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dlegion

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Everything posted by dlegion

  1. heh, crew may have exited vehicle!
  2. it works perfectly ! you pulled me out of this painful headhache !! thanks man !!! huge thanks !
  3. wow ! really nice, you created a variable system...good idea! going to try it now ! thanks!
  4. i'm sorry but i really need a more concrete help on this, i cant get the problem, and for sure its solution.
  5. ah....ok....seeing no error i supposed it was kinda working...lol
  6. heh...i have to really thank you, without that info i would have never found the way out of the tunnel !!
  7. waituntil {({getpos _x} foreach allplayers) distance ({getpos _x} foreach _crewDveh) < 10}; something like this ? EDIt: seems to kinda work....will update....
  8. i should give him an array of "posiotions" ?
  9. sorry but i've no idea what that mean man!
  10. ...distance (and distance2d) accept arrays, or i misunderstood it ? waituntil {allplayers distance _crewDveh}; i'm trying this right now....
  11. i'm melting by tring to make this work. re-readed BIKI on all commands being used, but there is something escaping from my sight. now error is "4 elements provided, 3 expected", but i suppose thats not the point... _crewDveh = crew _Dveh; // i already defined an array with crew members waitUntil {sleep 10;(({alive _x} count _crewDveh) > 0 && ({_crewDveh distance2D _x < 10} count allPlayers) >= 1) || diag_tickTime >= _timeOver}; the goal is to waitUntil ANY alive player gets near (less than 10 meters) to ANY of the still alive crew members. i'm really sorry but i cant get out of this one :( thanks!
  12. ...i feel that stupid when solution was so simple! really thanks man !!
  13. hello guys! was streamlining a bit this really ugly script....i've encountered the major problem here: if (_x distance2D _DCrew < 10 || _x distance2D _DCrew2 < 10 || _x distance2D _DCrew3 < 10 || _x distance2D _DCrew4 < 10) then {...my code bla bla bla... the problem is that there can be 1 to 4 crew members (_Dcrew, _Dcrew2 _Dcrew3, _Dcrew4), and i wish that any player (_x) who get at a distance of 10 meters from any crew member can capture the whole crew group. i somehow need to use the _x variable two times for different subjects (dont seem to exist an _y variable, right ?) or ....really dunno how do this whitout repeat code, but i'm sure there is a way! just point me in the right direction please! thanks!
  14. hello! i got a huge doubt about waituntil and sleep...here is an example (while (true) its not relevant, i just put it to better give the idea of a looping code): while {true} do { waitUntil {sleep 600;{alive _x} count allPlayers isEqualTo 0}; }; this looping code will wait 600 seconds for 1 single time and then check in loop every 0.5 seconds the "alive players" condition? OR the looping code will wait 600 seconds, check the "alive players" condition, then wait 600 seconds, then check "alive players" condition and so on ? if my ultimate goal is to check a condition every 600 seconds, what i should do ? thanks guys!
  15. ...i told you it was a ridicolous solution eh !!
  16. was so ridicolous that i had to try it, lol! while {true} do { car1 setfuel 0; sleep 0.5; car1 setfuel 1; sleep 0.5; }; seems to work with ground vehicles and airplanes, sadly not for helicopters. anyway every type of vehicle needs its own settings...for example that are good for the "SUV" civ vehicle, while a tank needs a 1.5 fuel 1 and 0.5 fuel 0.....
  17. hm...just a ridicolous idea, not tested: setfuel 0; sleep 1; setfuel 1; sleep 1; setfuel 0; ....and so on....
  18. seems almost all problems can be solved...but how for the timeup timer ? (i mean the trigger should activate its effects only if "ANY" stay on it for 10 seconds) i didnt found a command for that ! ah sorry, my fault...reaading with more attention that : https://community.bistudio.com/wiki/setTriggerTimeout had solution in it!
  19. nice! interesting solution !! i give it a try just for the sake of experimenting ! thanks !
  20. its not too many of them...i think they are 10 or less, but there is really no hurry to check condistions....so i thinked about make them even more performance friendly :) @Grumpy Old Man ..yep you right, will probably be not noticeable, and afterall its more a theory than pratical...
  21. ah...eh ok... i hoped in a simple solution like put a "sleep 10;" in condition...but seems way more complex :( i dont know if i can remove that and script it, because its linked to sector, and others are squares and have to be rotated in a very precise way...will think about how do this, thanks !
  22. pushed by the wave of the holy optimization, i wish to know if there's a way to slow down also editor-placed triggers! i tried with sleep, but dont seem to work! thanks !
  23. niiceee! didnt thinked about it, good idea !
  24. thanks man ! nice i was hoping for this, but got that doubt due to a script working when it should have waited....but in fact its possible that it waited and for pure luck it checked condition exactly the few seconds when it was true! the code its just an example...i'm optimizing all my scripts....already gained 10+fps on my mission! yeah !
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