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Charor

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Posts posted by Charor


  1. So even with the fantastic example mission and some pretty well shown examples in the forums I have some how found a way to make it work in a broken state.

     

    In the beginning of this forum I took the advice and put the following in my onPlayerRespawn.sqf file:

    player addAction ["Aircraft Loadouts",{_start = [] call GOM_fnc_aircraftLoadout}, [], 0, false, false, "", "(speed player < 1)"];

     

    I had also placed in the description.ext file:

    class CfgFunctions
    {

        #include "scripts\GOM\functions\GOM_fnc_functions.hpp"

    };


    class CfgCommunicationMenu
    {

        #include "scripts\GOM\functions\GOM_fnc_aircraftLoadoutMenu.hpp"

    };

    #include "scripts\GOM\dialogs\GOM_dialog_parents.hpp"
    #include "scripts\GOM\dialogs\GOM_dialog_controls.hpp"

     

    I then created a initplayerlocal.sqf file for the mission I was trying to add the script to and placed:

    params ["_unit","_JIP"];

    if (_unit getvariable ["GOM_fnc_aircraftLoadoutAllowed",false]) then {

        _unit spawn GOM_fnc_addAircraftLoadout;

    };
    _add = [this] spawn GOM_fnc_addAircraftLoadout;

     

    After doing all this I went into the parameters file you had spoken about and set all three flags to false along with lowering the loadout time and increased the refuel rate for testing.  I did NOT change allow all pylons to true.  

     

    Once doing all of this to the mission I am able to see the "Aircraft Loadouts" option in my scroll menu (when I'm standing still and I see it twice for some reason) but I do not see any aircraft that I can edit.  If I go and run "[player] call GOM_fnc_AircraftLoadout;" with the local exec all of the planes will show up.  Would you or another kind person be able to provide some insight on what I might have missed and how I would be able to correct it?

     

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