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Author Topic: Forcing Units to get out and stay out  (Read 3414 times)

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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #15 on: 06 Jul 2005, 14:59:02 »
works a charm... thanks everyone
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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #16 on: 06 Jul 2005, 16:00:05 »
lol... nearly worked...

the method works brilliantly on my vehicles EXCEPT the MCar MILAN i'm using. Basically, once my deploy camo net script gets executed, all the occupants of the vehicle get booted out... unfortunatly for MCar vehichles, this means it also boots out the two gamelogics in 'hidden' cargo proxies which are used for guidance.... this then screws up the whole MCar scripting...

Code: [Select]
_occupants = crew _vehicle
{unassignVehicle _x} forEach _occupants
(_occupants) allowGetIn false
{_x action ["eject", _vehicle]} forEach _occupants

this is the ejection part of the script... what i need to code in is someway of removing the last two 'occupants' of the vehicle from the array of ejectee's
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Offline h-

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Re:Forcing Units to get out and stay out
« Reply #17 on: 06 Jul 2005, 16:26:55 »
If sa8gecko has done things right you have the crew_mcar function (it may be called something else too) at your disposal, designed just for these kinds of situations :)
and this actually reminds me of one thing we have forgot to fix alltogether to be more multiple end-user friendly... ::)


Anyway:
Code: [Select]
_occupants = [_vehicle] call crew_mcar
{unassignVehicle _x} forEach _occupants
(_occupants) allowGetIn false
{_x action ["eject", _vehicle]} forEach _occupants

I hope that helps :)
« Last Edit: 06 Jul 2005, 16:29:32 by HateR_Kint »
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Offline Triggerhappy

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Re:Forcing Units to get out and stay out
« Reply #18 on: 06 Jul 2005, 16:37:18 »
hater i don't see how that would keep the gl's in....

(thank you thobson for reminding me of foreach, sure made me feel dumb ;D :P)

the gls are the last 2 occupants correct?

Code: [Select]
_occupants = (crew _vehicle)
_n = (count _occupants) - 1
_occupants = _occupants - [(_occupants select _n),(_occupants select (_n - 1))]

that will get the last 2 out of the array of people to eject

then just use thobson's ejection code, or yours, they look the same to me (at a glance)

Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #19 on: 06 Jul 2005, 16:42:10 »
no no no... lol... i need the last two cargo slots to remain in the vehicle, as these are the MCar proxies... i'll test Hater's coding... i reckon Sa8gecko has done it correctly... seeing as he's done such a sterling job of the MILAN so far  ;D
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Offline THobson

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Re:Forcing Units to get out and stay out
« Reply #20 on: 06 Jul 2005, 16:43:52 »
Can't you do a typeOf or some such to find the GLs in _occupants and remove them?
« Last Edit: 06 Jul 2005, 16:46:24 by THobson »

Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #21 on: 06 Jul 2005, 16:46:32 »
that was my first thought... but seeing as MCar had predicted this eventuality, i'll see if their method works  :)
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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #22 on: 06 Jul 2005, 16:50:55 »
Code: [Select]
_vehicle = _this select 0

_occupants = [_vehicle] call crew_mcar
{unassignVehicle _x} forEach _occupants
(_occupants) allowGetIn false
{_x action ["eject", _vehicle]} forEach _occupants

_vehicle lock true
_vehicle setobjecttexture [23, ""]
_vehicle setobjecttexture [24, ""]
_vehicle setobjecttexture [25, ""]
_vehicle setobjecttexture [26, "\ukf_wmik\lcamnet.pac"]

exit

whereas i didn't get any error messages (which is generally a good sign) none of the crew got out with this coding... is it removing everyone from the array then?

strange...

p.s. I'm still amazed by how helpful you MCar guys are... in 4 years of flashpoint, i've never known another mod/group to helpout someone so much for no real gain to themselves  :D
« Last Edit: 06 Jul 2005, 16:54:25 by Messiah »
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Offline THobson

