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[SOLVED] Unlock Cursortarget Door
KutPax replied to KutPax's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I'll check it out! -
mgi scripts LOCK UNLOCK DOORS of houses
KutPax replied to pierremgi's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Amazing as always! -
[SOLVED] Unlock Cursortarget Door
KutPax replied to KutPax's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I got it to work with your post @Melody_Mike, thanks for the help my dude! -
[SOLVED] Unlock Cursortarget Door
KutPax replied to KutPax's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wow I totally checked out the wrong file, I just read the correct one and you're right, I'm gonna play around with it in a bit! -
[SOLVED] Unlock Cursortarget Door
KutPax replied to KutPax's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That still doesn't work out for me, I'm trying to edit the script I posted in the spoiler, to UNLOCK the door I am looking at, instead of kicking it open and playing an animation on the door so it rotates open with the speed accelerated by x8 -
[SOLVED] Unlock Cursortarget Door
KutPax replied to KutPax's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No, it's a dutch military thing 😉 Also the lock command seems to be for Vehicles, I'm trying to unlock a single door on a building which I am looking directly at (CursorTarget or CursorObject) -
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Hiya folks, I'm trying to make a Picklock script, where you look at a door and it executes the script and gives you a certain % chance of unlocking it. I want to base this off of a script pierremgi helped me out with a long time ago, I'll list it below. Now instead of the door being breached, I want it to be unlocked. I have tried to work with "bis_disabled_Door_1", only that only refers to a specific door of an object, while I want the cursorobject door to be unlocked. I'm getting kind of stuck here since I have barely worked with doors in Arma. If anyone could help me out here, that'd be much appreciated!
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I'll write the full code here (slightly different than the above): if ( _ctrl2 lbText ( lbCurSel _ctrl2 ) isEqualTo "Large Equipment Crate" ) exitwith { _nearestAirVeh = nearestObject [BoxLoaderSkeet1, "Air"]; if (isNull _nearestAirVeh) then { hint "No Helicopter near the Box Loader."; } else { [_nearestAirVeh, 2000] call ace_cargo_fnc_setSpace; _nearestAirVeh allowDamage true; _BoxSpawnerPos2 = (getposASL BoxLoaderSkeet2); _HeliMovePos1 = (getposASL BoxLoaderSkeet1); _nearestAirVeh setPosASL _HeliMovePos1; sleep 0.1; _BoxLoaderVehicle1 = "Snake_Crates_Large_Equipment" createVehicle _BoxSpawnerPos2; _BoxLoaderVehicle1 setPosASL _BoxSpawnerPos2; [_BoxLoaderVehicle1, _nearestAirVeh] call ace_cargo_fnc_loadItem; hint format ["%1 Added to Aircraft", _ctrl2 lbText ( lbCurSel _ctrl2 )]; _nearestAirVeh allowDamage true; }; }; Basically: It spawns an object (In this case a crate) on _BoxSpawnerPos2 (Which is an invisible object which supplies the script with a position) Then it teleports the helicopter on _HeliMovePos1 to ensure that the helicopter is close enough for the box to be loaded in with the ace function And now this is where it calls the ace_cargo_fnc_loadItem function, only this does not work in a Dedicated Server, which led me to believe I had to remoteExecCall it. I haven't had the chance to attentively read your tutorial which you've linked me to, but I''ll be sure to do that tomorrow when I'm done with work. Thanks in advance!
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(The following question is something different than the addaction question) I'm trying to make the following for remoteexeccall (correct me if i'm wrong here) _nearestVeh = nearestObject [SpawnerObjectName, "Air"]; _Vehicle1 = "CrateNameHere" createVehicle _Pos2; [_Vehicle1, _nearestVeh] call ace_cargo_fnc_loadItem; I've tried the following (Doesn't work): [[_Vehicle1, _nearestVeh]] remoteExecCall [ace_cargo_fnc_loadItem]; Any idea what I'm doing wrong here?
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I'll give that a go, thanks! (Can't test it until tomorrow, I'll let you know!)
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Addaction has a .sqf attached to it, which activates the .sqf with the vehicle spawn script listed above (with player execVM) Lemme know if you need more info or if this is enough
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I execute the script with player execVM
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Hiya, I'm working on something where I want an addaction to be added to a vehicle, but i'm having trouble with the locality. _ScanArea = 25; _yeet1 = nearestObjects[SPAWNTARGETOBJECT,["Air", "landVehicle"],_ScanArea] select 0; _SpawnerPos = (getposASL SPAWNTARGETOBJECT); _VehicleType = "VEHICLECLASSNAME" createVehicle _SpawnerPos; _VehicleType addAction ["Title Here","Scripts\Test.sqf",[],1,false,true,"","_this distance _target < 5"]; When I test this out in Singleplayer or in local MP, the action does get added to the vehicle, but when I try it out on a dedicated server, the action won't be added to the vehicle. I'm hoping someone can help me out with this and explain it a little bit, so I can improve my MP Scripting skills! 🙂 Thanks in advance
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Requesting Help with Vehicle Scanning
KutPax replied to KutPax's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Works like a charm, cheers! -
Requesting Help with Vehicle Scanning
KutPax replied to KutPax's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is what I've got now: if ( _ctrl2 lbText ( lbCurSel _ctrl2 ) isEqualTo "Test Listbox Item 1" ) exitwith { _nearestAirVeh = nearestObject [testskeet1, "Air"] select 0; if (!isNil _nearestAirVeh) then { hint "No Heli near testskeet1"; } else { hint "Heli Found near testskeet1"; [myObjectVarHere, _x] call ace_cargo_fnc_loadItem; }; }; Only I'm getting the following error: error select: Type Object, expected Array.String,Config entry