driftingnitro 38 Posted December 19, 2014 (edited) I've been trying to find a way to implement Splendid Camera as a player slot. Since I don't want people to have the config menu available for all players during a mission, I'm trying to find a method to limit these options to a 'camera man' type unit that just spawns and then uses this(these) camera(s). I would like to implement it as an action similar to this: player addAction ["Camera", "camera.sqs"]; I know that BIS_fnc_camera is what i need to access but I'm not really sure how. Do I need to make an SQF file of my own and reference the BIS_fnc_camera? I tried this and it just makes the game time freeze: player addAction ["Camera", [] execVM "a3\functions_f\Debug\fn_camera.sqf"] Edited December 19, 2014 by DriftingNitro Share this post Link to post Share on other sites
dreadedentity 278 Posted December 19, 2014 (edited) Try: player addAction ["Camera", "[] call BIS_fnc_camera"] The reason for my change is that fn_camera.sqf is a script that's going to be compiled by RV and added to the function library. Most likely the reason it crashed, though, is because addAction uses either a string or code ( { } ) for it's second parameter. When that statement was compiled it probably saw this, "a3\functions_f\Debug\fn_camera.sqf", and said "This is weird and I don't like it". Edited December 20, 2014 by DreadedEntity spelling error Share this post Link to post Share on other sites
driftingnitro 38 Posted December 20, 2014 Thanks a bunch it worked perfect! I only have one issue remaining. I wanted to have the unit invincible but unable to use weapons. I tried to do this by making a loop that keeps removing weapons every 3 seconds. However it doesn't even initially remove them. I took this from a script for forcing AI vehicle lights on as an example for the loop. null=[] spawn { while {true} do { removeallweapons this; sleep 3};}; this allowDamage false; player addAction ["Recorder", "camera.sqs"]; player addAction ["Camera", "[] call BIS_fnc_camera"] Share this post Link to post Share on other sites
dreadedentity 278 Posted December 20, 2014 It didn't work because spawn is like a function or a script, you need to give it the information before you can use it inside: 0 = this spawn { while {true} do { removeallweapons _this; sleep 3};}; //any parameters go to the script using the magic variable _this Also, don't use "null" for a variable, because although it is a reserved word in other languages, becoming a dumping ground, in this one it's not. It is a valid variable name and can be defined/redefined with no problem. However, you certainly are allowed to use a number, which cannot be redefined, thus having no adverse effects. Hope that helps Share this post Link to post Share on other sites
driftingnitro 38 Posted January 10, 2015 This works great, but unfortunately not working for multiplayer missions. Lets say i was to name the unit "CameraMan". Now would i need to reference the unit in the init.sqf? or maybe another .sqf file? 0 = this spawn { while {true} do { removeallweapons _this; sleep 3};}; this allowDamage false; player addAction ["Recorder", "camera.sqs"]; player addAction ["Camera", "[] call BIS_fnc_camera"] Now how would I implement this into a multiplayer mission. Share this post Link to post Share on other sites