Jump to content
Sign in to follow this  
VanhA

inCargo in destroyed vehicle

Recommended Posts

I've been working on a quite massive mission taking place in Rahmadi & Paraiso airfield.

Players start in dc3 landing on rahmadi. Mission uses revive ai-disabled. Testing on our server came up with one oddity:

I got a report of a JIP player spawning in on Paraiso airfield instead of dc3. Now, I'm not sure if the dc3 was destroyed in that or what but my playable characters are placed on airfield in editor.

Question:

Should I move the characters over Rahmadi and instead of init line:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this moveInCargo dc;

make a separate script with something like

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if !(alive dc) || !(isEngineOn dc)

exitWith {};

else

player moveInCargo dc;

exitWith {};

And how should I call it from init.sqf?

With "server execVM" or "v= execVM" or what?

Sorry about the possible faulty lines but that's why the post  whistle.gif

VanhA

EDIT:

OK, this works but the hint does not show up.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sleep 0.5;

if (isEngineOn dc) then

{

player assignAsCargo dc;

player moveInCargo dc;

};

if (true) exitWith {};

{

else

};

if (false) exitWith {

hint "Starting on beach"

};

Share this post


Link to post
Share on other sites

I think it's due to 'true' is always validated, so script exits current scope and never reaches 'exitWith'. Try this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

sleep 0.5;

if (isEngineOn dc) then

{

player assignAsCargo dc;

player moveInCargo dc;

}

else

{

hint "Starting on beach";

};

if (true) exitWith {};

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×