TAW_Yonose 11 Posted February 6, 2014 So im making a mission where i have a battalion starts as parajumping, i also want it to look like the ammoboxes is also coming from the parajump this item is the one i use (this isent a ammobox) Land_PaperBox_open_full_F, - Is it possible to get this item to work as an ammobox? - Is it possible to add a parachute to it, like the parachute is actually on the item? Thank you. Share this post Link to post Share on other sites
na_palm 19 Posted February 7, 2014 Hi TAW_Yonose, maybe this script snippet from Killzone_Kid gives you an idea how to implement that: http://killzonekid.com/arma-scripting-tutorials-inventory-items-and-tents/ greetings Na_Palm Share this post Link to post Share on other sites
fusion13 11 Posted February 7, 2014 I am pretty sure if the item has a cargo you can fill it the same.... Share this post Link to post Share on other sites
TAW_Yonose 11 Posted February 7, 2014 Thanks for the answers Na_Palm and Fusion13, Na_Palm thanks for the tip but i dident get it working probably because of my lack of skills in codes/scripts. I tried with (player action ["Gear", _ammobox] and (player action ["Gear", _ammobox]; but with no luck. Fusion13 thanks for the reply, the item im using is a open box with loads of ammoboxes inside, this isent a realy ammobox so i need to make the functions to a ammobox to the item. Share this post Link to post Share on other sites
giallustio 770 Posted February 7, 2014 You could use an action menu to open an hidden cargo... Share this post Link to post Share on other sites
tonic-_- 53 Posted February 7, 2014 _emptyBox = "Land_PaperBox_open_empty_F" createVehicle [0,0,0]; _weaponCrate = "Box_NATO_Wps_F" createVehicle [0,0,0]; _weaponCrate attachTo[_emptyBox,[-0.2,0.3,0.38]]; Then put the _emptyBox at the position you need it at or w/e Or place an emptybox down and put in the init: _weaponCrate = "Box_NATO_Wps_F" createVehicle [0,0,0]; _weaponCrate attachTo[this,[-0.2,0.3,0.38]]; Example Picture: http://tonic.pw/arma3%202014-02-07%2013-59-16-61.png Share this post Link to post Share on other sites
KevsNoTrev 44 Posted February 7, 2014 (edited) have you tried: Addaction in Box initialisation in editor this addaction ["Inventory","BoxContent.sqf"]; BoxContent.sqf private["_target"]; _target= _this select 0; 0=[_target] spawn { disableSerialization; CreateGearDialog [_this select 0,"RscDisplayInventory"]; }; Two things: I found it needs to spawn, and it needs to have the disableserialization or it crashes the game. At this stage this only shows the players gear dialog, but i thought it was a good start. Then its a matter of having items on the left side you can pick up. I have not managed this yet. I have tried spawning in an ammo crate and getting the contents of this to show up but it hasn't worked. Edited February 7, 2014 by KevsnoTrev Or use Tonics method Share this post Link to post Share on other sites
tonic-_- 53 Posted February 7, 2014 (edited) Another way which I helped Yonose with in Teamspeak, place this in the initialization field of the box: if(isNil "fn_boxInventory") then { fn_boxInventory = { waitUntil {!isNil "boxWeaponHolder"}; _this addAction["Inventory",{player action["Gear",boxWeaponHolder];},"",0,false,false,"",' _this distance _target < 3.5 ']; }; if(isServer) then { boxWeaponHolder = "Box_NATO_Wps_F" createVehicle [0,0,0]; boxWeaponHolder allowDamage false; clearWeaponCargoGlobal boxWeaponHolder; clearMagazineCargoGlobal boxWeaponHolder; clearItemCargoGlobal boxWeaponHolder; publicVariable "boxWeaponHolder"; [this,"fn_boxInventory",nil,true] spawn BIS_fnc_MP; }; }; Doing stuff from the editors init field for stuff isn't my preferred way or recommended way but yeah. Edited February 7, 2014 by Tonic-_- Share this post Link to post Share on other sites