Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

5 Neutral

About SnowmaneYT

  • Rank
  1. I resolved using waitUntil {unitReady _this}; Thanks anyway, i going to test your solution to learn more!
  2. Hello, _grp = group _this; _wp = _grp addWaypoint [_rndDest, 0]; _wp setwaypointtype "MOVE"; I have this to add a waypoint from an array (_rndDest) to a unit (playable). This code is executed via execVM when the unit spawn for first time and when die. All is working fine when spawn for first time, but when respawn i get and error in _grp = group _this; The error say something about missing vector. Any help, please? Thanks!
  3. This may work, thanks so much! 🙂
  4. Hello, I have _nul = _this doMove _destination; to move a unit. What i need is when the unit reached the destination, wait for x time and then doMove to another destination. So, the big question here is, how i can detect when doMove is completed? Thanks!
  5. Thanks so much for the info, i'm sure the answer is there.
  6. Is an AI controlling the player unit...
  7. BLUFOR_AI is just a variable name refering to moduleSpawnAI in order to get sector tactics working. Player AI = AI controlled player if no human is controlling it. I try to explain in other words. A unit (player in this case) have a ini param of "variableName synchronizeObjectsAdd [this];". When this unit die, the parameter need to be inserted again because the AI stop doing sector tactics, and one way to do it is from onPlayerRespawn.sqf file. I tried with "variableName synchronizeObjectsAdd [player];" with no luck. Any help, please? Thanks.
  8. Hello, I have a player AI with "BLUFOR_AI synchronizeObjectsAdd [this];" as ini code. When die he needs the code again and i'm trying to do adding "BLUFOR_AI synchronizeObjectsAdd [player];" into onPlayerRespawn.sqf with no effect. How i can get working? Thanks!