blckeagls Posted February 2, 2014 Report Share Posted February 2, 2014 I have three scripts.. This one launchs only at spawn from server_functions.sqf: _a=0; _b=1; _danespawn = true; _natespawn = true; _alynxispawn = true; publicVariable "_danespawn"; publicVariable "_natespawn"; publicVariable "_alynxispawn"; while { _a < _b } do { if (_danespawn && _natespawn && _alynxispawn) then { [[1187,4138,1],"ItemAmethyst"] execVM "PlayerBase\spawnguards.sqf"; waitUntil {!_danespawn || !_natespawn || !_alynxispawn}; } else { { _rb = magazines _x; if ("ItemAmethyst" in _rb) then { deleteVehicle _x; }; }forEach allUnits; waitUntil {_danespawn && _natespawn && _alynxispawn}; }; }; This one that executes when a player enters an area: if ((getPlayerUID player) in ["163214982","11032256"]) then { { _danespawn = false; publicVariable "_danespawn"; }; if ((getPlayerUID player) in ["13192774"]) then { { _natespawn = false; publicVariable "_natespawn"; }; if ((getPlayerUID player) in ["164931206"]) then { { _alynxispawn = false; publicVariable "_alynxispawn"; }; And this one that executes when a player leaves an area: if ((getPlayerUID player) in ["163214982","11032256"]) then { { _danespawn = true; publicVariable "_danespawn"; }; if ((getPlayerUID player) in ["13192774"]) then { { _natespawn = true; publicVariable "_natespawn"; }; if ((getPlayerUID player) in ["164931206"]) then { { _alynxispawn = true; publicVariable "_alynxispawn"; }; Why does this not work? It spawns the AI.. but it doesn't remove them when they enter the area... Link to comment Share on other sites More sharing options...
Skaronator Posted February 2, 2014 Report Share Posted February 2, 2014 You must use a globalVariable instad of a privateVariable. WRONG: publicVariable "_pvy0lo"; CORRECT: publicVariable "pvy0lo"; Link to comment Share on other sites More sharing options...
blckeagls Posted February 2, 2014 Author Report Share Posted February 2, 2014 Ok I changed them... Still doenst work... Here is latest scripts.... (This is a AI Base Guard Script... When a player enters an area the ai gets removed.. when all leave they come back) At server start this runs: _a=0; _b=1; danespawn = true; natespawn = true; alynxispawn = true; publicVariable "danespawn"; publicVariable "natespawn"; publicVariable "alynxispawn"; [[1288,4078,1],"ItemAmethyst"] execVM "PlayerBase\spawnguards.sqf"; while { _a < _b } do { if ( danespawn && natespawn && alynxispawn ) then { [[1288,4078,1],"ItemAmethyst"] execVM "PlayerBase\spawnguards.sqf"; while { danespawn && natespawn && alynxispawn } do { }; }; }; if ( !danespawn || !natespawn || !alynxispawn ) then { { _rb = magazines _x; if ("ItemAmethyst" in _rb) then { deleteVehicle _x; }; }forEach allUnits; while { !danespawn || !natespawn || !alynxispawn } do { }; }; }; When player enters area: if ((getPlayerUID player) in ["163214982","11032256"]) then { { danespawn = false; publicVariable "danespawn"; }; if ((getPlayerUID player) in ["13192774"]) then { { natespawn = false; publicVariable "natespawn"; }; if ((getPlayerUID player) in ["164931206"]) then { { alynxispawn = false; publicVariable "alynxispawn"; }; When player leaves area: if ((getPlayerUID player) in ["163214982"]) then { { danespawn = true; publicVariable "danespawn"; }; if ((getPlayerUID player) in ["13192774"]) then { { natespawn = true; publicVariable "natespawn"; }; if ((getPlayerUID player) in ["164931206"]) then { { alynxispawn = true; publicVariable "alynxispawn"; }; Link to comment Share on other sites More sharing options...
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