kaoz
General
inter faesces et urinam nascimur
Posts: 1,124
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Post by kaoz on Sept 4, 2018 22:49:34 GMT 1
Never thought it would be possible like that. I believed only possible in Init(). Hope it works! Well found keep!
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Post by keepitsimple on Sept 5, 2018 20:32:38 GMT 1
Hi Quintaxel You were right again. You can't send two para's squad at same time and have different scriptID. You have to wait with changing the script number till till the first group is all out of the plane. Here is a small demo map with two squads with different ScriptID.
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Post by Quintaxel on Sept 5, 2018 21:55:38 GMT 1
Nice demo keepitsimple, maybe you could use this in one of your maps in the future.
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kaoz
General
inter faesces et urinam nascimur
Posts: 1,124
|
Post by kaoz on Sept 7, 2018 0:11:05 GMT 1
Well done, keep! Good solution with the SetGlobalVar, this is gonna be very useful, thx!
I do wonder, in your script, you have enable and disable both happening in the function SupportPlayer0Nr1, but at the same time you have RunScript("DisableAvia",20); in the Init that triggers another disable. I don't see why? And yet, just after the paradrop of player 0, I was able to call in paradrops myself. So that disabling is also acting weird. This is not a critic, just a conclusion of that problem that we all seem to suffer sometimes. And just curious for your thoughts on that?
I have scripts where disabling works flawless and I have some that don't. I have to find a difference between them, but so far I couldn't. I have one script in which I can perfectly turn on and off paradroppers, but then I didn't succeed in turning off only the bombers. I would have to check what I am saying now, but I think using disable(0,-1) did work, but then yeah, giving up all planes. While testing, it's always one of the most disappointing things when you see the aviation icon lightning up while you were certain you had turned it off in the lua
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