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billyh

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Posts posted by billyh


  1. Not a command problem but script problem. And you were speaking about uniform but your config is vest

    bomberVests = ["SVS", "SVL"];
    [] spawn {
    while {true} do {
    	if ((vest player) IN bomberVest) then {
    		arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] ;
    	} else {
    		player removeAction det;
    		player removeAction deac; 
    		player removeAction arm;
    	};
    };
    };

    Or simply

    bomberVests = ["SVS", "SVL"];
    arm = player addAction["Arm Bomb","SUICIDE_VESTS\armbomb.sqf","",0,false,false,"",'alive player && ((vest player) IN bomberVests)']];
    

    Sweet, that seems to work.

    Now to figure out why the client.cpp wont load the script.

    Thanks a lot.

    bomberVests = ["SVS", "SVL"];
    arm = player addAction["Arm Bomb","SUICIDE_VESTS\armbomb.sqf","",0,false,false,"",'alive player && ((vest player) IN bomberVests)'];

    This works perfectly.

    class CfgPatches 
    {
    class SUICIDE_VESTS {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {}; 
    };
    
    class Disable_XEH_Logging {
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {};
    };
    };
    
    class Extended_PostInit_EventHandlers 
    {
    init = "call compile preprocessFileLineNumbers 'SUICIDE_VESTS\suicidebomb.sqf'";
    };
    
    class cfgWeapons {
    class Vest_Camo_Base; //this defines the rendered object - textures
    class VestItem; //this defines the item specifications
    
    class SVS : Vest_Camo_Base {  // Class name to spawn
    	scope = 2;
    	displayName = "Suicide Vest Small"; // Ingame name for object, arsenal name etc etc to identify it
    	picture = "\A3\characters_f\Data\UI\icon_V_tacvest_blk_CA.paa"; // doublecheck in characters_f pbo
    	model = "\A3\Characters_F\COMMON\equip_tacticalvest"; // doublecheck in characters_f pbo
    	//hiddenSelections[] = {"camo"}; //what is this
    	//hiddenSelectionsTextures[] = {"pathtoyouraddonretexturefile.paa"};  // what is this?
    
    	class ItemInfo : VestItem {
    		uniformModel = "\A3\Characters_F\COMMON\equip_tacticalvest";  // ensure it is right
    		containerClass = "Supply100"; // capacity
    		mass = 50; // weight / size, correlates to value above
    		armor = 5*0.5;
    		passThrough = 0.7; //need to figure out what it means in relation to damage
    		//hiddenSelections[] = {"camo"};
    	};
    };
    };

    So I managed to fix the issue.

    I now have a vest which gives you the ad-action to blow yourself up, but only if you are wearing the vest.

    everyone technically have it, but only if they are wearing the vest.

    Thanks for the help!


  2. bomberVests = ["SVS", "SVL"];

    if (((uniform player) == "SVS") OR ((uniform player) == "SVL")) then {arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] } else [removeAction det, removeAction deac, removeAction arm];

    Still not there, can't get it to work

    adding arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf" manually in the console adds the addaction menu, but wearing the vest (with classname SVS) and trying this won't trigger it.

    class cfgWeapons {
    class Vest_Camo_Base; //this defines the rendered object - textures
    class VestItem; //this defines the item specifications
    
    class SVS : Vest_Camo_Base {  // Class name to spawn
    	scope = 2;
    	displayName = "Suicide Vest Small"; // Ingame name for object, arsenal name etc etc to identify it
    	picture = "\A3\characters_f\Data\UI\icon_V_tacvest_blk_CA.paa"; // doublecheck in characters_f pbo
    	model = "\A3\Characters_F\COMMON\equip_tacticalvest"; // doublecheck in characters_f pbo
    	//hiddenSelections[] = {"camo"}; //what is this
    	//hiddenSelectionsTextures[] = {"pathtoyouraddonretexturefile.paa"};  // what is this?
    
    	class ItemInfo : VestItem {
    		uniformModel = "\A3\Characters_F\COMMON\equip_tacticalvest";  // ensure it is right
    		containerClass = "Supply100"; // capacity
    		mass = 50; // weight / size, correlates to value above
    		armor = 5*0.5;
    		passThrough = 0.7; //need to figure out what it means in relation to damage
    		//hiddenSelections[] = {"camo"};
    	};
    };
    };

    it does trigger if i set it to ItemCompass and use assignedItems.

