RickRack
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Everything posted by RickRack
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I am creating a shoot house for CQB training. I am using a Popup target script and would like to add to it so that it plays a sound when certain popup targets are hit. IE the Civ or HVT targets. Revo's Code worked fine until i reset the targets which removes the Eventhandler "hit". Below is the reset code. params [["_dist",50,[1]],["_center",player,[objNull]]]; //in params _targets = nearestObjects [position _center, ["TargetBase"], _dist]; //take all nearby practice targets if (count _targets < 1) exitWith { systemChat "No compatible targets were found."; //exit if no targets have been found }; {_x animate ["Terc",0];} forEach _targets; //get all targets to upright pos {_x addEventHandler ["HIT", { //add EH (_this select 0) animate ["Terc",1]; //if hit, get to the ground (_this select 0) RemoveEventHandler ["HIT",0]; //remove EH } ]} forEach _targets; I am sure it's simple but I can't figure it out. I thought to use if ((_targets iskindof "TargetP_Civ_f") or (_targets iskindof "TargetP_Civ2_f")) then {playSound "Alarm"}; But it didn't seem to work. I am not a scripter but I can usually pick someone else's hard work apart and adapt it to my needs. This one has me stumped.
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I Downloaded the files from armaholic and assumed they were the latest version. I have used the workshop to get version 4.0.0. i will give that a try and start modding it to our liking. Thanks for the help.
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We are playing the Tanoa mission V3.3. It does not seem to have Arsenal on the ammo drop. I will take a look at the Altis files and may be able to find what I need.
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We are just getting started on your mission, I am sorry to say. We have enjoyed it and wished we had found it sooner. I run a server with various missions for my community and we just found your mission and have been playing and enjoying it. I am ready to start tweaking it to our liking. One of the first things requested by the community was for the ammo drop to have Arsenal. I do not restrict arsenal at all. I saw somewhere in your changelog that the ammo drop should have it. Our mission doesn't seem to have this. Looking through the files I have found "fn_ammodrop.sqf". I am guessing somewhere in line 86-99 I can add arsenal to the ammo box but I am unsure where and which function to call. Some advice would be appreciated. I also looked into the "fn_magazines.sqf" to see if this was the place to add arsenal but again I am unsure. Thanks for a great mission and for any help anyone can provide.