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Burnacid

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About Burnacid

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  1. So previous I had a shooting range script that did the following To put the target up I run: t setDamage 0; t animate ["terc",0]; To put the target down I run t setDamage 1; t animate ["terc",1]; The setDamage I did so you can't in any way interact / hit the target after it is downed. Hitting a down target will register the shot and animate the target up.... Since last update setDamage knocks the target forward 90 degrees which results in the target "staying up". Since the animation animates the target backwards and the setDamage animates the target forward with the complete base resulting in nothing. Using setDamage as the animation also isn't an option since setDamage 0 isn't animated. It flicks up instantly. Is there anyway to fix this? With keeping the function that the target can't be hit after the target is animated down?
  2. Yea this is a snipit out of a script that I already tried stuff on. ("EODS_Helmet_Layer" call BIS_fnc_rscLayer) cutRsc["default", "PLAIN", 0, true]; This is what it was. And I tried this, so not together because that doesn't work. Copied the wrong snippet 0 cutRsc["default", "PLAIN", 0, true]; Then after I just tried it with to see if your suggestion worked but still didn't 10 cutRsc["default", "PLAIN", 0, true];
  3. Thx for your reply. Although I've already tried that. Image of Example You can see the action menu doesn't show because it's being blocked by the overlay.
  4. So I'm trying to fix bugs from an existing mod. This mod has a helmet that adds an overlay. Since the overlay blocks view at the corners it for some reason blocks the action menu from showing because it probably overlays it. I'm trying to push the overlay back behind the action menu but can't figure it out. Here is a snippet that puts the overlay picture up. Can someone help me or point me to the right direction? Below the part out of Config.cpp [] call { if (cameraView isEqualTo "INTERNAL" and { !_helmet_display_interface }) exitwith { ("EODS_Helmet_Layer" call BIS_fnc_rscLayer) 0 cutRsc["RscEOD_Helmet", "PLAIN", 0, true]; [] spawn EWK_rain_fnc_check; _helmet_display_interface = true; }; if (cameraView isEqualTo "EXTERNAL" and { _helmet_display_interface }) then { ("EODS_Helmet_Layer" call BIS_fnc_rscLayer) 0 cutRsc["default", "PLAIN", 0, true]; _helmet_display_interface = false; }; }; class RscEOD_Helmet_BaseTitle { idd = -1; text = "EOD_SUIT\UI\EODS_EOD_SUIT_OVERLAY2_ca.paa"; // onLoad = "uiNamespace setVariable ['EOD_Helmet_Display', _this select 0]"; // onUnload = "uiNamespace setVariable ['EOD_Helmet_Display', displayNull]"; fadeIn = 0.5; fadeOut = 0.5; movingEnable = "false"; duration = 1e+011; name = "RscEOD_Helmet_BaseTitle"; class controls; }; class RscEOD_Helmet: RscEOD_Helmet_BaseTitle { idd = 1044; name = "RscEOD_Helmet"; class controls { class EOD_HelmetImage: RscPicture { text = "EOD_SUIT\UI\EODS_EOD_SUIT_OVERLAY2_ca.paa"; idc = 10650; }; }; };
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