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uait

artillery module like Benny do :)

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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:

artyb.th.jpg

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?

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I've solution for your problem...

is a script called S.U.K.A.

:yay:

:dummy:

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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!

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i found this:

BIS_ARTY_F_initVehicle

Parameters: [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::yay::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;
};
};	

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i alwys read thousand things and i do little errors :bounce3:

then i rewrite all and see errors i do :D :D :D

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