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Hello, i would like to know how can i do the BIS_fnc_MP but the target should not be player?

for example if i will look at my legs i will become a target so i would like the other player exec BIS_fnc_MP.

_trg = cursorTarget ;

_trg2 = (player != _trg)

[[_trg2 ], "knock", _trg2 , false] spawn BIS_fnc_MP;

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You can target you with cursorTarget ? me i can not ...

  • Haha 1

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_trg2= _trg && (player != _trg) ;

This doesn't work as well.

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Me either, you could always do a distance check.

 _trg = cursorTarget ;
if (_trg distance >1 ) then { [[_trg ], "knock", _trg , false] spawn BIS_fnc_MP};

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Well the why i don't like it, but when i tryed to dtect is ther is player nerby it also didn't work.

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There is also the isplayer command

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_primarywep = weapons player;
_primarywep2 = _primarywep select 0;

_trg = cursorTarget ; 




if !(_primarywep2 == "<null>") then 
	{	



player switchMove "AwopPercMstpSgthWnonDnon_end";
if (_trg distance >1 ) then {

[[_trg ], "knock", _trg , false] spawn BIS_fnc_MP


};  





}; 

Is there a spelling mistake?

is that possible to do something like this?

_near = nearestObjects [player, ["MAN"], 3];
_trg = _near select 0;;

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knock is not defined, unless I am missing something. Plus why don't you use Tajin's script?

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Thats not the thing i need.

knock.sqf
disableUserInput true;

player playMoveNow "CutSceneAnimationBaseZoZo";
player switchMove "acts_InjuredAngryRifle01";
player globalchat "You have been knocked out!";

sleep 5;
disableUserInput false;
player switchMove "AinvPknlMstpSnonWnonDnon_medic_1";  
player globalchat "Press V then move";




Init.sqf
knock = compile preprocessFileLineNumbers "knock.sqf";

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with a cursortarget i can do it from 1km away, i need to define it like with the player around about 4m, any ideas?

---------- Post added at 21:33 ---------- Previous post was at 20:34 ----------

Solved.

_primarywep = weapons player;
_primarywep2 = _primarywep select 0;


_trg = cursortarget;  

dist_1=player distance _trg;



if !(_primarywep2 == "") then  
       {    

if (dist_1 < 3) then {




[[_trg ], "knock", _trg , false] spawn BIS_fnc_MP;


}; 









};  

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Hello everyone. Is there a way to run a script on the cursor target? Situation:

The enemy soldier is captive with the ace system but he is under the cache of the GAIA script (group this) setVariable ["mcc_gaia_cache",true, true]; and still refers to the enemy command when is captured so artillery and other enemy forces knows about every opposite units around captured one, sending forces to conflict area and fire artillery also. My question is if I can set gaia cache to false with some kind of addAction or using debug console in that cases on cursor targets so captured unit stop being cached anymore once he is captured? For now, I use sub system with zeus to get to units "soul" and there I put code (group this) setVariable ["mcc_gaia_cache",false, false]; but that is much plastic way and lot of unrealistic surgery. My hopes are with cursor target set the cache to false bla bla but I can't be smart enough for this. Thanks in advance I hope I am explained well what I need...

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