Xtreme Serb 0 Posted May 17, 2007 Anyone aware of a script to make your firearm fire blanks, so you have a muzzle flash and weapon sound, but no bullet expended? Share this post Link to post Share on other sites
{USI}_Zombie 0 Posted May 17, 2007 cannot think of a way to do that as a script...but as an addon it could probably be done. Share this post Link to post Share on other sites
quiet_man 8 Posted May 17, 2007 hmm, add eventhandler "fired" and delete the bullet? Â QuietMan Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 17, 2007 Oh come on this is a one-liner: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}]; Add that to any unit or vehicle's init and it'll be shootin blanks. Blank grenades and rockets too unless you give the code more specific paramters. {USI}_Zombie, fired EH never occured to you? Share this post Link to post Share on other sites
Xtreme Serb 0 Posted May 18, 2007 any way for it to happen to all players, controlled by a radio command? ie, u hit radio alhpa, and all players turn into blank ammo? Share this post Link to post Share on other sites
quiet_man 8 Posted May 18, 2007 any way for it to happen to all players, controlled by a radio command?ie, u hit radio alhpa, and all players turn into blank ammo? hmm, I think then it is simpler to remove all Mags QuietMan Share this post Link to post Share on other sites
{USI}_Zombie 0 Posted May 18, 2007 {USI}_Zombie, fired EH never occured to you? erm, actually not...I really haven't gotten my brain around eventhandlers yet   guess I need an egg-on-face smilie Share this post Link to post Share on other sites
Jinef 2 Posted May 18, 2007 KyleSarnik, you come over as a pretentious twat at times. The best way to do blanks in my opinion would be to make some new magazines and ammo classes. Set them up to fire harmless ammo very slowly but still make all the flashes and bangs etc. Problem is, another addon is another addon. So unless you plan on making a lot of missions with this stuff in it, why bother. Share this post Link to post Share on other sites
Second 0 Posted May 18, 2007 any way for it to happen to all players, controlled by a radio command?ie, u hit radio alhpa, and all players turn into blank ammo? What do you mean? Players or all units? For certain units by following KyleSarnik's example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}]; man2 addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}] Or by using 'foreach'-command for certain group (haven't tested, but should work): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}]} foreach units player Or certain trigger conditions: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}]} foreach list trigger ... Or by many ways that doesn't cross to my mind. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 18, 2007 KyleSarnik, you come over as a pretentious twat at times.The best way to do blanks in my opinion would be to make some new magazines and ammo classes. Set them up to fire harmless ammo very slowly but still make all the flashes and bangs etc. Problem is, another addon is another addon. So unless you plan on making a lot of missions with this stuff in it, why bother. Well I can already tell your opinion is not always in agreement with most of the other people here. I have no problem about what's best in your opinion, but I can guarantee you a fired EH will provide Xtreme Serb with a much more effective and simple solution for what he needs. Using my method basically gives you all the side-effects of pulling the trigger except for a bullet leaving the barrel (and best of all no addons required). And to follow up with your question about a radio trigger, of course. There are of course a few different ways to do it, but IMO the best way for your situation (actually I'm not entirely sure what your situation is so I'm going to picture what it would be, and just give you the most foolproof method I can think of) is with 2 triggers: First, create a big trigger with a radius that covers the entire playing area (wherever the players will be at any given point, could potentially be the whole island but no problem, triggers can be that big), activated by Anybody Present. Name it something (in the name field), ex: PlayerList. Next create your radio trigger (looks like you already know how to do that), and in the On Act(ivation) field write (or, I recommend copy/paste): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{{if(isPlayer _X)then{_X addEventhandler ["fired",{deleteVehicle (nearestObject [_this select 0,_this select 4])}]}} forEach (crew _X)} forEach (list PlayerList) Using the name you chose for your first trigger in place of PlayerList, if you didn't use that name of course. This will also make sure any players hiding inside of vehicles will be given the blank firing treatment. Share this post Link to post Share on other sites