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mrcurry

Script execution failed

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Aight I need some help troubleshooting this script execution

Basicly I've got a script for spawning an infantry group at a position with a SAD waypoint at somewhere, parameters being:

spawn  (Position)
grouptypes (Array)
target (Position)
side (Side)

Init.sqf is:

SPAWN_WAVE	= compile loadFile ("scripts\spawn_wave.sqf");
SPAWN_INF 	= compile loadFile ("scripts\spawn_infantry.sqf");
SPAWN_VEC 	= compile loadFile ("scripts\spawn_vehicles.sqf");

eastHQ=createCenter east; 
westHQ=createCenter west;
infantry_groups			=	[(configFile >> "CfgGroups" >> "East" >> "RU" >> "Infantry" >> "RU_InfSection"),(configFile >> "CfgGroups" >> "East" >> "RU" >> "Infantry" >> "RU_InfSection_MG")]; 
l_vehicles			=	["UAZ_AGS30_RU","UAZ_MG_Base","BRDM2_Base","BTR90_Base"]; 
h_vehicles			=	["BMP2_Base","BMP3","T72_RU","T90"]; 

To test it out I've added a trigger with onAct code:

hint "Inf activated!"; 
rawr=[getPos inf1, infantry_groups, getPos fb_hill, east] call SPAWN_INF; //this is basicly where it fails

In the script itself I've added, for debug purposes

sleep(3);

hint "A";

And as I set of the trigger I get "Inf activated!" and... nothing...

if i print the script variables I get what i should, aka the script itself.

So why is it not running the script?

Edited by mrCurry

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Well, you can't sleep in a function called with call, and to be honest I don't see why you even need to use call. Use spawn or execVM instead, should work better.

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well execVM wont work, since i wan't to return the group that has just spawned, im not sure about spawn but execVM returns a script handle

the sleep is just there for test purposes but cheers for the headsup, still dont get the hint that should come after so it aint solving me problem.

Edited by mrCurry

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well the problem obviously isnt in the script since the first line in the script is:

hint "A";

which doesn't show up... but sure here it is:

hint "A";

if(!isServer) exitWith{};

waitUntil {!isNil "bis_fnc_init"}; 

_pos = _this select 0;
_grps = _this select 1;
_target = _this select 2;
_side = _this select 3;

hint "B";
_grp = _grps select floor(random count _grps);

hint formatText["%1",_grp];
_spawnGrp = [_pos, _side, _grp] call BIS_fnc_spawnGroup;


hint formatText["%1",_spawnGrp];
_speeds=["NORMAL","FULL"];

_spawnGrp setSpeedMode "FULL";
_spawnGrp setBehaviour "COMBAT";
_spawnGrp setCombatMode "RED";
_wp1 = _spawnGrp addWaypoint[_target,5];
_wp1 setWaypointType "SAD";

_spawnGrp

so basically the script doesn't execute

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Im not sure but try compile preprocess

I supose this fucntions runs ok then try:

SPAWN_WAVE	= compile preprocessFileLineNumbers ("scripts\spawn_wave.sqf");
SPAWN_INF 	= compile preprocessFileLineNumbers ("scripts\spawn_infantry.sqf");
SPAWN_VEC 	= compile preprocessFileLineNumbers ("scripts\spawn_vehicles.sqf");

in yor trigger:

sidechat format["inf1=%1", inf1];
sidechat format["infantry_groups=%1", count infantry_groups];
sidechat format["fb_hill=%1", getPos fb_hill];
rawr=[getPos inf1, infantry_groups, getPos fb_hill, east] call SPAWN_INF; //this is basicly where it fails

if u get troubles checks for errors in:

C:\Users\"YOUR MACHINE"\AppData\Local\ArmA 2\arma2.RPT

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Yepp that solved it, could anyone explain why though?

been lookin on the biki and there call, compile and loadFile are used together in some examples

thx alot :)

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loadfile only loads a file wathis more there are some characters not compiled. its all.

Now u would make me a favour, take a look at UPSMON, it will love u, sure, let me know

Edited by Monsada

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