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bumyplum

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Everything posted by bumyplum

  1. bumyplum

    Perm Textures

    The way i had it was on the inventory closed handler
  2. bumyplum

    Perm Textures

    I wouldn't say given up more like postponed until i extend my knowledge to the point where i can process with what i was stuck with, which there no better feeling than getting something to work by your self
  3. bumyplum

    Perm Textures

    Generally what i do it plan to do something and do it until i'm at a dead end then leave the project whilst i work on other things then when i learn the knowledge of how to progress the certain script then i will
  4. bumyplum

    Perm Textures

    I wasn't aware of "arsenalClosed" which should help me in the near future, thanks
  5. bumyplum

    Perm Textures

    The script does work, thanks for the input
  6. So i'm attempting to create a knockdown script with the key bindings of Shift + G which complicates things due to it attempting to throw grenades. At the moment i've got a script which stops the player from throwing the grenade and the grenade animation works as a knock down one, how ever grenades thrown after also don't work, i'm asking how would i disable the grenade whilst the player presses shft + g how ever when the player presses g by it's self throws a grenade, this is the script i have at the moment: (findDisplay 46) displayRemoveEventHandler ["KeyUp",_event]; _event = (findDisplay 46) displayAddEventHandler ["KeyUp",{ _key = _this select 1; _shift = _this select 2; if(_key == 34 && _shift) then { []spawn Wigma_NoFrag; }; }]; Wigma_NoFrag = { NoFrag = player addEventHandler["Fired",{ _Throwables = [ "HandGrenadeMuzzle", "MiniGrenadeMuzzle", "ChemlightBlueMuzzle", "ChemlightGreenMuzzle", "ChemlightRedMuzzle", "ChemlightYellowMuzzle", "IRGrenade", "SmokeShellMuzzle", "SmokeShellYellowMuzzle", "SmokeShellGreenMuzzle", "SmokeShellRedMuzzle", "SmokeShellPurpleMuzzle", "SmokeShellOrangeMuzzle", "SmokeShellBlueMuzzle" ]; if((_this select 2) in _Throwables) then{deleteVehicle (_this select 6)} }]; player removeEventHandler ["Fired", NoFrag]; }; How ever at the moment it doesn't work as with the event handler being removed it still throws the grenade with shift + g.
  7. bumyplum

    Knock Down Script HELP

    Thank you for the knowledge, much appreciated
  8. Is there a way to add a magazine which is half used to a backpack? for example; 7.62 mm 30Rnd Reload Tracer (Yellow) Mag(23/30)[id/cr:10019502/2] Any information will be appreciated, thanks.
  9. bumyplum

    Knock Down Script HELP

    I've just tested cursorOject and cursorTarget and made sure i was looking at the play and both seem to not work
  10. bumyplum

    Knock Down Script HELP

    I am running it locally whilst looking at a player
  11. bumyplum

    Knock Down Script HELP

    I havn't finished the script due to lack of knowledge on how to get it to work, I've got to the point where i want the player your supposedly knocking down to be unconscious for a certain time period, how ever i am unable to do so, i've attempted to use this script: [] spawn { _pla = cursorTarget; _pla setUnconscious true; sleep 10.32; _pla setUnconscious false; }; Which seems to work on Ai how ever doesn't work on players which confuses me
  12. bumyplum

    Knock Down Script HELP

    I don't want it done for me, i'd far prefer to do it my self and i spent several hours trying, however im newish to coding and can't wrap my head around certain things, I appreciate everything you say as it helps me in the longer run, thanks.
  13. Is there away that anyone knows that will prevent the player from being able to throw grenades for a certain time period?
  14. Even if i don't use it it still would be useful to know how to get the base class name of a players currentthrowable, and thanks for the help. 🙂
  15. How would I add the grenade you just threw back to your inventory, I've tried; throw1 = currentThrowable player; player additem throw1; however, currentThrowable returns, ["SmokeShellBlue","SmokeShellBlueMuzzle",[1.00693e+00]] which makes it not able to add the item, how would i get the purely just the class name of current throwable?
  16. Idm the ability to fire just don't want people to throw grenades for a certain time period at the start of a mission
  17. bumyplum

    Arma 3 Spent Magazines

    if !(currentMagazine player == "") then { CMAG = currentMagazine player; MV = player ammo currentWeapon player; player addMagazine [CMAG, MV]; }; After a little research i've got the piece of code i was searching for
  18. I'm attempting to place a players backpack on the ground with the items content still in it, how ever i'm unable to make the backpack place on the ground, this is the script im attempting to use _holder = createVehicle ["GroundWeaponHolder", getPosATL player, [], 0, "CAN_COLLIDE"]; _ContainerV = backpack player; _holder addItemCargoGlobal [_ContainerV, 1]; Any input would be helpful, thanks.
  19. Are you able to explain to me why this snippet of code breaks the rest of my script _gwh = createVehicle ["WeaponHolderSimulated_scripted", getPosATL player vectorAdd [0,0.5,0.3], [], 0, "CAN_COLLIDE"]; _currentWItems = (player weaponAccessories currentWeapon player) select {_x != ""}; {_gwh addItemCargoGlobal [_x,1]} count _currentWItems;
  20. The players items who are being dropped would be in restraints, i've got everything else to work how ever the attachments don't drop correctly
  21. My objective is to remove all of the items of a player and place them on the floor as if your stripping their load out. _WeaponP = primaryweapon Player; _holder addItemCargoGlobal [_WeaponP, 1]; is what i'm using to spawn the weapon on the weapon holder however it doesn't save the attachments so i was going to make it put the attachments on the floor separately
  22. Why when i use this script does it not remove the uniform at the end etc _gwh = createVehicle ["WeaponHolderSimulated_scripted", getPosATL player vectorAdd [0,0.5,0.3], [], 0, "CAN_COLLIDE"]; _currentWItems = (player weaponAccessories currentWeapon player) select {_x != ""}; {_gwh addItemCargoGlobal [_x,1]} count _currentWItems; removeuniform player; removevest player; removebackpack player; removeheadgear player; removeAllAssignedItems player; removegoggles player; removeallweapons player;
  23. How would i place all the attach ments of a weapon on the floor but not the weapon using a script
  24. _holder = createVehicle ["GroundWeaponHolder", getPosATL player, [], 0, "CAN_COLLIDE"]; _ContainerB = backpack player; _holder addBackpackCargoGlobal [_ContainerB, 1]; _droppedContainer = (((everyContainer _holder) select 0) select 1); {_droppedContainer addItemCargoGlobal [_x, 1];}forEach (backpackItems player); ------------------------- Works
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