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Danskkat

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Everything posted by Danskkat

  1. Late to the game, but going to borrow your script there, Mrcurry. Thanks! EDIT: Tried doing it, got an error. "On Activation: Type Script, expect Nothing"
  2. You are the coolest person ever. Thank you so much for helping out with my question and going so much further! <3
  3. Right, so if someone went full hostile, broke cover, then vamoosed and took cover, enemy broke contact, he put away his weapons could theoretically be back to "undercover?"
  4. Okay, so how do I give someone mad props on this forum? I'm loving your notes belbo, thank you so much for writing this out. Bookmarked, saved, already seeing what I can reverse engineer from what you did. SO VERY cool. Did you just write that so someone can go BACK undercover if no enemy is aware of them?
  5. belbo - That's really cool! So from what I'm seeing here is this suggesting that you're only captive or "undercover" as long as you're holding binocs?
  6. killzone_kid - Easy, there. I didn't want to run the whole thing until I knew where it needed to go and what the benefit was. I recognized one section as something I could add and so I did. Try explaining what you post instead of just dropping a line of code, it'll help us newbies figure out what you're offering. I am glad to know that JIP bit of logic, however. So thanks regardless.
  7. Eden baby here, still learning syntax and wondering what I am doing wrong with this: this setCaptive true;this addEventHandler ["FiredMan","this setCaptive false"]; I have ^ that ^ in the unit init in the hopes that the unit will remain captive (undercover, in this case) until they fire. Googling has revealed a few ways to make it so that everyone in a group is revealed (http://www.kylania.com/ex/?p=98 for example) but for this instance and future scripting how do you set it so that even if one person does the event only they are affected by the repercussions? (In the instance I'm working on currently, I want the rest of the "undercover" team to remain incognito even if one of them has to fire)
  8. hallyg - Good links, thank you. I have a lot of difficulty parsing that information but it's good to have a direct link to a page. Your third link is where I found the FiredMan and how I was trying to use it. So, excuse me if this sounds incredibly dumb but trying to figure out the logic -- The array for _this select 0 always applies to the unit which the init has the eventhandler in? So for example, a different unit with the eventhandler in its init's _this array would be a different set of numbers entirely? (Or to layman it because just typing that confused me. If Bob shoots, _this select 0 relates only to Bob because the eventhandler was written in Bob's init. So Greg shoots later, and his _this select 0 only relates to Greg because of HIS init eventhandler?) I ask because I saw that you can do eventhandlers through triggers and it seems to me that each time a person fires synched to that trigger, the _this select X is each person in order who fired. Side question, should I be adding a "remove eventhandler" at the end so that it doesn't keep watching for shots and repeatedly trying to establish a "setcaptive false?" Edit: Killzone_kid - What's the benefit of "if (local this)" at the beginning, and does that still go into the individual unit init? I do see that you added the remove eventhandler. You replied while I was typing this response :D Edit 2: Put this setCaptive true; this addEventHandler ["FiredMan", {_this select 0 setCaptive false; _this select 0 removeEventHandler ["FiredMan", _thisEventHandler]}] into the unit init as a mix of hallyg and Killzone_kid's input. Seemed to work, so thank you for that!
  9. Grumpy Old Man - Whoa! That's amazing, downloading now. This might take some time to unpack...
  10. Grumpy Old Man - Gotcha, thanks. I don't know how to do .sqf's yet. Is it just like a Notepad file I can make?
  11. Thank you for the replies, guys! L3TUC3 - So I add the addEventHandler to each player unit and it will basically wait until the individual player grabs a weapon? Grumpy Old Man - Where would I put that?
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