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Re:Forcing Units to get out and stay out
« Reply #23 on: 06 Jul 2005, 17:02:04 »
Try putting in the line:

hint format["_occupants= %1\nReal Crew = %2",_occupants, crew _vehicle]

and see what you get.
« Last Edit: 06 Jul 2005, 17:02:32 by THobson »

Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #24 on: 06 Jul 2005, 17:04:00 »
shall do  :)
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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #25 on: 06 Jul 2005, 17:08:09 »
the hint is, when placed before the line Hater_Kint added:

Code: [Select]
_occupants = scalar bool array string oxfcffffef Real Crew = [WEST Bravo Black:1, WEST Bravo Black:2, no group, no group
those two no groups are the two empty usable cargo slots... i.e. no mention of the hidden proxies...

placed after the line from Hater_Kint and i get the same Hint.
« Last Edit: 06 Jul 2005, 17:12:34 by Messiah »
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Offline h-

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Re:Forcing Units to get out and stay out
« Reply #26 on: 06 Jul 2005, 17:11:32 »
You could put something like
hint format ["%1",_occupants]
after the
_occupants = [_vehicle] call crew_mcar


[edit]THobson beat me to it :) [/edit]

It's very possible that sa8 forgot to update/rename the function, or forgot to put it there alltogether...
If so, that hint should give you some odd print out or nothing at all...

Look at the init.sqs of the MCAR stuff and it should be mentioned there, and if it is it still might have the wrong game logic class name there...

For safety the function crew_mcar should be re-named because otherwise it will conflict with some other MCAR vehicles put in the same mission...

If this gets too complicated just say so :)

Quote
I'm still amazed by how helpful you MCar guys are... in 4 years of flashpoint, i've never known another mod/group to helpout someone so much for no real gain to themselves
Thanks..

It was our intention from the get-go to just make this thing available and accessible for everyone who wants it, and with full support :)
« Last Edit: 06 Jul 2005, 17:13:39 by HateR_Kint »
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Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #27 on: 06 Jul 2005, 17:15:35 »

If this gets too complicated just say so :)


lol... MCar has confused me since day one... no offence of course, but my scripting skills are limited to cutscenes and simple things... lol

Code: [Select]
? UKF_Init: goto "go_on"
UKF_Init = true; UKF_sensor = "EmptyDetector" camCreate [0,0,0]; UKF_gamel = "logic" camCreate [0,0,0]

#go_on  

      [_this] exec "\UKF_WMIK\scripts\UKF_repair.sqs"
;      [_this] exec "\UKF_WMIK\scripts\UKF_mags.sqs"

   ? UKF_landR_Init: exit
   UKF_landR_Init = true

      UKF_getLaunch = loadfile "\UKF_WMIK\scripts\UKF_getLaunch.sqf"
      UKF_smokerAT = loadFile "\UKF_WMIK\scripts\UKF_smokerAT.sqf"
      UKF_calcH = loadFile "\UKF_WMIK\scripts\UKF_calcH.sqf"
      UKF_vNorm = loadFile "\UKF_WMIK\scripts\UKF_vNorm.sqf"
      UKF_search2 = loadFile "\UKF_WMIK\scripts\UKF_search2.sqf"
      UKF_subs = loadFile "\UKF_WMIK\scripts\UKF_subs.sqf"
      UKF_dir = loadFile "\UKF_WMIK\scripts\UKF_dir.sqf"
      UKF_flame= loadFile "\UKF_WMIK\scripts\UKF_flame.sqf"
      UKF_noCrewInHumvee = loadFile "\UKF_WMIK\scripts\UKF_noCrewInHumvee.sqf"
      UKF_hShooter = loadFile "\UKF_WMIK\scripts\UKF_hShooter.sqf"
      UKF_xchange = loadfile "\UKF_WMIK\scripts\UKF_xchange.sqf"
      UKF_towSpeed2 = loadfile "\UKF_WMIK\scripts\UKF_towspeed2.sqf"
      UKF_deflection = loadfile "\UKF_WMIK\scripts\UKF_deflection.sqf"
      UKF_distXY = loadfile "\UKF_WMIK\scripts\UKF_distXY.sqf"
      UKF_launchAT = loadfile "\UKF_WMIK\scripts\UKF_launchMissile.sqf"
      UKF_setVtow2 = loadfile "\UKF_WMIK\scripts\UKF_setVtow2.sqf"
      UKF_meters = loadfile "\UKF_WMIK\scripts\UKF_meters.sqf"
      UKF_discriminate = loadfile "\UKF_WMIK\scripts\UKF_discriminate.sqf"
      UKF_realbullet = loadfile "\UKF_WMIK\scripts\UKF_realbullet.sqf"
      UKF_jet = loadfile "\UKF_WMIK\scripts\UKF_jet.sqf"
      UKF_targetPos = loadfile "\UKF_WMIK\scripts\UKF_targetpos.sqf"
      UKF_getmissile = loadfile "\UKF_WMIK\scripts\UKF_getmissile.sqf"
      UKF_setFakePosAT = loadfile "\UKF_WMIK\scripts\UKF_setFakePosAT.sqf"
      exit

