Arma 3 Version: x.xx (stable / rc / dev)
CBA Version: 2.x.x (stable / dev + commit hash)
ACE3 Version: 3.x.x (stable / dev + commit hash)
Mods:
Description:
full script code:
"_ied = _this select 0;
waitUntil {
sleep 0.5;
{((_x distance _ied < 10)) and (side _x == west) } count allUnits > 0;
};
[[_ied],1] call ACE_Explosives_fnc_scriptedExplosive;
"
Steps to reproduce:
Where did the issue occur?
Placed Modules:
RPT log file:
The function is meant to be executed in unscheduled environment.
Try replacing:
[[_ied],1] call ACE_Explosives_fnc_scriptedExplosive;
with:
[ACE_Explosives_fnc_scriptedExplosive, [[_ied],1]] call CBA_fnc_directCall;
Works great, thank you for the prompt response.
would ask for this to be added and documented in the wiki as it's not immediately clear that it wont work in a scheduled environment.
@C0RAX, scheduled environment is plain unreliable because, depending on the load your mission is having, the executed code may be interrupted at any moment. That's why ACE runs 95% of it's code in non-scheduled environment.
Best practice would be to always call ACE API on non-sched (and the same for ACRE, TFAR, etc). You are right we should document that.
@esteldunedain I think @C0RAX is referring to this wiki page:
http://ace3mod.com/wiki/missionmaker/useful-functions.html
Yeah, it should be documented there or a better example should be used there.
Reopening for #3633
fixed in #3633
Most helpful comment
@esteldunedain I think @C0RAX is referring to this wiki page:
http://ace3mod.com/wiki/missionmaker/useful-functions.html
Yeah, it should be documented there or a better example should be used there.