Messiah 2 Posted April 15, 2009 Ok, engine eventhandler returns an array containing the unit and the engine state, 1 or 0. now, I'm executing the eventhandler thusly: class Extended_Engine_EventHandlers { class ukf_landrover_base { ukf_landrover_base_engine="_this exec ""\ukf_landrovers\scripts\startstop.sqs"""; }; }; I've also tried an array with old _this select nonsense in as well. The script: _unit = _this select 0 _onoff = _this select 1 ?!(Local _unit) : exit ?(_onoff==1) : goto "engineon" #engineoff _unit say ["ukf_landrover_engineoff", 20] exit #engineon _unit say ["ukf_landrover_engineon", 20] exit nothing complex, but it errors at the (_onoff==1) part, type bool expected number. Now I always mix up the error messages and what they mean, but I assume thats saying that its expecting a boolean and I've asked for a number? The boolean the engine returns is true or false, 1 or 0, so I'm not sure whats wrong. Bound to be something obvious and idiotic, as I said, I'm having a brain fart today Share this post Link to post Share on other sites
Serclaes 0 Posted April 15, 2009 _onoff is a boolean which cant be compared to a number. you could just write ?_onoff : goto "engineon" Share this post Link to post Share on other sites
Messiah 2 Posted April 15, 2009 d'oh told you it was a brain fart moment, yes, of course, thank you Share this post Link to post Share on other sites
bn880 5 Posted April 15, 2009 You know what helps to clear the GAS? sidechat of your input/data _this. :D (for general fart reduction) Share this post Link to post Share on other sites
Messiah 2 Posted April 15, 2009 that's far too sensible for my tastes... although now the script works, of course the damn game can't find my sounds... class CfgSounds { sounds[] = {ukf_landrover_engineon, ukf_landrover_engineoff}; class ukf_landrover_engineon { name = "ukflandroverengineon"; sound[] = {"\ukf_landrovers\sound\start.ogg", db0, 1}; titles[] = {}; }; class ukf_landrover_engineoff { name = "ukflandroverengineoff"; sound[] = {"\ukf_landrovers\sound\stop.ogg", db0, 1}; titles[] = {}; }; }; beware possible brain fart moment again, but I see nothing wrong with that config entry (copy paste from the wiki no less) Share this post Link to post Share on other sites
Serclaes 0 Posted April 15, 2009 This is just a wild guess, i don't have much experience with configs. As name in the config you define name = "ukflandroverengineoff"; but when calling it, its _unit say ["ukf_landrover_engineoff", 20] Shouldn't it rather be _unit say ["ukflandroverengineoff", 20] ? Share this post Link to post Share on other sites
Messiah 2 Posted April 15, 2009 I think name is the name that appears in the mission editor 'effects' tab as the name of the sound file. I did have them both the same name at one stage (with underscores) but changed it in case it was causing conflicts. no harm in trying again I suppose :D Share this post Link to post Share on other sites