    This would all be much simpler if assignedItems also checked uniform/vests, or i there were an assignedVest/assignedUniform function


  3. I'm trying to get a script working, but can't get it trough the way I want.

    if ("ItemCompass" in assignedItems Player) then {arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] } else [removeAction det, removeAction deac, removeAction arm];

    I've made a custom vest, which is an uniform. And I cant get the script to work because it doesn't count as an assigned item.

    if ("VSS" in assignedItems Player) then {arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] } else [removeAction det, removeAction deac, removeAction arm];

    In other words, is there a function similar to assignedItems, like assignedUniforms? Or is there any way to do it the hard way for the script to trigger if a uniform is found?

    Becuase this script works if i have it look for the compass, but not for the uniform. (VSS is my classname for Vest Suicide Small)

    If there is no similar function, can someone help with how to do the same as assignedItems do?

    all i can think of would be something like

    bomberVests = ["SVS", "SVL"];
    if ("SVS" in bomberVests Player) then {arm = player addAction ["Arm Bomb","SUICIDE_VESTS\armbomb.sqf"] } else [removeAction det, removeAction deac, removeAction arm];


  4. script is not my thing but will you make so AI will be able to activate the vest. Like when they enter a trigger or something like that.

    If I ever learn how to do things like that, then I'll look into it.

    edit: also, i've updated the main post.

    ---------- Post added at 15:15 ---------- Previous post was at 13:50 ----------

    I'm not very good at scripting, but what I think I know what I need. I just don't know how to get what I need down.

    if you are wearing vest check if you have been given addaction -> if you have been given addaction then do nothing -> if you have not been given addactions then do give addactions -> if no vest then do remove addactions. -> repeat every X seconds/ minutes

    if(uniform player == "V_SuicideVest_Small") then Addaction Arm, if(player addaction arm == isNil) then Addaction Arm, if(uniform player == "V_SuicideVest_Small") isNil then removeaction arm, det, deac;

    Something something like that?


  5. So I'm trying to make a mod for custom and dedicated suicide vests, which let you blow yourself up out of the box by just wearing them....

    I've basically just used vanilla assets (for now) to make a unique vest ingame with it's seperate classname and display name to get a better understanding on how to go ahead.

    I have however encountered some issues, and was wondering if someone could possibly help me figure out how to get this working.

    The addaction script themselves DO work, and my issue that remains is how to have the script keep checking if you qualify to be given the addaction (and if you don't the addactions get removed)

    Example: Player joins server, goes into arsenal/ammobox, picks up a suicide vest. since the script keeps checking if people are wearing vest, it gives him the addaction when it has found the vest on him. but if he removes it, the script removes all the addactions he may or may not have. (arm, det, deac)

    Is it possible to do that?

    config.cpp

    class CfgPatches {
    class SUICIDE_VESTS {  //this is just requirements
    	units[] = {};
    	weapons[] = {};
    	requiredVersion = 0.1;
    	requiredAddons[] = {"a3_characters_F_COMMON, Extended_EventHandlers"};
    };
    };
    
    class cfgWeapons {
    class Vest_Camo_Base; //this defines the rendered object - textures
    class VestItem; //this defines the item specifications
    
    class V_SuicideVest_Small : Vest_Camo_Base {  // Class name to spawn
    	scope = 2;
    	displayName = "Suicide Vest Small"; // Ingame name for object, arsenal name etc etc to identify it
    	picture = "\A3\characters_f\Data\UI\icon_V_tacvest_blk_CA.paa"; // doublecheck in characters_f pbo
    	model = "\A3\Characters_F\COMMON\equip_tacticalvest_black"; // doublecheck in characters_f pbo
    	//hiddenSelections[] = {"camo"}; //what is this
    	//hiddenSelectionsTextures[] = {"pathtoyouraddonretexturefile.paa"};  // what is this?
    
    	class ItemInfo : VestItem {
    		uniformModel = "\A3\Characters_F\COMMON\equip_tacticalvest_black";  // ensure it is right
    		containerClass = "Supply100"; // this defines how much storage the vest has - in theory you have a bomb, so zero - need balancing
    		mass = 50; //general size of item, if it can fit inside other items - set high unless it enables to carry more ammo - after testing
    		armor = 5*0.5;  //can modify
    		passThrough = 0.7; //need to figure out what it means in relation to damage
    		//hiddenSelections[] = {"camo"};
    	};
    };
    };
    
    class Extended_PreInit_EventHandlers {
    clientInit = "call compile preprocessfilelinenumbers '\SUICIDE_VESTS\init.sqf'"
    };

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