dpatt711 1 Posted March 9, 2013 I tried reading but everything went over my head, I want to make a script so when you walk up to a radio tower you get a scroll wheel option and have it run a script with these arguments (this is what I put in a trigger to make it work) nul=[(getPos artytarget),75,6,1,["Sh_82mm_AMOS"]] execVM "arty.sqf" Share this post Link to post Share on other sites
mikie boy 18 Posted March 9, 2013 this addaction ["Arty", "arty.sqf"]; if you are using the same getpos position each time and the same info 75.6.1 - add them to your arty script Share this post Link to post Share on other sites
Mara1681 0 Posted March 9, 2013 Why I can't add some commands to the addAction? Should I always use scripts? What about only change some variable? That's stupid! Don't you think? Share this post Link to post Share on other sites
BullyBoii 10 Posted March 9, 2013 I tried reading but everything went over my head, I want to make a script so when you walk up to a radio tower you get a scroll wheel option and have it run a script with these arguments (this is what I put in a trigger to make it work) nul=[(getPos artytarget),75,6,1,["Sh_82mm_AMOS"]] execVM "arty.sqf" if im right in saying you want a script that creates an action when you walk up to the radio tower There are a fiew ways of doing this based on the fact that i have now clue of what the arguements mean i can suggest you do this First Way //define the arguments here _args = //put your args here e.g. player distance radio_tower <=76; _priority = 1; //this is where the action is located in the action menu 1=on the top _showWindowBoolean = true; //or false _hideOnUseBoolean = true; //or false depending on wether you want to use the action again _shortcutKey = "" //only use if you have assigned a shortcut key in the bin.cofig _condition = "" _callArty = player addAction ["Call Arty", "arty.sqf" ,(_args, _priority, _showWindowBoolean, _hideOnUseBoolean, _shortcutKey, _condition)]; then for the arty.sqf you could right hint parseText "<t size='1.2' color='#ff0000'>Arty in-bound</t>"; _artyShell = "Sh_82mm_AMOS" createVehicle position artytarget //if artytarget is a marker do this _artyShell = "Sh_82mm_AMOS" createVehicle position (getmarkerpos "artytarget"); //to create multiple shells you can do this _shellNumber = 6 while (_shellNumber >= 0) do { _shellNumber = _shellNumber - 1; _artyShell = "Sh_82mm_AMOS" createVehicle position (getmarkerpos "artytarget"); //this hints when shells are depleted if (_shellNumber == 0) then { hint "Shells are depleted"; } }; hope that helps Share this post Link to post Share on other sites
dpatt711 1 Posted March 10, 2013 Well here is the script _pos = _this select 0; _radius = _this select 1; _number = _this select 2; _interval = _this select 3; _types = _this select 4; waitUntil{ _random = random (count _types); _random = _random - (_random mod 1); _round = createVehicle [(_types select _random),[(_pos select 0),(_pos select 1),(100+random 50)],[],_radius,"NONE"]; _round setvelocity [-15+random 30,-15+random 30,-30-random 20]; _number = _number - 1; sleep _interval; _number <= 0 }; So I would make another scipt that requires no arguments, that essentially calls this script and includes the arguments? Also the tower is Transmitter Tower (big) 1 when I mouse over in editor Share this post Link to post Share on other sites
dga 12 Posted March 10, 2013 (edited) Did you check http://community.bistudio.com/wiki/addAction You can easily pass arguments etc. I just dont know how to add the action to the building. Think you can place a GameLogic on the building and save it into a variable with http://community.bistudio.com/wiki/nearestBuilding In the end it could look something like this (only pseudo code) tower addAction ["Request Artillery", "Arty.sqf", [(getPos artyTarget),75,6,1,["Sh_82mmm_AMOS"]]]; Your arty.sqf should then start something like this (this is my template for scripts i call with addAction) // standard arguments _target = _this select 0; _caller = _this select 1; _id = _this select 2; // arguments _args = _this select 3; //....continue with your arty code here So... _args is the array where all the arguments are. In your current script you have "_pos = _this select 0;" ...this will be "_pos = _args select 0;" now. Edited March 10, 2013 by dga Share this post Link to post Share on other sites