now I"m not sure what is happening, but players that have been revived by far_revive, get broken in a sense. I'll tell you how I produced this, and will continute to find a more finite cause for what is happening.
I have a Trigger, BLUFOR activation, Present, Reapeating, condition (this). pretty standard.
Then I have a script as follows:
_inProgress = true;
_rogain = list trigger_rogain;
while {_inProgress} do {
{
if ( isPlayer _x) then {
_inProgress = false;
};
} forEach _rogain;
sleep 5;
};
Now the intent of this script is to track when a Blufor unit, enters Camp Rogain, Which is covered by the trigger "trigger_rogain".
Now I haven't figured out if it is just the trigger, or the isPlayer check, but this doesn't work on a player htat has either died, or been revived by far_revive. A player can exit the game, and rejoin the server, and then enter camp rogain, and the scirpt works.
now I"m not sure what is happening, but players that have been revived by far_revive, get broken in a sense. I'll tell you how I produced this, and will continute to find a more finite cause for what is happening.
I have a Trigger, BLUFOR activation, Present, Reapeating, condition (this). pretty standard.
Then I have a script as follows:
_inProgress = true; _rogain = list trigger_rogain; while {_inProgress} do { { if ( isPlayer _x) then { _inProgress = false; }; } forEach _rogain; sleep 5; };
objectiveComplete = true; publicVariable "objectiveComplete";
Now the intent of this script is to track when a Blufor unit, enters Camp Rogain, Which is covered by the trigger "trigger_rogain".
Now I haven't figured out if it is just the trigger, or the isPlayer check, but this doesn't work on a player htat has either died, or been revived by far_revive. A player can exit the game, and rejoin the server, and then enter camp rogain, and the scirpt works.