; the following code is not executed
   #Hum2AR_HP
      [_this] exec "\psy_mcar_scripts\MCAR_repair.sqs"
      [_this] exec "\psy_mcar_scripts\at\MCAR_mags.sqs"

   ? MCAR_humwee2ar_hpInit: exit
   MCAR_humwee2ar_hpInit = true

      MCAR_getLaunch = loadfile "\psy_mcar_scripts\MCAR_getLaunch.sqf"
      MCAR_smokerAT = loadFile "\psy_mcar_scripts\at\MCAR_smokerAT.sqf"
      MCAR_calcH = loadFile "\psy_mcar_scripts\MCAR_calcH.sqf"
      MCAR_vNorm = loadFile "\psy_mcar_scripts\MCAR_vNorm.sqf"
      MCAR_dir = loadFile "\psy_mcar_scripts\at\MCAR_dir.sqf"
      MCAR_noCrewInHumvee = loadFile "\psy_mcar_scripts\at\MCAR_noCrewInHumvee.sqf"
      MCAR_hShooter = loadFile "\psy_mcar_scripts\MCAR_hShooter.sqf"
      MCAR_targetPos = loadfile "\psy_mcar_scripts\at\MCAR_targetpos.sqf"
      MCAR_setVtow2 = loadfile "\psy_mcar_scripts\at\MCAR_setVtow2.sqf"
      MCAR_towSpeed2 = loadfile "\psy_mcar_scripts\at\MCAR_towspeed2.sqf"
      MCAR_deflection2 = loadfile "\psy_mcar_scripts\at\MCAR_deflection2.sqf"
      MCAR_launchAT2 = loadfile "\psy_mcar_scripts\at\MCAR_launchMissile2.sqf"
      MCAR_meters = loadfile "\psy_mcar_scripts\at\MCAR_meters.sqf"
      MCAR_realbullet = loadfile "\psy_mcar_scripts\at\MCAR_realbullet.sqf"
      MCAR_jet2 = loadfile "\psy_mcar_scripts\at\MCAR_jet2.sqf"
      MCAR_setFakePosAT = loadfile "\psy_mcar_scripts\at\MCAR_setFakePosAT.sqf"
      MCAR_getmissile = loadfile "\psy_mcar_scripts\at\MCAR_getmissile.sqf"
      exit

   #Hum2BR
      [_this] exec "\psy_mcar_scripts\at\MCAR_mags.sqs"
      [_this] exec "\psy_mcar_scripts\MCAR_repair.sqs"

