jubbie 0 Posted January 10, 2005 Hi guys I'm trying to make a weapon that's like a geiger counter. You carry it in your hands like a pistol and it has optics and when you fire it, it activates a "fired" event handler. My problem is that everytime I fire the weapon, I get a puff of smoke. This looks stupid on a geiger counter. I can get rid of the smoke if I don't assign a muzzle position to the model (in the model itself or in the config) but then I can't use the optics, which is kind of important. I tried using the "useAction" command, but you can't insert a script in there, thus I must fire the weapon (even though it doesn't shoot anything) in order to activate my script. Does anyone have any ideas? All I really need to do is get rid of the weapon smoke. Or activate the geiger script when the weapon is in the hands of the player. Share this post Link to post Share on other sites
orson 0 Posted January 10, 2005 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Useraction class class UserActions { class youraction { displayName=""; position=""; radius=6.000000; condition="(player == commander this)"; statement="[this] exec {\youraddon\yourscript.sqs}"; just as an example of how to use a script within a user action Share this post Link to post Share on other sites