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bumyplum

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Everything posted by bumyplum

  1. removealleventprivate ["_noncomState", "_wArray"]; _noncomState = player getVariable "var_lk_noncom"; _wArray = weapons player; if (count _wArray == 0) then { if (_noncomState isEqualto false) then { player setCaptive 1.44; hint "You are a non-Combatant!"; player setVariable ["var_lk_noncom", true]; } else {}; } else { if (_noncomState isEqualto true) then { player setCaptive 0; hint "You are a Combatant!"; player setVariable ["var_lk_noncom", false]; } else {}; }; // I believe should work, or removealleventprivate ["_noncomState", "_wArray"]; _noncomState = player getVariable "var_lk_noncom"; _wArray = weapons player; if (count _wArray == 0 && _noncomState isEqualto false) then { player setCaptive 1.44; hint "You are a non-Combatant!"; player setVariable ["var_lk_noncom", true]; } else { player setCaptive 0; hint "You are a Combatant!"; player setVariable ["var_lk_noncom", false]; }; // Seems neater with the same if statements
  2. I'm attemppting to setup a listbox and when something in the listbox is selected i want to hint what has been selected, how ever it just returns any params ["_control", "_selectedIndex"]; _Flag_GUI_LB = _display ctrlCreate [_Rsc_ListBox,129]; _Flag_GUI_LB ctrlSetPosition [_safe_Left + 0.152 * safezoneW + safezoneX,0.36 * safezoneH + safezoneY,0.083 * safezoneW,0.275 * safezoneH]; _Flag_GUI_LB ctrlSetEventHandler ["LBDblClick",' hint format["%1",_selectedIndex]; ']; _Flag_GUI_LB ctrlCommit 0;
  3. bumyplum

    Listbox SelChange

    Update: _Flag_GUI_LB = _display ctrlCreate [_Rsc_ListBox,129]; _Flag_GUI_LB ctrlSetPosition [_safe_Left + 0.152 * safezoneW + safezoneX,0.36 * safezoneH + safezoneY,0.083 * safezoneW,0.275 * safezoneH]; _Flag_GUI_LB ctrlSetEventHandler ["LBSelChanged",' params ["_control", "_selectedIndex"]; hint format["%1",_selectedIndex]; ']; _Flag_GUI_LB ctrlCommit 0; putting the params inside works.
  4. I'm attempting to make it so when you shoot a vehicle the bullet doesn't collide with the vehicle but it collides with the person inside of it, here is what i've tried but doesnt seem to work. Any infomation is helpful, thanks. player RemoveEventHandler ["FiredMan" _opa]; _opa = player addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; _projectile disableCollisionWith cursorTarget; }]; and also player addEventHandler ["Fired", { _bullet = _this select 6; [_bullet] remoteExec ["disableCollisionWith", cursorObject]; }];
  5. I've also tried player RemoveEventHandler ["Fired" _opa]; _opa = player addEventHandler ["Fired", { _bullet = _this select 6; _head = eyePos driver vehicle cursorTarget; _bullet setPosASL _head; }];
  6. With using; _Veh_Config = (configfile >> "CfgVehicles") call BIS_fnc_getCfgSubClasses; How would i be able to add only all "LandVehicle" to an array? Any info would be helpful
  7. So if you have retextured a vehicle for example using setobjecttextureglobal, how would i find/set the textures back to their default ones?
  8. bumyplum

    Default textures

    @Dedmen _Tex = getArray (configFile >> "CfgVehicles" >> typeOf (vehicle player) >> "hiddenSelectionsTextures"); // Get the textures _TexN = count _Tex; for "_i" from 0 to _TexN do // Repeat for how many textures { _Tex = getArray (configFile >> "CfgVehicles" >> typeOf (vehicle player) >> "hiddenSelectionsTextures"); abc = format["_Tex%1 = _Tex # %1;",_i]; // Setting _Tex%1 To the number of textures vehicle player setObjectTextureGlobal [format[abc,_Tex%1],_i]; // set the textures }; I'm trying to set the textures of a vehicle to the default ones
  9. bumyplum

    Default textures

    _Tex = getArray (configFile >> "CfgVehicles" >> typeOf (vehicle player) >> "hiddenSelectionsTextures"); _TexN = count _Tex; for "_I" from 1 to _TexN do { format["_Tex%1 = _Tex # %1;",_I]; vehicle player setObjectTextureGlobal [format[%1,_Tex%1],_I]; }; Can Someone explain to me what I'm doing wrong?
  10. How would i stop my player from being able to heal damaged players around me from the scroll menu /or atleast detect when a player is healing another player
  11. bumyplum

