Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

2 Neutral

About _Nightwolf

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. _Nightwolf

    Close Escape Menu via Script?

    Thank you so much, this is exactly what I was looking for! I didn't realize that the eventHandler won't accept variables from the script, so another thing to add to the knowledge bank. I'm still relatively new so thanks for the help.
  2. Hello, Scripting question here. I've done several Googling sessions and haven't found anything. In a mission framework I am creating, I have added a button to the escape menu using the onPauseScript setting in my description.ext to run this code to add a button: _menu = _this select 0; _adminButton = _menu ctrlCreate ["RscButton",9998]; // Move it to the position _adminButton ctrlSetPosition [0,0]; // Set the text _adminButton ctrlSetText "Console"; // Add the event handler to execute the console script. TODO: Close the escape menu before opening _adminButton ctrlAddEventHandler ["buttonClick", {_menu closeDisplay 0; player spawn wmc_fnc_openConsole}]; This works, as far as it creates the dialog, but it leaves the escape menu open, which in turn causes problems with VCOM's menu, plus it's just annoying. I have tried several things in place of "_menu closeDisplay 0;" including closeDialog. I don't know if I'm doing it right, but I haven't been able to find much documentation on this. Is there a way to close the escape menu through scripting, or even just simulate the key press of the ESC key to close it? Thanks, Nightwolf
  3. _Nightwolf

    RH M4/M16 pack

    As far as I remember, ctrl + right click (switch optic mode) switches between the two modes.
  4. _Nightwolf

    RH M4/M16 pack

    Thank you very much sir! This is exactly what I was looking for. I don't understand how anyone relatively new to config and modding is supposed to find any of this without knowing exactly what they are looking for in the first place, without needing other people to answer all their questions. A problem for a different time, perhaps...
  5. _Nightwolf

    RH M4/M16 pack

    Thanks, but that talks about infantry reconfiguration, not anything about weapons (unless I'm missing something). I can do the infantry, all I need to know is how to get the config to make him spawn with a sight attached to his gun.
  6. _Nightwolf

    RH M4/M16 pack

    Hi, I have a question. I am trying to make a mod for myself that adds in a bunch of units. I am currently using the ShackTac modset, and it really annoys me that there are good uniforms from all over, weapons from all over, and vehicles from all over. I am simple making a couple .pbos that require said mods and combine all the good content into factions. For example, combine the CUP U.S. Army, U.S. Military Mod U.S. Army, and RHSUSF U.S. Army, and I want to use the M4 and M16 from this pack (I'm not taking stuff out of the mods, just creating configs that use them). However, nowhere can I find out how to have the unit spawn with a rifle that has optics or flashlights on it. For example, I want a rifleman to spawn with an M4 that has an Aimpoint CompM2, but I don't know how to do this. Other mods, such as RHS, have classnames such as rhs_m4_compm4, which is an M4 with a CompM4 optic on it. Is there anything like this for this mod, or do I need to figure out a different way?