   ? MCAR_humwee2brInit: exit
   MCAR_humwee2brInit = true

      MCAR_getLaunch = loadfile "\psy_mcar_scripts\MCAR_getLaunch.sqf"
      MCAR_smokerAT = loadFile "\psy_mcar_scripts\at\MCAR_smokerAT.sqf"
      MCAR_calcH = loadFile "\psy_mcar_scripts\MCAR_calcH.sqf"
      MCAR_vNorm = loadFile "\psy_mcar_scripts\MCAR_vNorm.sqf"
      MCAR_search2 = loadFile "\psy_mcar_scripts\at\MCAR_search2.sqf"
      MCAR_subs = loadFile "\psy_mcar_scripts\at\MCAR_subs.sqf"
      MCAR_dir = loadFile "\psy_mcar_scripts\at\MCAR_dir.sqf"
      MCAR_stayAfloat= loadFile "\psy_mcar_scripts\at\MCAR_stayAfloat.sqf"
      MCAR_noCrewInHumvee = loadFile "\psy_mcar_scripts\at\MCAR_noCrewInHumvee.sqf"
      MCAR_hShooter = loadFile "\psy_mcar_scripts\MCAR_hShooter.sqf"
      MCAR_xchange = loadfile "\psy_mcar_scripts\at\MCAR_xchange.sqf"
      MCAR_towSpeed2 = loadfile "\psy_mcar_scripts\at\MCAR_towspeed2.sqf"
      MCAR_deflection = loadfile "\psy_mcar_scripts\at\MCAR_deflection.sqf"
      MCAR_distXY = loadfile "\psy_mcar_scripts\at\MCAR_distXY.sqf"
      MCAR_slug = loadfile "\psy_mcar_scripts\at\MCAR_slug.sqf"
      MCAR_realbullet = loadfile "\psy_mcar_scripts\at\MCAR_realbullet.sqf"
      MCAR_launchAT = loadfile "\psy_mcar_scripts\at\MCAR_launchMissile.sqf"
      MCAR_setVtow2 = loadfile "\psy_mcar_scripts\at\MCAR_setVtow2.sqf"
      MCAR_meters = loadfile "\psy_mcar_scripts\at\MCAR_meters.sqf"
      MCAR_discriminate = loadfile "\psy_mcar_scripts\at\MCAR_discriminate.sqf"
            exit

thats the init.sqs - i'm not overly sure what im meant to be looking for... so yeah, this is getting a tad confusing...  :-\

I'm assuming i just need to add a few lines of code into the init.sqs... the mcar game logics for the ukf Milan are called (*scans through the longest config i've ever seen*):

UKF_Logic

i must say, when i implemented the ejection coding, i nearly cried when the MILAN's stopped working... after all of Sa8's hard work, i thought i had gone and broken it  ;D
« Last Edit: 06 Jul 2005, 17:21:08 by Messiah »
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Offline h-

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Re:Forcing Units to get out and stay out
« Reply #28 on: 06 Jul 2005, 17:25:33 »
Ok, there is no such function defined :)

Anyway, change the init.sqs to this:
Code: [Select]
? UKF_Init: goto "go_on"
UKF_Init = true; UKF_sensor = "EmptyDetector" camCreate [0,0,0]; UKF_gamel = "logic" camCreate [0,0,0]

#go_on  

      [_this] exec "\UKF_WMIK\scripts\UKF_repair.sqs"
;      [_this] exec "\UKF_WMIK\scripts\UKF_mags.sqs"

