uait 10 Posted March 27, 2010 hi all i have big problem... i make a mission where one player can create a mortar wherever he wants, can create and delete it. but i cant make minimap works i found this message in ...\modules\ARTY\data\scripts\init.sqf (Author: Evan "Headspace" Hanau): // Initialize all ARTY vehicles. Vehicles spawned after this will need to be manually inited through sync. sry for my bad english... so i need this: i know that it's possibile because i see it in benny's warfare. i look at that and found this: if (artyUI) then { _isVeh = getNumber(configFile >> "CfgVehicles" >> typeOf(_defense) >> "ARTY_IsArtyVehicle"); if (_isVeh == 1) then { _defense setVehicleInit "[this] ExecVM 'Common\Common_InitArtillery.sqf'"; processInitCommands; artyUI make visible/notvisible artillery interface (i mean minimap you can see in my screen) Common\Common_InitArtillery.sqf: Private ["_arty"]; _arty = _this select 0; waitUntil {BIS_ARTY_LOADED}; sleep 5; [_arty] call BIS_ARTY_F_initVehicle; how i can do this? Share this post Link to post Share on other sites
rubberkite 19 Posted March 27, 2010 I've solution for your problem... is a script called S.U.K.A. Share this post Link to post Share on other sites
uait 10 Posted March 27, 2010 I've solution for your problem...is a script called S.U.K.A. Share this post Link to post Share on other sites
blakeace 11 Posted March 28, 2010 http://community.bistudio.com/wiki/Artillery_Module#Creating_fire_missions Share this post Link to post Share on other sites
uait 10 Posted March 28, 2010 http://community.bistudio.com/wiki/Artillery_Module#Creating_fire_missions its not a fire mission... Share this post Link to post Share on other sites
blakeace 11 Posted March 28, 2010 its not a fire mission... Really.... That page holds the answer try reading it properly! It is how I scripted a way to create mortars dynamically so that when I jump in them I can use the action to bring up the cursor! Share this post Link to post Share on other sites
uait 10 Posted March 28, 2010 i found this: BIS_ARTY_F_initVehicleParameters: [object] Usage: call This function can be used to init an artillery piece created with createvehicle. Locality: The effects of this function are local to the calling machine. Example: [_gun] call BIS_ARTY_F_initVehicle; However, since the object is most likely created in server and the function is local only, it needs to be ran on each player. This is one way to do it: _gun setVehicleInit "[this] call BIS_ARTY_F_initVehicle"; processInitCommands; but i dont know where to put the second part ---------- Post added at 01:13 PM ---------- Previous post was at 12:35 PM ---------- :yay: i do it!!! if (alive mortar) then { _isVeh = getNumber(configFile >> "CfgVehicles" >> typeOf(mortar) >> "ARTY_IsArtyVehicle"); if (_isVeh == 1) then { mortar setVehicleInit "[this] call BIS_ARTY_F_initVehicle"; processInitCommands; }; }; Share this post Link to post Share on other sites
uait 10 Posted March 28, 2010 i alwys read thousand things and i do little errors :bounce3: then i rewrite all and see errors i do :D :D :D Share this post Link to post Share on other sites