekiller 175 Posted March 18, 2008 Hi if i know that units name is john smith and its var name is man1 if i only have its name "john smith" how can i find out what its var name is ie "man1" i need this as the Onplayerdisconnect command only gives you the name and id . this is for a AI & player revive script thanks for any help......... Share this post Link to post Share on other sites
t_d 47 Posted March 18, 2008 Use "player" command instead of "man1" Share this post Link to post Share on other sites
zonekiller 175 Posted March 18, 2008 i need to use it for AI as well as players for other parts Share this post Link to post Share on other sites
dr_eyeball 16 Posted March 18, 2008 - create a large trigger to find all objects on map - traverse the trigger list to find all objects of kind 'man' (ensuring you check vehicle unit crews too) - traverse the soldier (man) list and compare the names - return the vehicleVarName of that match Problem is that the AI do not use unique random names per session. You could easily have 3 'John Smiths' during 1 mission. Share this post Link to post Share on other sites
sickboy 13 Posted March 18, 2008 - create a large trigger to find all objects on map- traverse the trigger list to find all objects of kind 'man' (ensuring you check vehicle unit crews too) - traverse the soldier (man) list and compare the names - return the vehicleVarName of that match Problem is that the AI do not use unique random names per session. You could easily have 3 'John Smiths' during 1 mission. I don't believe AI trigger "onPlayerConnected" :-) So there's no relevance for AI.I believe the only way you can get this system water tight is simply naming all player/playable units in the mission. Save the names of these units in an array, as strings. Loop through the array when event onPlayerConnect is triggered and onPlayerDisconnect, maybe also on killed. Then check the name versus the variables. When AI doesnt have to be accounted for, I would use the isPlayer function and maybe trigger indeed. Share this post Link to post Share on other sites
zonekiller 175 Posted March 18, 2008 i will have to check but if a player disconnects and you use the isplayer  does player still work with the onplayerdisconnected this is what i am doing <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _name = _this select 0; _listofdead = []; _man = objnull; _listofdead = list sidedead; _m = 0; while {_m < count _listofdead} do { if (_name == (name (_listofdead select _m))) then {_man = (_listofdead select _m)}; _m = _m + 1; }; if !(isnull _man) then { _manname = format["%1",_man]; _bagname = format ["%1", (_manname + "sBag")]; _bodybag = call compile format ["%1", _bagname]; _padname = format ["%1", (_manname + "spad")]; _pad = call compile format ["%1", _padname]; _man setpos position _bodybag; deletevehicle _bodybag; deletevehicle _pad; deletemarker _name; }; // this is the problem below it does seem to work 95% of the time even tho i cant see how //when you disconnect from a unit it losses the addeventhandler , if its a live unit _man is objnull so i cant see how it works it all , but it does 95% of the time this is the onplayerdisconnect script , if the unit is dead thats fine but to me it seems like loose code and i would like to make it tight. // problem line below it does need to be at the end of the script _man addEventHandler ["killed", {_this execVM "respawn\RESPAWN_check.sqf"}]; Michael Share this post Link to post Share on other sites