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KillerAussie

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About KillerAussie

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  1. "call compile" just doesn't like working with the default player variable. You have to assign a variable in editor. Don't ask me why but here is some example. // Player without variable assigned in editor _player1 = str player; _player1 = call compile _player1; _player1 // Returns Null // Player with variable assinged in editor _player1 = str player; _player1 = call compile _player1; _player1 // Returns Player
  2. KillerAussie

    Getting players in a Listbox.

    _player = str player; _player = call compile _player; // Doesn't work and _player won't be usable in script _player = "player"; _player = call compile _player; // Works and _player is usable in script // Same deal with "playableUnits select 0" or (str playableUnits select 0) // If unit has a variable assigned in editor _player = str player; // Returns player's assigned variable in string form _player = _player call compile _player; // Will return the players assigned variable and is usable in script // Works with "playableUnits select 0" or (str playableUnits select 0) If you wish to use str command(https://community.bistudio.com/wiki/str) on a player or playable unit. And then you wish to use call compile you must have a variable assigned to that specific player in editor/mission.sqm. The compile command does compile the string that has been created with str but you still cant call the compiled code. Example: _player = str _player; _player = compile _player; // Returns {B Alpha 1-1:1([AG] KillerAussie)} - Will be different for everyone. // Now trying to call our newly compiled code. call _player; // Returns Nada. Call command: https://community.bistudio.com/wiki/call Compile command: https://community.bistudio.com/wiki/compile
  3. KillerAussie

    Disable AI for Playable Units

    It took me so long to realise that the code reads 'disabledAI' and not 'disableAI'. Don't make my mistake people hahahaha.
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