progamer 14 Posted November 16, 2013 (edited) Is it possible to use this script as a mod? It would be really great to use it in every mission. I am not sure as to how to make it into addon form. Edited December 31, 2013 by ProGamer Share this post Link to post Share on other sites
fight9 14 Posted January 14, 2014 I am not sure as to how to make it into addon form. I was able to make this script into a mod with a definable key through a userconfig. With your permission, I (or you) can post the link for everyone. It's a client side mod that runs your EXACT script here with the sole change of making the key definable through a userconfig file. I am sending you a PM with a download link for you to see. Share this post Link to post Share on other sites
BaronZ 10 Posted April 13, 2014 Can you make a Mod out of this? Share this post Link to post Share on other sites
heyvern69 22 Posted June 18, 2014 So did "Fight9" ever get ahold of "ProGamer"? It would be really GREAT to have this as a MOD. Has it been re-released as a mod anywhere? Share this post Link to post Share on other sites
fight9 14 Posted June 19, 2014 It didn't work reliably as a mod. It would cause the game to freeze up. Perhaps if I get some time in the future, I can rewrite it and apply it the proper way. Share this post Link to post Share on other sites
arigathree 10 Posted September 6, 2014 How exactly do you install this? There are no tutorials anywhere. Share this post Link to post Share on other sites
migueldarius 10 Posted November 18, 2014 How change the key? I don't like press 2xC I like press V. Please help me :) Share this post Link to post Share on other sites
Alex150201 894 Posted June 27, 2015 Can you change the key you use for example lets say i dont want to double tap C and i just want to press V can you tell me how to do that? Share this post Link to post Share on other sites
MusTanG 21 Posted June 30, 2015 I'm sure there is a DIK key code in the script you can edit. Has anyone used this, the video shows some issues with weapon switching. Is that still there? If not I'm sure I'll be messing around with this later tonight Share this post Link to post Share on other sites
f2k sel 164 Posted July 1, 2015 If you remove the two // from this line // HINT STR (_this select 1);// show key number it will display the key number your pressing To change the key find the number you want and use that number in this line currently using 46 if (player getvariable["key",true] and (_this select 1) == 46) exitwith {player setvariable["key",false]; [_key_delay] spawn {sleep (_this select 0);player setvariable["key",true]; };_r}; if ((_this select 1) == 46 and speed player >8) then { I expect though that using the V key while it's assigned to step over wall will cause an issue. Share this post Link to post Share on other sites
HazJ 1289 Posted July 2, 2015 (edited) You should be able to disable the default V and override it with the jump. https://community.bistudio.com/wiki/actionKeys Dirty Haz Edit: Something like this: if ((_this select 1) in (actionKeys "GetOver")) then {Blah...}; Just guessing. :) Dirty Haz Edited July 2, 2015 by Dirty Haz Edit Share this post Link to post Share on other sites
nesmonartis 12 Posted December 26, 2015 I write a simple script, jump and get over on one key.If player speed more then 18 and fatigue less 0.7 then playing animation jump. Code in display event handler: case 47: // V { if (animationState player != "AovrPercMrunSrasWrflDf" && speed player >= 18 && getFatigue player < 0.7) then { [[player,"AovrPercMrunSrasWrflDf"],"fn_Anim",nil,false] spawn BIS_fnc_MP; _handled = true; }; }; Anim function: fn_Anim = { private["_unit", "_anim", "_weap"]; _unit = _this select 0; _anim = _this select 1; _unit switchMove _anim; if (handgunWeapon player == currentWeapon player) then { sleep 0.87; _unit switchMove "AmovPercMstpSrasWpstDnon"; }; }; Video: https://youtu.be/1ckbiEt1HhA 1 Share this post Link to post Share on other sites
Tankbuster 1747 Posted December 26, 2015 That's the best implementation I've seen yet. Well done! I think I'd add one more condition to the check though. That he should be lightly loaded. Perhaps that he didn't have a backpack? BTW whatever happened to Progamer? He was such a lovely chap. Humble, undogmatic, sympathetic and sweet. Share this post Link to post Share on other sites
MG93xsf 9 Posted June 29, 2016 I write a simple script, jump and get over on one key. If player speed more then 18 and fatigue less 0.7 then playing animation jump. Code in display event handler: case 47: // V { if (animationState player != "AovrPercMrunSrasWrflDf" && speed player >= 18 && getFatigue player < 0.7) then { [[player,"AovrPercMrunSrasWrflDf"],"fn_Anim",nil,false] spawn BIS_fnc_MP; _handled = true; }; }; Anim function: fn_Anim = { private["_unit", "_anim", "_weap"]; _unit = _this select 0; _anim = _this select 1; _unit switchMove _anim; if (handgunWeapon player == currentWeapon player) then { sleep 0.87; _unit switchMove "AmovPercMstpSrasWpstDnon"; }; }; Video: https://youtu.be/1ckbiEt1HhA Sorry Im new to scripting. Where do I put this exactly? Does it go into ProGamers original script? And if yes then at what part do I add it? Or do I need to create sqf's? I'm trying to get Progamers script to work on my dedicated server with V as jump button and your settings for getOver when going too slow too jump. Any help would be appreciated. Share this post Link to post Share on other sites
IsawUCZ 1 Posted June 9, 2017 Hi, I like this script, but I have a suggestion. _vel = velocity player; _vel set [2, 0]; I have added the second line, because jumping while running up stairs resulted in ridiculous jump height. And maybe this: waitUntil {isTouchingGround player}; sleep 0.5; _this setvariable ["jump",true]; For jump RE-ENABLING. Thanks for this script. 1 Share this post Link to post Share on other sites