Jump to content
Sign in to follow this  
DeclaredEvol

Scripting ACE Goggle Activation...

Recommended Posts

I had been making missions lately that would require the ability to activate an ace goggles item. My intent is to automatically activate the Earplugs, and Balaklava while the mission initializes or before the game starts. So even the AI are using 'specific' gear without having to tell them to by orders.

My guess would be something like...

(This isn't a real script, just a guess)

_run = true;

while _run do {this activateItem "ACE_GogglesBalaklava"};

Share this post


Link to post
Share on other sites

You're probably best off asking the ACE devs in the ACE thread or in a dev-heaven support ticket.

Share this post


Link to post
Share on other sites

i did some work to figure it out, and here is the best shot I have... but for some apparently odd reason... it keeps having an error message when I put it into the initialization of the player\ai character.

--Ace's Use_Earplugs, Use_Glasses parameter line--

[player, "ACE_GlassesBalaklava"] execFSM "x\ace\addons\sys_goggles\use_glasses.fsm";

--Error Message--

"Type Number, Expected Nothing"

I assume that the command line and parameters are 100% accurate, I didn't make those up. For those who have worked with ACE, do you know at all about why that line of text didn't work. I put the line of code in the Initialization box of the Player... didn't compile there. I put it in the Game Logic, does the same thing there.

Share this post


Link to post
Share on other sites

execFSM

[b][color="Red"]nul = [/color][/b][player, "ACE_GlassesBalaklava"] execFSM "x\ace\addons\sys_goggles\use_glasses.fsm";

;)

Share this post


Link to post
Share on other sites
Guest
You're probably best off asking the ACE devs in the ACE thread

Indeed.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×