   ? UKF_landR_Init: exit
   UKF_landR_Init = true

      UKF_getLaunch = loadfile "\UKF_WMIK\scripts\UKF_getLaunch.sqf"
      UKF_smokerAT = loadFile "\UKF_WMIK\scripts\UKF_smokerAT.sqf"
      UKF_calcH = loadFile "\UKF_WMIK\scripts\UKF_calcH.sqf"
      UKF_vNorm = loadFile "\UKF_WMIK\scripts\UKF_vNorm.sqf"
      UKF_search2 = loadFile "\UKF_WMIK\scripts\UKF_search2.sqf"
      UKF_subs = loadFile "\UKF_WMIK\scripts\UKF_subs.sqf"
      UKF_dir = loadFile "\UKF_WMIK\scripts\UKF_dir.sqf"
      UKF_flame= loadFile "\UKF_WMIK\scripts\UKF_flame.sqf"
      UKF_noCrewInHumvee = loadFile "\UKF_WMIK\scripts\UKF_noCrewInHumvee.sqf"
      UKF_hShooter = loadFile "\UKF_WMIK\scripts\UKF_hShooter.sqf"
      UKF_xchange = loadfile "\UKF_WMIK\scripts\UKF_xchange.sqf"
      UKF_towSpeed2 = loadfile "\UKF_WMIK\scripts\UKF_towspeed2.sqf"
      UKF_deflection = loadfile "\UKF_WMIK\scripts\UKF_deflection.sqf"
      UKF_distXY = loadfile "\UKF_WMIK\scripts\UKF_distXY.sqf"
      UKF_launchAT = loadfile "\UKF_WMIK\scripts\UKF_launchMissile.sqf"
      UKF_setVtow2 = loadfile "\UKF_WMIK\scripts\UKF_setVtow2.sqf"
      UKF_meters = loadfile "\UKF_WMIK\scripts\UKF_meters.sqf"
      UKF_discriminate = loadfile "\UKF_WMIK\scripts\UKF_discriminate.sqf"
      UKF_realbullet = loadfile "\UKF_WMIK\scripts\UKF_realbullet.sqf"
      UKF_jet = loadfile "\UKF_WMIK\scripts\UKF_jet.sqf"
      UKF_targetPos = loadfile "\UKF_WMIK\scripts\UKF_targetpos.sqf"
      UKF_getmissile = loadfile "\UKF_WMIK\scripts\UKF_getmissile.sqf"
      UKF_setFakePosAT = loadfile "\UKF_WMIK\scripts\UKF_setFakePosAT.sqf"
      UKF_crew_mcar = loadFile "\UKF_WMIK\scripts\UKF_crew_mcar.sqf"
      exit

; the following code is not executed
   #Hum2AR_HP
      [_this] exec "\psy_mcar_scripts\MCAR_repair.sqs"
      [_this] exec "\psy_mcar_scripts\at\MCAR_mags.sqs"

   ? MCAR_humwee2ar_hpInit: exit
   MCAR_humwee2ar_hpInit = true

      MCAR_getLaunch = loadfile "\psy_mcar_scripts\MCAR_getLaunch.sqf"
      MCAR_smokerAT = loadFile "\psy_mcar_scripts\at\MCAR_smokerAT.sqf"
      MCAR_calcH = loadFile "\psy_mcar_scripts\MCAR_calcH.sqf"
      MCAR_vNorm = loadFile "\psy_mcar_scripts\MCAR_vNorm.sqf"
      MCAR_dir = loadFile "\psy_mcar_scripts\at\MCAR_dir.sqf"
      MCAR_noCrewInHumvee = loadFile "\psy_mcar_scripts\at\MCAR_noCrewInHumvee.sqf"
      MCAR_hShooter = loadFile "\psy_mcar_scripts\MCAR_hShooter.sqf"
      MCAR_targetPos = loadfile "\psy_mcar_scripts\at\MCAR_targetpos.sqf"
      MCAR_setVtow2 = loadfile "\psy_mcar_scripts\at\MCAR_setVtow2.sqf"
      MCAR_towSpeed2 = loadfile "\psy_mcar_scripts\at\MCAR_towspeed2.sqf"
      MCAR_deflection2 = loadfile "\psy_mcar_scripts\at\MCAR_deflection2.sqf"
      MCAR_launchAT2 = loadfile "\psy_mcar_scripts\at\MCAR_launchMissile2.sqf"
      MCAR_meters = loadfile "\psy_mcar_scripts\at\MCAR_meters.sqf"
      MCAR_realbullet = loadfile "\psy_mcar_scripts\at\MCAR_realbullet.sqf"
      MCAR_jet2 = loadfile "\psy_mcar_scripts\at\MCAR_jet2.sqf"
      MCAR_setFakePosAT = loadfile "\psy_mcar_scripts\at\MCAR_setFakePosAT.sqf"
      MCAR_getmissile = loadfile "\psy_mcar_scripts\at\MCAR_getmissile.sqf"
      exit

   #Hum2BR
      [_this] exec "\psy_mcar_scripts\at\MCAR_mags.sqs"
      [_this] exec "\psy_mcar_scripts\MCAR_repair.sqs"

   ? MCAR_humwee2brInit: exit
   MCAR_humwee2brInit = true

      MCAR_getLaunch = loadfile "\psy_mcar_scripts\MCAR_getLaunch.sqf"
      MCAR_smokerAT = loadFile "\psy_mcar_scripts\at\MCAR_smokerAT.sqf"
      MCAR_calcH = loadFile "\psy_mcar_scripts\MCAR_calcH.sqf"
      MCAR_vNorm = loadFile "\psy_mcar_scripts\MCAR_vNorm.sqf"
      MCAR_search2 = loadFile "\psy_mcar_scripts\at\MCAR_search2.sqf"
      MCAR_subs = loadFile "\psy_mcar_scripts\at\MCAR_subs.sqf"
      MCAR_dir = loadFile "\psy_mcar_scripts\at\MCAR_dir.sqf"
      MCAR_stayAfloat= loadFile "\psy_mcar_scripts\at\MCAR_stayAfloat.sqf"
      MCAR_noCrewInHumvee = loadFile "\psy_mcar_scripts\at\MCAR_noCrewInHumvee.sqf"
      MCAR_hShooter = loadFile "\psy_mcar_scripts\MCAR_hShooter.sqf"
      MCAR_xchange = loadfile "\psy_mcar_scripts\at\MCAR_xchange.sqf"
      MCAR_towSpeed2 = loadfile "\psy_mcar_scripts\at\MCAR_towspeed2.sqf"
      MCAR_deflection = loadfile "\psy_mcar_scripts\at\MCAR_deflection.sqf"
      MCAR_distXY = loadfile "\psy_mcar_scripts\at\MCAR_distXY.sqf"
      MCAR_slug = loadfile "\psy_mcar_scripts\at\MCAR_slug.sqf"
      MCAR_realbullet = loadfile "\psy_mcar_scripts\at\MCAR_realbullet.sqf"
      MCAR_launchAT = loadfile "\psy_mcar_scripts\at\MCAR_launchMissile.sqf"
      MCAR_setVtow2 = loadfile "\psy_mcar_scripts\at\MCAR_setVtow2.sqf"
      MCAR_meters = loadfile "\psy_mcar_scripts\at\MCAR_meters.sqf"
      MCAR_discriminate = loadfile "\psy_mcar_scripts\at\MCAR_discriminate.sqf"
            exit
I left all that humwee stuf there although I'm pretty sure can pretty safely delete everything after the line ; the following code is not executed.. And the line itself of course...

Then, in UKF_WMIK\scripts\ you put the following function, and name it as UKF_crew_mcar.sqf:
Code: [Select]
private["_crw","_i"];

_crw = crew (_this select 0);
_i = (count _crw) - 1;

while "_i > 0"
  do
   {
    if (typeOf (_crw select _i) == "UKF_logic")
     then
    {
     _crw = _crw - [(_crw select _i)];
    };

    _i = _i - 1;
   };

_crw
Where you put the game logic name sa8 defined for you in the config to that appropriate place..

Then, in that script of yours instead of [_vehicle] call crew_mcar you use [_vehicle] call UKF_crew_mcar

And all should work fine... :)

EDITED: put the UKF_logic in the function :)

EDIT2:
Quote
i must say, when i implemented the ejection coding, i nearly cried when the MILAN's stopped working... after all of Sa8's hard work, i thought i had gone and broken it
;D
You didn't brake it, you just confused it ::) :P
« Last Edit: 06 Jul 2005, 17:29:16 by HateR_Kint »
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INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline Messiah

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Re:Forcing Units to get out and stay out
« Reply #29 on: 06 Jul 2005, 17:28:49 »
thankyou very much... shall try it now  :)
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