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Hello18

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About Hello18

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  1. Thromp I'll give it a whirl, thanks also to the try-catch just saw: Fixed: BIS_fnc_error was not working correctly, yeah will try that as well
  2. Agreed it shouldn't have to be so complicated not sure what the harm would be in adding some more BIS functions or concat, substring and try-catch blocks. my wish-list :) Larrow, appreciate you taking the time to construct the function err method, but adding to the -Z dilemma is now taking an object and sending it a radius with the negative z and randomizing something well used in every map I've looked at. _randomPos = [[[getPos Obj, 20]]] call BIS_fnc_randomPos; //as in creating a group of navalmines randomly at a 20 radius have not tried it with getPosASLW yet though... going back to the time involved thing as Larrow pointed out, It probably shouldn't be so misconstrued that it takes even somewhat skilled programers days to find what should be a simple solution. Unless the point is to move everyone into using the editor only for mission creation. Willing to work through this though as I believe the diver/water missions are a great add and look forward to the ability of creating them to their full extent. Once again and probably not said enough in these boards, Thanks for your time. Hello18 ---------- Post added at 22:00 ---------- Previous post was at 21:37 ---------- After posting this I realized it could be something with createMine as this works: diveObj = createMine ["UnderwaterMine", _position, [], 5]; and this doesnt: _randomPos = [[[getPos diveObj, 20]]] call BIS_fnc_randomPos; _mine = createMine ["UnderwaterMine", _randompos, [], 5]; but this does work: _randomPos = [[[getPos diveObj, 80]]] call BIS_fnc_randomPos; _spawnGroup = [_randomPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "SpecOps" >> "OI_diverTeam")] call BIS_fnc_spawnGroup; [_spawnGroup, _position] call BIS_fnc_taskDefend; no errors in the log so it must be either looping or generating funky output as water ground, from above.
  3. getTerrainHeightASL only returns > 0 as Above Sea Level, so a negative number will never generate and an infinite loop will be created if checking for < 0. I agree that water ground does work but threw out all kind of off the map returns like 0,-35,9999.9999, ick. Tried: while {!_accepted} do { _position = [] call BIS_fnc_randomPos; _test = "Land_HumanSkull_F" createVehicle (_position); if (underwater (_test)) then { _accepted = true; } else { deleteVehicle _test; }; }; underwater seems to allow on land or ASL as well though. The ["water","in"] call BIS_fnc_randomPos would not even be needed if a getTerrainHeightBSL was around to test for - Z, which would allow for simple if statements to test for lets say < -10. Setting up missions in less than 10 meters of water is kind of pointless unless the plan is to have snorkel missions ;) Will wait patiently and for now just cram an array of known underwater positions to randomly select from. Thanks Hello18
  4. Hello, _position = ["water","out"] call BIS_fnc_randomPos; pulls a position on land guessing + z of 0. This works and keeps the spawns dry, but what if I only want to spawn in the water? tried: _position = ["water","in"] call BIS_fnc_randomPos; -Fail _position = ["land","out"] call BIS_fnc_randomPos; -Fail Searched google for BIS_fnc_randomPos, not much there... thoughts? Thanks, Hello18
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