    Healing Issue

    It was just a place holder to test if it would work
  12. bumyplum

    Healing Issue

    Are you able to show me an example which works, i'm unable to get it to work For example player addEventHandler ["HandleHeal", { params ["_unit", "_healer", "_isMedic"]; _healer setdamage 1; }]; // Doesn't work
  13. Is there a way to Use the Showhud false; command on the players cursortarget?
  14. bumyplum

    ShowHud

    Say i want to restrain some one but when they're restrained they can get into a vehicle still, is there a way to remove their hud from a locally executed script
  15. I'm trying to make a restrain script, how ever the player isn't being restrained whilst the variable is true, can some one tell me what i'm doing wrong here: _pla = player; _RestrainedQuery = _pla getvariable "Restrained"; While {_RestrainedQuery == "true"} do { _pla playmove "AmovPercMstpSnonWnonDnon_Ease"; }; hint str _RestrainedQuery;
  16. bumyplum

    Variable Issue

    When i use an animation event handler the character just replays the same animation
  17. bumyplum

    Variable Issue

    I don't seem to be able to get wait until to work, it still only plays the animation once _RestrainedQuery = player getvariable "Restrained"; _pla = player; if (_RestrainedQuery isEqualTo true) then { waitUntil { _pla playmove "AmovPercMstpSnonWnonDnon_Ease"; !(_RestrainedQuery isEqualTo true) } }
  18. bumyplum

    Variable Issue

    The animation "AmovPercMstpSnonWnonDnon_Ease" doesn't look and the only way to get the player to stay in the animation you have to keep running it on them
  19. bumyplum

    Variable Issue

    ///// After further research I have found works to detect if its true or false: _RestrainedQuery = player getvariable "Restrained"; if(_RestrainedQuery isEqualTo true ) then {hint "1"} else {hint "2";};  ///// How ever _RestrainedQuery = player getvariable "Restrained"; While {typename _RestrainedQuery == typename true} do { player playmove "AmovPercMstpSnonWnonDnon_Ease"; }; Restrains the player If _RestrainedQuery Is true, how ever when it's false it doesn't stop playing the move (Unrestrain them)
  20. I'm attempting to create a menu using "RscButtonmenu" How ever when i hover over the button it breaths white which doesn't look nice, is there a way to disable it?
  21. Is there away know to where you check if your Cursortarget Object Is retexturable, for example buildings aren't but vehicles are... Is an if statement which checks this? Also is there a way to set a vehicles' textures back to the orignals? I've attempted: _textures = getObjectTextures cursorobject; if!(_textures == "") then {hint "textureable";} else {hint "nottexturable";};
  22. Using ctrlSetBackgroundColor Is there a way to set the color as an rgb format instead of [0,0,0,1] for example, i'd prefer _RGB = ["#(rgb,8,8,3)color(%1,%2,%3,%4)",_RED,_BLUE,_GREEN,_BRIGHT]; but i'm unable to get it to work, can someone explain if it's possible how i'm going wrong?
  23. bumyplum

    ctrlSetBackgroundColor RGB

    Thanks for the input @beno_83au @7erra @HazJ @Larrow
  24. bumyplum

    ctrlSetBackgroundColor RGB

    _display = findDisplay 46 createDisplay 'RscCredits'; _ColorBlock = _display ctrlCreate ["RscBackground",123]; _ColorBlock ctrlSetPosition [0.667 * safezoneW + safezoneX,0.1585 * safezoneH + safezoneY,0.10 * safezoneW,0.299 * safezoneH]; _ColorBlock ctrlCommit 0; _RED = 70; _BLUE = 90; _GREEN = 50; _BRIGHT = 70; _RED = _RED /100; _BLUE = _BLUE / 100; _GREEN = _GREEN / 100; _BRIGHT = _BRIGHT /100; _Color = [_RED,_BLUE,_GREEN,_BRIGHT]; _ColorBlock ctrlSetBackgroundColor _Color; This is an example, the script above works. I'd like to replace it with _Color = ["#(rgb,8,8,3)color(%1,%2,%3,%4)",_RED,_BLUE,_GREEN,_BRIGHT]; So i can display the colour brightness how ever i don't seem to know how to get it to work Note: _RED =70; Would be replaced with a variable etc..
  25. Using the command setobjecttextureglobal changes the texture to a player, for example, player setobjecttextureglobal[0, _Texture]; how ever when the player access the virutal arsenal the character gets set the normal textures, is there a way to permanently set a plays uniform texture
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