prccowboy Posted April 16, 2018 Posted April 16, 2018 When MiST 'teleports' a group, is it just changing the location of the group and units or does it create new units within the group? The reason I ask is that if I teleport a group, the ME triggers consider the group 'alive' but all the original units within the group are 'dead' (running 2.5 release)
Grimes Posted April 17, 2018 Posted April 17, 2018 It creates a new group with as much of the same properties as the currently alive group. There is no "natural" way to teleport units with the scripting engine, but if you spawn a new group that has the same group name, groupId, and each unit shares a unit name and unitId then it will effectively overwrite and replace the old group. Within mist it ends up using the same function call for each choice of respawn, clone, and teleport with the difference merely being what it does with the group information. respawn: will respawn the original contents of the group as defined in the editor. clone: creates a copy of the group as defined in the editor teleport: will use the same data as respawn, but will omit any unit that has been killed. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
prccowboy Posted April 17, 2018 Author Posted April 17, 2018 (edited) It creates a new group with as much of the same properties as the currently alive group Grimes, thanks for the explanation and many thanks for all the help you've given me for different questions. So, it looks like if I want to create a new location for a group (regardless of respawn/clone/teleport) then afterwards I will need to check alive/dead status of individual units in the group with a Unit.getByName('someName'):getLife() script instead of using the ME trigger conditions: Unit Dead(someName) or Unit Alive(someName) Edited April 17, 2018 by prccowboy
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