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#31 Posted at 2016-03-27 13:58        
     
I wish you were from poland, i would take you for best local beer :) Thank you so much, it work as i wanted, looks nice, and overall is great.


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#32 Posted at 2016-04-01 14:23        
     
New version is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#33 Posted at 2016-06-06 10:27        
     
New version is up on the frontpage and you can find our mirror here:



Visit my family webshop desteigerhoutshop.nl.

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#34 Posted at 2016-10-25 13:37        
     
if (!isServer) exitWith {};
[] spawn {
  while {true} do {
    {
      _veh = vehicle _x;
      _veh allowCrewInImmobile true;
      if !(_veh getVariable ["willBeRepaired",false]) then {
        mgi_h =_veh addEventHandler ["hit",{
          _veh = _this select 0;
          _d = driver _veh;
		  if (isPlayer _d) exitWith {};
          _c = commander _veh;
          _g = gunner _veh;
          _c setUnitTrait ["engineer",true];
          _d setUnitTrait ["engineer",true];
          _g setUnitTrait ["engineer",true];
          if (!canMove _veh) then {
            if (_d != _veh && alive _d && !(_veh iskindof "plane")) then {
              _d setCombatMode "AWARE";
              [_veh,_d] spawn {
                params ["_veh","_d"];
                _veh removeEventHandler ["hit",mgi_h];
                _veh setVariable ["willBeRepaired",false];
                sleep 7;
                waitUntil {(_d findNearestEnemy _d) distance _d > 1800};
                doGetOut _d;
                waitUntil {!(_d in _veh)};
                sleep 1;
                _d setVectorDir (getpos _d vectorFromTo getpos _veh);
                _d playMoveNow "Acts_carFixingWheel";
                sleep 15;
                _d switchMove "";
                if (alive _d) then {
                    _veh setHitPointDamage ["HitEngine", (_damage - 0.9)];
                    if (_veh iskindof "Tank") then {
                        _veh setHitPointDamage ["HitLTrack", (_damage - 0.9)];
                        _veh setHitPointDamage ["HitRTrack", (_damage - 0.9)];
                    else {
                        _veh setHitPointDamage ["wheel_1_1_stering", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_1_2_stering", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_1_3_stering", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_1_4_stering", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_2_1_stering", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_2_2_stering", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_2_3_stering", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_2_4_stering", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_1", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_2", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_3", (_damage - 0.9)];
						_veh setHitPointDamage ["wheel_4", (_damage - 0.9)];
                };
             };
          };
        };
        }];
        _veh setVariable ["willBeRepaired",true];
      };
    } foreach allUnits;
    sleep 5;
  };
}

Correct?

Off course not, they dont exit vehicle to repair it, at all! From wheeled vehicle that cannot move whole crew is escaping. This is against allowcrewinimmobile.
Hardest game to moding, out of my skills.....

This post was edited by vlad_8011 (2016-10-25 15:14, 393 days ago)


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#35 Posted at 2016-10-26 07:26        
     
First of all, check your {}. You have several errors. Poseidon is a good tool to avoid that.
_damage is undefined.

if (!isServer) exitWith {};
0 = [] spawn { 
  while {true} do { 
    { 
      _veh = vehicle _x; 
      _veh allowCrewInImmobile true; 
      if !(_veh getVariable ["willBeRepaired",false]) then { 
        mgi_h =_veh addEventHandler ["hit",{ 
          _veh = _this select 0; 
          _d = driver _veh; 
          if (isPlayer _d) exitWith {}; 
          _c = commander _veh; 
          _g = gunner _veh; 
          _c setUnitTrait ["engineer",true]; 
          _d setUnitTrait ["engineer",true]; 
          _g setUnitTrait ["engineer",true]; 
          if (!canMove _veh) then { 
            if (_d != _veh && alive _d && !(_veh iskindof "plane")) then { 
              _d setCombatMode "AWARE"; 
              [_veh,_d] spawn { 
                params ["_veh","_d"]; 
                _veh removeEventHandler ["hit",mgi_h]; 
                _veh setVariable ["willBeRepaired",false]; 
                sleep 7; 
                waitUntil {(_d findNearestEnemy _d) distance _d > 1800}; 
                doGetOut _d; 
                waitUntil {!(_d in _veh)}; 
                sleep 1; 
                _d setVectorDir (getpos _d vectorFromTo getpos _veh); 
                _d playMoveNow "Acts_carFixingWheel"; 
                sleep 15; 
                _d switchMove ""; 
                if (alive _d) then { 
                    _veh setHitPointDamage ["HitEngine", (0.1)]; 
                    if (_veh iskindof "Tank") then { 
                        _veh setHitPointDamage ["HitLTrack", (0.1)]; 
                        _veh setHitPointDamage ["HitRTrack", (0.1)]; 
                      } 
                    else { 
                        _veh setHitPointDamage ["wheel_1_1_stering", (0.1)]; 
                        _veh setHitPointDamage ["wheel_1_2_stering", (0.1)]; 
                        _veh setHitPointDamage ["wheel_1_3_stering", (0.1)]; 
                        _veh setHitPointDamage ["wheel_1_4_stering", (0.1)]; 
                        _veh setHitPointDamage ["wheel_2_1_stering", (0.1)]; 
                        _veh setHitPointDamage ["wheel_2_2_stering", (0.1)]; 
                        _veh setHitPointDamage ["wheel_2_3_stering", (0.1)]; 
                        _veh setHitPointDamage ["wheel_2_4_stering", (0.1)]; 
                        _veh setHitPointDamage ["wheel_1", (0.1)]; 
                        _veh setHitPointDamage ["wheel_2", (0.1)]; 
                        _veh setHitPointDamage ["wheel_3", (0.1)]; 
                        _veh setHitPointDamage ["wheel_4", (0.1)]; 
                }; 
             }; 
          }; 
        }}; 
        }]; 
        _veh setVariable ["willBeRepaired",true]; 
      }; 
    } foreach allUnits; 
    sleep 5; 
  };
}

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS