OFPEC Forum

Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting General => Topic started by: BozBog on 17 Jun 2007, 00:52:32

Title: Go and Defend Script... dont work!
Post by: BozBog on 17 Jun 2007, 00:52:32
Hi there people, new here. Just wondering if u pro's can help wit this
script for ArmA.. dont seem to work for me..

Basically, these guys are on patrol round a city.. fair enough, this is
all done Via waypoints.. but i have 200+ enemy units coming on the
way to them, and i dont wanna fill the map with waypoints i cant see..
so i thought about using scripts to make the way points, problem is..
they dont seem to work.

Here

Code: [Select]
; *****************************************************
; ** Defend Position **********************************
; *****************************************************

playsound "alarm"
~20
Officer sideChat "Theyre' here! Everyone up the front line and defend!."
~10
Officer sideChat "Do not let them pass the fortresses otherwise we will have to retreat!"
~5

deletewaypoint [grp4, 2]
deletewaypoint [grp5, 2]
deletewaypoint [grp6, 2]
deletewaypoint [grp7, 2]
deletewaypoint [grp8, 4]
~0.1
deletewaypoint [grp4, 1]
deletewaypoint [grp5, 1]
deletewaypoint [grp6, 1]
deletewaypoint [grp7, 1]
deletewaypoint [grp8, 3]
~0.1
deletewaypoint [grp4, 0]
deletewaypoint [grp5, 0]
deletewaypoint [grp6, 0]
deletewaypoint [grp7, 0]
deletewaypoint [grp8, 2]
~0.1
deletewaypoint [grp8, 1]
~0.1
deletewaypoint [grp8, 0]

~10
grp4 addWaypoint [position ammob, 5]
grp5 addWaypoint [position ammob, 5]
grp6 addWaypoint [position ammob, 5]
grp7 addWaypoint [position ammob, 5]
grp8 addWaypoint [position ammob, 5]

~10
Officer sideChat "Ok, everyone in position? Good. Now try your best not to let them through!"
~10
Officer sideChat "There have been report's via satelite that there are more than 200 unit's on their way"
~10
Officer sideChat "Good luck, out"

"ammob" is the ammo crate the groups (grp4,grp5,grp6,grp7,grp8) need's to go too.. i cant find any other
way of making the group go to a position without having object. All the grp's have a cycle at waypoint
number 2 except grp8 (tanks) their cycle waypoint is at number 4. Basically i wanna stop this cycle so they
move to "ammob" and defend the position.

I will also create another script where the remaining live unit's will fall back and go to the base to protect that..
where the enemy is heading.. any suggestion on this? or will the addwaypoint work once the enemy has pass
into the town (the fallback is scripted too)

I hope someone can help, i did read the commands in the WIKI.. but they dont fully explain everything clearly,
and other possible ways to use a command.

I am open for critiscm or woteva u wanna give me.. maybe other ways of making this script without much hard
work. Thxs for help
Title: Re: Go and Defend Script... dont work!
Post by: LeeHunt on 17 Jun 2007, 05:19:59
It's possible to use "domove" instead of controlling their waypoints.  Create a marker at the ammo crate "MarkerAmmo" and then in your script:

{_x domove (getmarkerpos "MarkerAmmo")} foreach units grp1

{_x domove (getmarkerpos "MarkerAmmo")} foreach units grp2

{_x domove (getmarkerpos "MarkerAmmo")} foreach units grp3

etc etc

you could also

{_x setbehaviour "Combat"} foreach units grp1

and what not to get them into combat mode.
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 17 Jun 2007, 10:26:40
Thxs matey, ill be sure to give that a try.. just hope it stops them going to their waypoints after that. :)
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 17 Jun 2007, 11:45:33
it does work.. though the unit's go back to their waypoints..

Thing is though i used CommandMove.. they both do work but none of them stops waypoints?
I hope someone can help with my waypoint problem.. otherwise i gonna have to script all the patrols..

edit: oops soz bout that.. i forgot to modify my other post.. my bad

this is wot script looks like atm

Code: [Select]
; *****************************************************
; ** Defend Position **********************************
; *****************************************************

playsound "alarm"
~20
Officer sideChat "Theyre' here! Everyone up the front line and defend!."
~10
Officer sideChat "Do not let them pass the fortresses otherwise we will have to retreat!"
~5

deletewaypoint [grp4, 2]
deletewaypoint [grp5, 2]
deletewaypoint [grp6, 2]
deletewaypoint [grp7, 2]
deletewaypoint [grp8, 4]
~0.1
deletewaypoint [grp4, 1]
deletewaypoint [grp5, 1]
deletewaypoint [grp6, 1]
deletewaypoint [grp7, 1]
deletewaypoint [grp8, 3]
~0.1
deletewaypoint [grp4, 0]
deletewaypoint [grp5, 0]
deletewaypoint [grp6, 0]
deletewaypoint [grp7, 0]
deletewaypoint [grp8, 2]
~0.1
deletewaypoint [grp8, 1]
~0.1
deletewaypoint [grp8, 0]

~10

{_x commandmove (getmarkerpos "Defend")} foreach units grp4
{_x setbehaviour "Combat"} foreach units grp4

{_x commandmove (getmarkerpos "Defend")} foreach units grp5
{_x setbehaviour "Combat"} foreach units grp5

{_x commandmove (getmarkerpos "Defend")} foreach units grp6
{_x setbehaviour "Combat"} foreach units grp6

{_x commandmove (getmarkerpos "Defend")} foreach units grp7
{_x setbehaviour "Combat"} foreach units grp7

{_x commandmove (getmarkerpos "Defend")} foreach units grp7
{_x setbehaviour "Combat"} foreach units grp8

~10
Officer sideChat "Ok, everyone going in to position? Good. Now try your best not to let them through!"
~10
Officer sideChat "There have been report's via satelite that there are more than 200 unit's on their way"
~10
Officer sideChat "Good luck, out"
Title: Re: Go and Defend Script... dont work!
Post by: Cheetah on 17 Jun 2007, 15:11:42
Might be worth checking out Kronzky's Urban Patrol Script.

Noticed that we don't have the script here at OFPEC in the Ed. Depot.
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 17 Jun 2007, 15:26:47
Yeh that script is good.. but is there a way to turn it off so the groups can go to the base if the enemy passes a trigger? basically the patrol groups are fleeing and returning to base and staying there to fight.

Soz, im noob :/ :)
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 18 Jun 2007, 12:07:08
Bump lol not a very popular forum for ArmA people but then i mite be totally wrong about that comments.. people do have a life.. so im not offending any1 here.

I just hoping someone can just give me a quick pointer/tips on how to do this and i'll take a shot at it myself.

cya
Title: Re: Go and Defend Script... dont work!
Post by: bedges on 18 Jun 2007, 14:20:36
no reply in less than 24 hours does not warrant bumping a thread - the minimum time is 3 days.

you have to understand that yours is not a simple question - you're basically asking someone to fix your problem for you, without having all the details in front of them. with editors busy on their own projects it's not surprising that you're getting such a weak response.

my own advice would be along the lines of what cheetah has already suggested: take kronzky's script apart, try to see what it's doing and work it out from there.
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 18 Jun 2007, 15:02:31
Do not delete any waypoint, just lock them with group LockWp true.
Then move your groups with move command, not doMove.

group move position.

Dont move all the groups to the same marker position, if the groups have many units it will be a total mess and some units will be interfering the aiming of some others. You may place as many markers as groups, make each group to move to its corresponding marker and then also set the heading formation of the group so each group heads towards the defending position from its current position.

group setFormDir heading

To check that everyone is ready use the following after the last move command.
~5
@(unitReady leader grp4)&&(unitReady leader grp5)&&(unitReady leader grp6) ...

~10
Officer sideChat "Ok, everyone going in to position? Good. Now try your best not to let them through!"
~10
Officer sideChat "There have been report's via satelite that there are more than 200 unit's on their way"
~10
Officer sideChat "Good luck, out"
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 18 Jun 2007, 19:59:05
Hey bedge's sorry bout that.. other forums hav different rules.. i guess i misread some of the rules on here.. my bad (but yeh i did read em, not fully tho cos i thought they were same as other forums) soz! Wont do that again!!

Hey mandoble.. that works! thanxs man, u did it for me.. and by the sound of it.. you did it again! (helpin sum1 fix probs) guess ur the soul of arma.

Thxs dude's for all the help, i guess i can lock the topic now.. and let it RIP or help sum1 else :).

cya!
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 18 Jun 2007, 20:20:46
I forgot something
You need to detect when the danger situation is gone, with a trigger or whatever else setting some global var to true and after that unlock the WPs of all your groups so they resume their planed waypoints:


;AT THE END OF YOUR SCRIPT
Code: [Select]
@danger_is_gone

?allive Officer: Officer sideChat "Enemy has been defeated"
{_x lockWp false} forEach [grp4, grp5, .... ]
Title: Re: Go and Defend Script... dont work!
Post by: CrashDome on 18 Jun 2007, 21:40:50
Couldn't he simply create a waypoint cycle with a switch?

Create your 5 waypoints with the last being CYCLE type.
Create a 6th waypoint at the ammobox.
Create a trigger of type SWITCH and make your condition whatever condition launches that script of yours.
   You can also launch the script for the text displayed or use the EFFECTs button.
Syncronize the trigger with the 5th waypoint

No deleteing waypoints, adding them, locking them, etc...

[EDIT] The 5th waypoint does not need to be of type CYCLE, but they will just stop and wait there. By making it cycle, they keep moving... unless of course you prefer them to stop at waypoint 5 and wait.
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 19 Jun 2007, 21:12:08
Hi im back again with some more problems.. Thnxs to crashdome and every1else, i managed to get it to work.. i realised that the unit's never moved because my cycle was not "Switched" to the next movement via the trigger.. thxs to crashdome :),
and Mandoble for is @unitisready sort of thing, and every1 else who tried to help.. now im having another problem.

Here's the same script, with lots of stuff removed.

Code: [Select]
; *****************************************************
; ** Defend Position **********************************
; *****************************************************

playsound "alarm"
~20
Officer sideChat "Theyre' here! Everyone up the front line and defend!."
~10
Officer sideChat "Do not let them pass the fortresses otherwise we will have to retreat!"
~5
@(unitReady leader grp4)&&(unitReady leader grp5)&&(unitReady leader grp6)&&(unitReady leader grp7)&&(unitReady leader grp8)
~10
Officer sideChat "Ok, everyone going in to position? Good. Now try your best not to let them through!"
~10
Officer sideChat "There have been report's via satelite that there are more than 200 unit's on their way"
~10
Officer sideChat "Good luck, out"
~5

(para = "ParachuteEast" createVehicle (position logic))
(para1 = "ParachuteEast" createVehicle (position logic))
(para2 = "ParachuteEast" createVehicle (position logic))
~0.01

(east = createAgent ["SoldierEB", position player,[],0,"FORM"])
(east1 = createAgent ["SoldierEB", position player,[],0,"FORM"])
(east2 = createAgent ["SoldierEB", position player,[],0,"FORM"])
~0.01

east moveInDriver para
east1 moveInDriver para1
east2 moveInDriver para2


exit
The problem im having is.. creating a paracute in the air. On the map, i have a gamelogic and i placed it hight with the "this setpos [(getpos this select 0),(getpos this select 1),+70] and i name it logic.. now on the script, i tried to create a parachute up there.. well, that part of the script works, though in game i cant see a parachute, and to create unit.. i used the wiki for this, copied the exact code and changed the word.. and it's saying error.. i tried this with createUnit command.. but realised i need a group to create the unit in.. so i decided to use the createAgent command (says to create single unit's) and i cant get any of it to work... it wont be created.. and i dont know how to name it so that it moveindriver para.

Hope someone can help :) cheers!
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 19 Jun 2007, 23:13:55
Parachutes seems to be always created at ground level, you need to setPos them. I added a bit of separation too so you dont have all the chutes messed up at the same spot in the space.
Code: [Select]
...
_ang = 0
para = "ParachuteEast" createVehicle [0,0,0]
para = setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east = createAgent ["SoldierEB", position player,[],0,"FORM"]
east moveInDriver para

_ang = _ang + 45
para1 = "ParachuteEast" createVehicle [0,0,0]
para1 = setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east1 = createAgent ["SoldierEB", position player,[],0,"FORM"]
east1 moveInDriver para1

_ang = _ang + 45
para2 = "ParachuteEast" createVehicle [0,0,0]
para2 = setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east2 = createAgent ["SoldierEB", position player,[],0,"FORM"]
east2 moveInDriver para2
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 20 Jun 2007, 19:11:54
Hey man, sorry to say.. the script doesnt work for some reason.. when i start the script it always comes up with an error for para2.. but para and para1 are not spawning too.. strange thing this. para2 error.. it says something about missing a ; which is weird..

here's the current script, i wanted to see if the error was for all three para's by add a time between their spawns, but it always jumps to para2.

Hope you can help :)

Code: [Select]
~5

_ang = 0
para = "ParachuteEast" createVehicle [0,0,0]
para = setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east = createAgent ["SoldierEB", position player,[],0,"FORM"]
east moveInDriver para


~10
_ang = _ang + 45
para1 = "ParachuteEast" createVehicle [0,0,0]
para1 = setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east1 = createAgent ["SoldierEB", position player,[],0,"FORM"]
east1 moveInDriver para1


~10
_ang = _ang + 45
para2 = "ParachuteEast" createVehicle [0,0,0]
para2 = setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east2 = createAgent ["SoldierEB", position player,[],0,"FORM"]
east2 moveInDriver para2


exit
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 20 Jun 2007, 19:19:40
Change east by east0 as east is a reserved word for east side. Why do you use createAgent instead of createUnit?
Title: Re: Go and Defend Script... dont work!
Post by: Cheetah on 20 Jun 2007, 19:25:26
He wants to avoid adding the unit to a group.

What I normally do is add him to a group unit and immediatly join GrpNull him.
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 21 Jun 2007, 21:34:29
Guess it still dont work :(.. i tried what Mandoble sed.. and about the GrpNull..
...Gosh i ask too much, is that ok? lol well.. how would i go about doing it
properly? the wiki didnt help as i entered the command as shown, and it didnt
work (that was before i used createagent). Thnxs for help :).
Title: Re: Go and Defend Script... dont work!
Post by: Surdus Priest on 21 Jun 2007, 21:52:06
this is interesting, it would certainly help, however in my opinion the bads out weight the goods here (but with 200+ soldiers on the map at once.. nothings good :P ).  For one, this method takes a lot longer, and secondly its a lot easier and more precise to do it in the editor.  However the main good point is that it looks a lot nicer :D but the player wont know that..
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 21 Jun 2007, 21:55:00
LOL first change all the para# = setPos by para# setPos. the = sign is breaking the code there.

EDIT: And aside of that, createAgent command doesnt seem to work at all. And BIS Wiki indicates:
"This is a reserved keyword for future implementations"
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 21 Jun 2007, 22:10:21
Looool i realised that too in the code.. doh both made same mistake. lol bout createAgent, i didnt notice that line in the Wiki.
Everything seems to be working now apart from the units.. and maybe.. if a parachute will only be seen if a unit is in it as i dont see it flying down. oh well, anyways, gonna experiment on the createUnit command.. mite be the only way.
thanks :)
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 21 Jun 2007, 22:26:16
Loooool! Looks funny when a unit spawns in midair at 50 meters and they have to get the parachute out quick lol! So i upped it to 150 meters.

Here's the script, it works like a charm ;) hehe thxs all.. can i keep this thread open for any other problems i may have? thxs, cya!

Code: [Select]
;*****************************************************
; ** Defend Position **********************************
; *****************************************************
_specops = createGroup east;

playsound "alarm"
~20
Officer sideChat "Theyre' here! Everyone up the front line and defend!."
~10
Officer sideChat "Do not let them pass the fortresses otherwise we will have to retreat!"
~15


_ang = 0
para1 = "ParachuteEast" createVehicle [0,0,0]
para1 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east1 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east1 moveInDriver para1


~5
_ang = _ang + 45
para2 = "ParachuteEast" createVehicle [0,0,0]
para2 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east2 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east2 moveInDriver para2


~5
_ang = _ang + 45
para3 = "ParachuteEast" createVehicle [0,0,0]
para3 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east3 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east3 moveInDriver para3


~5
_ang = _ang + 45
para4 = "ParachuteEast" createVehicle [0,0,0]
para4 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east4 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east4 moveInDriver para4


~5
_ang = _ang + 45
para5 = "ParachuteEast" createVehicle [0,0,0]
para5 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east5 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east5 moveInDriver para5


~5
_ang = _ang + 45
para6 = "ParachuteEast" createVehicle [0,0,0]
para6 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east6 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east6 moveInDriver para6


~5
_ang = _ang + 45
para7 = "ParachuteEast" createVehicle [0,0,0]
para7 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east7 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east7 moveInDriver para7


~5
_ang = _ang + 45
para8 = "ParachuteEast" createVehicle [0,0,0]
para8 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east8 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east8 moveInDriver para8


~5
_ang = _ang + 45
para9 = "ParachuteEast" createVehicle [0,0,0]
para9 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east9 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east9 moveInDriver para9


@(unitReady leader grp4)&&(unitReady leader grp5)&&(unitReady leader grp6)&&(unitReady leader grp7)&&(unitReady leader grp8)
~10
Officer sideChat "Ok, everyone going in to position? Good. Now try your best not to let them through!"
~10
Officer sideChat "There have been report's via satelite that there are more than 200 unit's on their way"
~10
Officer sideChat "Good luck, out"


exit

;******CREDIT******************************

;**Mandoble - Wicked Scripting ************

;**Cheetah - Trying to help ***************

;**Crashdome - Also trying to help ********

;**Lee - Trying to help too ***************

;**Surdus Priest - Good Advice ************
edit: oops.. again i forgot to modify post! soz!!

editx2: Lol i am interested in the createCenter command.. any chance to tell me what it actually does.. hard to understand on the wiki.. and whether it is useful for my mission.. which involves the play protecting Corozal and when the enemies get closer to the town (more than 200+ units) (IT DONT SLOW MY COMP SO MUCH  :D) the current groups protecting Corozal retreats and goes back to the base near the corozal, and protect that.
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 21 Jun 2007, 22:57:00
createCenter is used to create a side when no units of that side are intially on the map.
For example, if you put only west side units on the map, east side will not exist, and you will not be able to create any group of east side. But if you place a single east unit in the map, east side is created and then you can create any east group too.

If you want to spawn all your units using scripts, so you will start with none but the payer and its group, then use createCenter at init.sqs to be sure other sides exist. createCenter east, createCenter resistance, createCenter west or/and createCenter civilian.

May be you would also be able to createCenters (sides) for enemy and friendly. enemy and friendly are listed as sides, units in enemy side are enemies to everyone, units in friendly side are friendly to anyone.
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 21 Jun 2007, 23:00:48
Ahh rite, nothin i could use lol.. but.. sounds like there may be a possibility that we can have more sides than those mentioned above.. i hope so too.

lool i making another script now.. so the unit's can fallback.. i kno i ask too much.. if thats ok? lol but im wonderin how do i make the unit move to the vehicle and get in it? I dont wanna use moveInCargo.. as it jumps em in.. is there any other way? thxs so much.

Code: [Select]
~10
Officer sideChat "Damn! everybody fall back now! Fall back to the base!!"
~10
Officer sideChat "There's more than 200 unit's here, you people will be overrun!"
~10
Officer sideChat "See you back at the base! Out"

truck1 move (getmarkerpos safehaven)
truck2 move (getmarkerpos safehaven1)

grp4 move (getmarkerpos safehaven)
grp5 move (getmarkerpos safehaven)
grp6 move (getmarkerpos safehaven1)
grp7 move (getmarkerpos safehaven1)

@(unitReady leader truck1)&&(unitReady leader truck2)

grp4 action ["getin", vehicle truck1]
grp5 action ["getin", vehicle truck1]
grp6 action ["getin", vehicle truck2]
grp7 action ["getin", vehicle truck2]

@(unitReady leader grp4)&&(unitReady leader grp5)&&(unitReady leader grp6)&&(unitReady leader grp7)

truck1 move (getPos Officer)
truck2 move (getPos Officer)

exit

this code doesnt work :(.
Title: Re: Go and Defend Script... dont work!
Post by: LCD on 21 Jun 2007, 23:51:49
cud try createGuardedPoint (http://community.bistudio.com/wiki/createGuardedPoint)... even tho i really dont understand wat dat means... mebe mandoble will tell us wat dis 1 does also :D

LCD OUT
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 22 Jun 2007, 00:09:55
maybe lol if that's to guard a vehicle (WIKI) but then how would they get in it it lol, yeh Mandoble owns when it comes to commands.. we shuld hear from him :)

cheers!
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 22 Jun 2007, 00:15:42
I wount tell anything about that one  :P
Title: Re: Go and Defend Script... dont work!
Post by: LCD on 22 Jun 2007, 00:27:59
u just wont admit u dont know  :P

LCD OUT

plz plz tell me ?
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 22 Jun 2007, 10:31:25
Just an small tip: what guard units in GUARD type waypoints? :D
Title: Re: Go and Defend Script... dont work!
Post by: LCD on 22 Jun 2007, 13:13:02
dat wat i was thinkin... but rIght now dey seem 2 reinforce ma enemies wen i kill em  :P  :D

LCD OUT
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 22 Jun 2007, 17:02:24
Lol i guess i wont need that bit of code then, thxs for the help LCD.. and the tip too Mandoble :p... so, my script.. can anyone help?

Quote
lool i making another script now.. so the unit's can fallback.. i kno i ask too much.. if thats ok? lol but im wonderin how do i make the unit move to the vehicle and get in it? I dont wanna use moveInCargo.. as it jumps em in.. is there any other way? thxs so much.

Code: [Select]
~10
Officer sideChat "Damn! everybody fall back now! Fall back to the base!!"
~10
Officer sideChat "There's more than 200 unit's here, you people will be overrun!"
~10
Officer sideChat "See you back at the base! Out"

truck1 move (getmarkerpos safehaven)
truck2 move (getmarkerpos safehaven1)

grp4 move (getmarkerpos safehaven)
grp5 move (getmarkerpos safehaven)
grp6 move (getmarkerpos safehaven1)
grp7 move (getmarkerpos safehaven1)

@(unitReady leader truck1)&&(unitReady leader truck2)

grp4 action ["getin", vehicle truck1]
grp5 action ["getin", vehicle truck1]
grp6 action ["getin", vehicle truck2]
grp7 action ["getin", vehicle truck2]

@(unitReady leader grp4)&&(unitReady leader grp5)&&(unitReady leader grp6)&&(unitReady leader grp7)

truck1 move (getPos Officer)
truck2 move (getPos Officer)

exit
this code doesnt work .
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 22 Jun 2007, 17:11:15
use assignAsCargo for each unit in your groups when both, corresponding truck driver and leader of units group are ready and between the move commands and the check for ready insert a ~4 then issue also an allowgetin command.
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 22 Jun 2007, 17:38:48
Hey mando, is this what you mean? i changed the para's to this script, as when the unit's were spotted trigger, the other script was executed and the para's came flying over the fallback trigger.. so i put the para's in the fallback trigger.. so they attack you when you are running to safe haven).. so here's the script.. the last parts dont work.. the unit's do not move to their position at safe haven at all...

Code: [Select]
; *****************************************************
; ** Fallback *****************************************
; *****************************************************

_specops = createGroup east;
~5
_ang = 0
para1 = "ParachuteEast" createVehicle [0,0,0]
para1 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east1 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east1 moveInDriver para1


~5
_ang = _ang + 45
para2 = "ParachuteEast" createVehicle [0,0,0]
para2 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east2 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east2 moveInDriver para2


~5
_ang = _ang + 45
para3 = "ParachuteEast" createVehicle [0,0,0]
para3 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east3 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east3 moveInDriver para3


~5
_ang = _ang + 45
para4 = "ParachuteEast" createVehicle [0,0,0]
para4 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east4 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east4 moveInDriver para4


~5
_ang = _ang + 45
para5 = "ParachuteEast" createVehicle [0,0,0]
para5 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east5 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east5 moveInDriver para5


~5
_ang = _ang + 45
para6 = "ParachuteEast" createVehicle [0,0,0]
para6 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east6 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east6 moveInDriver para6


~5
_ang = _ang + 45
para7 = "ParachuteEast" createVehicle [0,0,0]
para7 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east7 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east7 moveInDriver para7


~5
_ang = _ang + 45
para8 = "ParachuteEast" createVehicle [0,0,0]
para8 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east8 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east8 moveInDriver para8


~5
_ang = _ang + 45
para9 = "ParachuteEast" createVehicle [0,0,0]
para9 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east9 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
~0.1
east9 moveInDriver para9

~10
Officer sideChat "Damn! everybody fall back now! Fall back to the base!!"
~10
Officer sideChat "There's more than 200 unit's here, you people will be overrun!"
~10
Officer sideChat "See you back at the base! Out"
~12

truck1 sideChat "We are on our way, all unit's meet at the safe haven immediately, the tanks can come home now"

truck1 move getmarkerpos "safehaven"
truck2 move getmarkerpos "safehaven1"

grp4 move getmarkerpos "safehaven"
grp5 move getmarkerpos "safehaven"
grp6 move getmarkerpos "safehaven1"
grp7 move getmarkerpos "safehaven1"

grp8 move getPos Officer

@(unitReady leader truck1)&&(unitReady leader truck2)

({_x assignAsCargo truck1}forEach units grp4)
({_x assignAsCargo truck1}forEach units grp5)
({_x assignAsCargo truck2}forEach units grp6)
({_x assignAsCargo truck2}forEach units grp7)

~4
([grp4,grp5,grp6,grp7]allowGetIn true)

@(unitReady leader grp4)&&(unitReady leader grp5)&&(unitReady leader grp6)&&(unitReady leader grp7)

truck1 move (getPos Officer)
truck2 move (getPos Officer)

exit

but i changed it to

Code: [Select]
grp4 move getmarkerpos "safehaven"
glad i got that part working. cheers :)

EDITx2: CR*P cant seem to get all the unit's to get in the trucks.. seems only the leader's get in.. weird.
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 22 Jun 2007, 19:26:43
Move the ~4 below the allowgetin
and with this
@(unitReady leader grp4)&&(unitReady leader grp5)&&(unitReady leader grp6)&&(unitReady leader grp7)
you are only checking that your leaders are ready, not that anyother alive unit is in the trucks.
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 22 Jun 2007, 21:43:09
Lol mad and crazy.. i cant seem to get this script to work.. of course im an ArmA noob.. so.. hope thats fine lol :)

The problem's with the scripts are

Code: [Select]
[{_x allowGetIn true}forEach units grp4]
[{_x allowGetIn true}forEach units grp5]
[{_x allowGetIn true}forEach units grp6]
[{_x allowGetIn true}forEach units grp7]
~4

@(unitReady grp4)&&(unitReady grp5)&&(unitReady grp6)&&(unitReady grp7)

exit

these parts..

The top part.. cant seem to get ALL the unit's into the trucks (this comes up with error.. but last time, only the leaders jumped in the trucks..)

the bottom part.. Mando is rite, it checked the leader earlier.. i dont know how to check for all the units..

i tried it with this.. dont work

Code: [Select]
@(grp4 in vehicle)&&(grp5 in vehicle)&&(grp6 in vehicle)&&(grp7 in vehicle)
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 22 Jun 2007, 22:39:04
@{alive _x} count units grp# == {_x in vehicle#} count units grp#
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 23 Jun 2007, 19:32:21
Argh i sorta wanted to clean up my script.. so i seperated part's of them, including where the truck picks up the units.. so that the truck move's individually when a grp finished getting inside it.. soo i created another script for that.. and i cant get it to work.. lol i've given up on this almost, so iv'e uploaded the mission files.. hope noone steals my ideas'/ scripts' without asking me.. i just posting for help thats all :) cheers.

edit:

Well.. i thought about it.. ive posted the scripts below in order they start to give you guys an idea and any possible changes that could be made.. ill point out where it dont work.

Basically the mission starts.. you walk around with your group until all of a sudden an alarm sounds.. the trigger is activated when it is OPFOR detected by BLUFOR
and this script starts.. seems to be fine here.

Defend.sqs
Code: [Select]
; *****************************************************
; ** Defend Position **********************************
; *****************************************************

playsound "alarm"
~20
Officer sideChat "Theyre' here! Everyone up the front line and defend!."
~15

@(unitReady leader grp4)&&(unitReady leader grp5)&&(unitReady leader grp6)&&(unitReady leader grp7)&&(unitReady leader grp8)
~10
Officer sideChat "Ok, everyone going in to position? Good. Now do not to let them through!"
~10
Officer sideChat "Good luck, out"

exit

;******CREDIT******************************

;**Mandoble - Wicked Scripting ************

;**Cheetah - Trying to help ***************

;**Crashdome - Also trying to help ********

;**Lee - Trying to help too ***************

;**Surdus Priest - Good Advice ************

Then all the cycle waypoints stops, and the unit's move to their position and attack any enemy on sight.. the waypoint they move to defend has a lockWP in it.

Then if any enemy guys get's pasts the machine guns into the town.. another script start's telling everyone to fall back.. so it's up to the player's ability to stop them getting into the town, otherwise this script will start.

Fallback.sqs
Code: [Select]
; *****************************************************
; ** Fallback *****************************************
; *****************************************************

(truck1 setGroupId ["Zulu","GroupColor5"])
(truck2 setGroupId ["Buffalo","GroupColor5"])
(truck3 setGroupId ["Yankee","GroupColor5"])
(truck4 setGroupId ["Kilo","GroupColor5"])
([] exec "para.sqs")
~7
Officer sideChat "Damn! everybody fall back now! Fall back to the base!!"
~10
Officer sideChat "There's more than 200 unit's here, you people will be overrun!"
~5
Officer sideChat "See you back at the base! Out"
~7

([grp4,truck1,baselog1]exec "trucktobase.sqs")
~0.1
([grp5,truck2,baselog2]exec "trucktobase.sqs")
~0.1
([grp6,truck3,baselog3]exec "trucktobase.sqs")
~0.1
([grp7,truck4,baselog4]exec "trucktobase.sqs")

grp8 move getPos Officer

exit

At the same time this script start's to make parachuters drop... well THEY DONT!!!! ARRRGGHHHHHH it worked when the code from para.sqs was in the fallback.sqs.. but not now! argh

para.sqs
Code: [Select]
; *****************************************************
; ** Para *********************************************
; *****************************************************

_specops = createGroup east;
~5
_ang = 0
para1 = "ParachuteEast" createVehicle [0,0,0]
para1 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east1 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east1 moveInDriver para1


~5
_ang = _ang + 45
para2 = "ParachuteEast" createVehicle [0,0,0]
para2 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east2 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east2 moveInDriver para2


~5
_ang = _ang + 45
para3 = "ParachuteEast" createVehicle [0,0,0]
para3 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east3 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east3 moveInDriver para3


~5
_ang = _ang + 45
para4 = "ParachuteEast" createVehicle [0,0,0]
para4 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east4 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east4 moveInDriver para4


~5
_ang = _ang + 45
para5 = "ParachuteEast" createVehicle [0,0,0]
para5 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east5 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east5 moveInDriver para5


~5
_ang = _ang + 45
para6 = "ParachuteEast" createVehicle [0,0,0]
para6 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east6 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east6 moveInDriver para6


~5
_ang = _ang + 45
para7 = "ParachuteEast" createVehicle [0,0,0]
para7 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east7 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east7 moveInDriver para7


~5
_ang = _ang + 45
para8 = "ParachuteEast" createVehicle [0,0,0]
para8 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east8 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
east8 moveInDriver para8


~5
_ang = _ang + 45
para9 = "ParachuteEast" createVehicle [0,0,0]
para9 setPos [(getPos logic select 0)+sin(_ang)*20,(getPos logic select 1)+cos(_ang)*20, getpos logic select 2]
east9 = _specops createUnit ["SoldierEB", (position player), [] ,0 ,"seargent"]
~0.1
east9 moveInDriver para9

exit

Nearer the end of fallback.sqs.. another script start's.. i made this so that it checks the vehicle's individually so they dont rely on one piece of code to make them all leave at the same time.. i wanted idividuality.

trucktobase.sqs
Code: [Select]
; *******************************************************
; ** BacktoBase *****************************************
; *******************************************************

_grp = _this select 0
_veh = _this select 1
_pos = _this select 2

(?!(alive _grp) : goto "truckmove")
(?!(alive _veh) : goto "unitmove")
goto "getin"


#truckmove
_veh sideChat "Looks like there is no one to take back to the base, out"

_veh move (getPos _pos)
@(unitReady units _veh)

exit

#unitmove
_grp sideChat "Looks like WE have to make our own way to the base, Out"

_grp move (getPos _pos)
@(unitReady units _grp)

exit


#getin
_grp move (getPos _veh)

@(unitReady units _grp)
_veh sideChat "We're ready, Out"
({_x assignAsCargo _veh}forEach units _grp)

~1

([_grp]allowGetIn true)
@(unitReady units _grp)

_veh move (getPos _pos)
@(unitReady units _veh)

exit

The problem here.. ARGHHHH ARRGGHHH lool it's this line

Code: [Select]
_veh = _this select 1
ERROR ZERO DIVISOR.. WTF????

Hope someone can really help. Cheers



Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 24 Jun 2007, 01:41:55
Code: [Select]
(?!(alive _grp) : goto "truckmove")
(?!(alive _veh) : goto "unitmove")

 :blink: :blink: :blink: :blink:

_grp is a group?
If so
Code: [Select]
? ({alive _x} count units _grp) == 0: goto "truckmove"
? !(alive _veh) : goto "unitmove"
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 24 Jun 2007, 02:04:38
Ahh lol that helped a bit lol it didnt seem to work, so i deleted it hehe, it's been replaced now.. about
Code: [Select]
_veh = _this select 1 what does the error Zero Divisor mean?
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 24 Jun 2007, 02:19:58
May be you are executing that script with less than three parameters. Look how do you execute that back to base script.
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 24 Jun 2007, 02:56:17
Code: [Select]
([grp4,truck1,baselog1]exec "trucktobase.sqs")
~0.1
([grp5,truck2,baselog2]exec "trucktobase.sqs")
~0.1
([grp6,truck3,baselog3]exec "trucktobase.sqs")
~0.1
([grp7,truck4,baselog4]exec "trucktobase.sqs")

Lol im using all 3 parameters.. maybe something has changed in the patch or summin... but then it couldnt cos it works elsewhere.. weird.
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 24 Jun 2007, 15:33:16
I know why this isnt working.. because none of the scripts are being executed.. wth! i put a radio check in the scripts i want executed.. but theyre not playing! guess that's the reason why... can someone give me a pointer on how to execute a script from within a script? cant seem to figure it out..
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 24 Jun 2007, 15:58:39
As you do, with exec for SQS and execVM for SQF. Anyway, why do you put ( ) there?
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 24 Jun 2007, 16:16:37
Because either way i do it.. none of the scripts execute.. ever.. this is getting weirder and weirder.. and annoying too.. maybe there's a bug in the commands?
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 24 Jun 2007, 16:48:36
Check where you execute all the scripts and the conditions that should be met (any if, ? or @ before the execs)
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 24 Jun 2007, 17:32:57
nope.. nothing.. check here

Quote
; *****************************************************
; ** Fallback *****************************************
; *****************************************************

(truck1 setGroupId ["Zulu","GroupColor5"])
(truck2 setGroupId ["Buffalo","GroupColor6"])
(truck3 setGroupId ["Yankee","GroupColor7"])
(truck4 setGroupId ["Kilo","GroupColor8"])

~4

[] exec "para.sqs"

~7
Officer sideChat "Damn! everybody fall back now! Fall back to the base!!"
~10
Officer sideChat "There's more than 200 unit's here, you people will be overrun!"
~5
Officer sideChat "See you back at the base! Out"
~7

[grp4,truck1,baselog1] exec "trucktobase.sqs"
[grp5,truck2,baselog2] exec "trucktobase.sqs"
[grp6,truck3,baselog3] exec "trucktobase.sqs"
[grp7,truck4,baselog4] exec "trucktobase.sqs"



grp8 move getPos Officer

exit
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 26 Jun 2007, 21:22:16
Hi.. i seemed to have figured it out.. tho the para.sqs is not working. It seems as the script folders dont work, and something in the para.sqs code.. which is weird. Took my ages to figure this out, now the truck picks up the unit's and take them back too the base woo!.. I wanna know.. how would i go about making a grp move to a position.. but somehwere around that position a set distance away...

So basically a random position around the officer within 10m.. i tried this

Code: [Select]
_grp move (getPos officer)sin+5,(getPos officer)cos+4) but due to my rubbish knowledge.. and of course in my logical brain this looks weird.. can someone help me? thanks.

edit: Oh yeh, here's the move script.. works like a charm... guess some people can use it for their missions? lol free script from me!

Code: [Select]
; *******************************************************
; ** BacktoBase *****************************************
; *******************************************************
_grp = _this select 0
_vehi = _this select 1
_pos = _this select 2

~5

? ({alive _x} count units _grp) == 0: goto "truckmove"
? !(alive _vehi) : goto "unitmove"
goto "getin"

#truckmove
_vehi sideChat "Looks like there is no one to take back to the base, truck moving out."

_vehi move (getPos _pos)
@(unitReady units _vehi)

exit

#unitmove
_grp sideChat "Looks like WE have to make our own way to the base, unit's moving out"

_grp move (getPos _pos)
@(unitReady units _grp)

exit


#getin
_grp move (getPos _vehi)

@(unitReady units _grp)
_vehi sideChat "We're ready, truck moving out."
({_x assignAsCargo _vehi}forEach units _grp)

~1

([_grp]allowGetIn true)
@(unitReady units _grp)

_vehi move (getPos _pos)
@(unitReady units _vehi)

_grp leaveVehicle _vehi

_grp move (getPos officer)sin+5,(getPos officer)cos+4)

exit
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 26 Jun 2007, 21:33:43
Code: [Select]
_grp move (getPos officer)sin+5,(getPos officer)cos+4)

Nope

Code: [Select]
_ang = random 360
_grp move [(getPos officer select 0)+sin(_ang)*10,(getPos officer select 1)+cos(_ang)*10,0]
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 27 Jun 2007, 22:12:48
thxs a bunch..
I now have another problem! ARGGHH im full of problems!! After my the group leader groupChat's to his team (custom groupChat) nothing else appears afterwards.. i kno cos everytime i press 5,5 (where are you?) he doesnt answer via radio but i do hear him say it.. no groupChat built in message appears...

Here's his custom groupChat message.

Code: [Select]
; *******************************************************
; ** BacktoBase *****************************************
; *******************************************************
_grp = _this select 0
_vehi = _this select 1
_pos = _this select 2

~5

? ({alive _x} count units _grp) == 0: goto "truckmove"
? !(alive _vehi) : goto "unitmove"
goto "getin"

#truckmove
_vehi sideChat "Looks like there is no one to take back to the base, truck moving out."

_vehi move (getPos _pos)
@(unitReady units _vehi)

exit

#unitmove
_grp sideChat "Looks like WE have to make our own way to the base, unit's moving out"

_grp move (getPos _pos)
@(unitReady units _grp)

exit


#getin
leader _grp groupChat "Guys, follow me to the truck now!"
_grp move (getPos _vehi)

@(unitReady units _grp)
_vehi sideChat "We're ready, truck moving out."
({_x assignAsCargo _vehi}forEach units _grp)

~1

([_grp]allowGetIn true)
@(unitReady units _grp)

_vehi move (getPos _pos)
@(unitReady units _vehi)

_grp leaveVehicle _vehi

_ang = random 360
_grp move [(getPos officer select 0)+sin(_ang)*10,(getPos officer select 1)+cos(_ang)*10,0]

exit


Its right after the getin marker. Also.. (im thicko lol) is there a way to make the unit's forefully move and at the same time say it on the radio? im sick of the leader say go to blah blah blah (their cycle waypoint) then all of a sudden the leader turns around and run the other way as if abandoning the waypoint and going to a new one without even saying anythin.

now only one more thing that needs fixing (i think)
and it's nothing this community can do.. they need to fix the path finding in all the cities.. it take's age's for a group to move 100 meters to a truck and get in it..

thanks :)  :good:
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 27 Jun 2007, 22:25:39
Code: [Select]
@(unitReady units _grp)  :blink: :blink: :blink:

Think about the above monstruosity  :whistle:
Title: Re: Go and Defend Script... dont work!
Post by: BozBog on 27 Jun 2007, 23:12:40
lol if it's an english word.. i've never heard of it.. Mando's soo full on advance language! Soz lool wot does that mean? I tried online dictionary.. doesnt help, but i can only guess.. Monstrous? Large? You mean that bit of code is too much? lol.. maybe i should have learnt that at school.. doh!

If that's so.. i'll research on the code now :) hehe thxs.
Title: Re: Go and Defend Script... dont work!
Post by: Mandoble on 27 Jun 2007, 23:50:35
Monster-like, monstruosidad, something weird, horrorful and depravated  :P  Whatever I say is not enough to describe that line of code  :P