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TokeDK

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About TokeDK

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  1. Thank you very much. SOLVED: In Supplies_F_Exp
  2. Hello everyone. I've been trying to find the texture for the Viper Harness (Black) backpack, since I'm trying to do a re-texture of it. Does anyone know where the backpack textures are located?
  3. Hello everyone... I've been sitting with this issue all day searching everywhere trying to figure it out, so hopefully you guys can help me out easily. I'm fairly new to scripting, and just started getting into dialogs. My issue is that I'm trying to call a case in a different script, after selecting the desired vehicle in the list I would like to spawn. Heres an example of the case I'm trying to call, including the switch for it... I have a lot of arrays define before this part. And this is my dialog: The dialog comes up perfectly fine, I just can't figure out how to pass the script through the dialog... What I'd like is: select desired vehicle in dialog list --> press spawn ---> and the vehicle would be right there.. Thank you very much in advance.
  4. Would correct quotes be ect? _vehicles = [ 'B_MRAP_01_F', 'B_MRAP_03_F']; And for _vehicle; _vehicle = ['B_MRAP_01_F']; Thank you. Thanks you, would this be an optional solution for deleting vehicles in the spawnpoint? As for the "//" was because I wanted to test before putting it in every case.
  5. Hello everyone. I've been attempting to create a script that spawns a vehicle of choice, with pre-set armament (and maybe if I get to it, a specific amount of vehicles able to spawn.) So far I've simply been using addactions for the actual mission, though I'd like to create a dialog (I believe it's called??) My problem is, that I'm not sure how to compile all the different selections of vehicles into one .sqf, I've attempted some different stuff with no luck. Be aware there's quite a few errors in the script, but one step at a time I need to able to actually launch the script ingame... This part if for deleting spawned vehicles, though it's not working... I couldn't find a more suitable solution. ////////////////////////////// //FOLLOWING IS GROUND VEHICLES. ////////////////////////////// _vehicles = [ “B_MRAP_01_F”, ”I_MRAP_03_F”, ”I_MRAP_03_hmg_F”, ”B_APC_Wheeled_01_cannon_F”, “B_T_LSV_01_unarmed_F”, “O_APC_Wheeled_02_rcws_F”, “O_T_LSV_02_armed_F”, “B_APC_Wheeled_01_cannon_F”, “B_UAV_01_F”, “B_G_Offroad_01_armed_F”, “C_Hatchback_01_sport_F”, “B_Heli_Light_01_F”, “B_Heli_Light_01_armed_F”, “B_Heli_Transport_01_camo_F”, “B_T_VTOL_01_infantry_F”, “B_T_VTOL_01_vehicle_F”, ]; //For clearing the spawn area - enter all vehicle in the script classes. The actual script for deleting vehicles in spawnpoint, a simple repair option, cargo removal, and armament. case strider_hmg: { //////////////////// // Strider HMG // //////////////////// //Pre-set conditions, edit these if you’ve copied the script. // _vehicle = [‘I_MRAP_03_hmg_F’,]; _direction = 270; //Spawning and deleting previous cars. {deleteVehicle _x} forEach nearestObjects [player, [_vehicles], 20]; _spawnVehicle = “I_MRAP_03_hmg_F” createVehicle getMarkerPos "car_spawn"; _spawnVehicle setDir _direction; player moveInDriver _spawnVehicle; hint "You have spawned your vehicle!”; // REPAIR _rep = _spawnVehicle addAction ["<t color='#8c0000'>Repair vehicle</t>",{ hint "Repairing..."; sleep 5; hint "Be patient damn it."; sleep 5; vehicle player setDamage 0; vehicle player setFuel 0.9; hint "You've repaired your vehicle!";}]; //Cargo removal - didn't know how else to... {clearMagazineCargo _x} forEach nearestObjects [player, [“I_MRAP_03_hmg_F”], 20]; {clearWeaponCargo _x} forEach nearestObjects [player, ["I_MRAP_03_hmg_F"], 20]; {clearItemCargo _x} forEach nearestObjects [player, ["I_MRAP_03_hmg_F"], 20]; //Armament this addMagazine [“200Rnd_127x99_mag_Tracer_Yellow”, 0, 200] }; The current specific problems in the script are: "_vehicle" isn't working - my idea was to use the array to simply make it easier adding vehicle types, since the vehicle class is repeated multiple times in each individual script. (Maybe I need to use "_vehicle = Nil"??) "_vehicleS" doesn't work either, but can most likely be solved with a more simple command... I'm currently unaware if the armament script works, I've not tested it yet... Probably need a more simple solution for clearing cargo as well, would this work? clearWeaponCargoGlobal _spawnVehicle; clearMagazineCargoGlobal _spawnVehicle; clearItemCargoGlobal _spawnVehicle; As you've most likely realized I'm a beginner in scripting, and I would love any constructive criticism you may have. I've already searched for solutions for the problems in the script, which is why I'm posting here. :D
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