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bLAcKmAgE87

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About bLAcKmAgE87

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  1. Unlimited Ammo For Any Vehicle Entered by any selectable player...

     

    addMissionEventHandler ["TeamSwitch", {
    	params ["_previousUnit", "_newUnit"];
        _veh1 = vehicle _newUnit ; 
        _firstAmmo  = _veh1 ammo (currentMuzzle _newUnit ) ;
        [_previousUnit, _newUnit , _firstAmmo] execVM 'reloadingJets.sqf' ; 
    
    }];

    reloadingJets.sqf
     

    
    _myMan = vehicle  ( _this select 1) ;
    _firstAmmo =  (_this select 2 ) ;
    hint str _firstAmmo ; 
    
    _myMan setVariable ["iniAmmo",[_firstAmmo]] ;
    
    
    _myMan  addEventHandler ["Fired", {  _this  spawn {
            params ["_veh", "_weapon", "_muzzle"  ]; 
        
        if(_veh != objNull ) then 
        {   
            private _thatCount = ((_this select 0) getVariable "iniAmmo" ) select 0 ;
            hint (str "while firing" + str _thatCount) ;
            private _ammo = _veh ammo _muzzle ;
            private _givenLeg =  ( _thatCount ) ;
            private _againStuff = _givenLeg - 1 ;
            if (_ammo < _againStuff) then 
            {
                //Sleep .1;
                _veh setVehicleAmmo 1;
            };
        }; 
    	
    }}];

    How do I avoid calling a .sqf? So that all my handlers exist on one file?

    Originally this was from the idea that once inside any object/vehicle the script would go off, but in practice

    or in editor you are constantly switching sides/playable units-> 
    init.sqf(abrg)

    player addEventHandler ["GetInMan", {
    	params ["_unit", "_role", "_vehicle", "_turret"];
       
        _vehicle  addEventHandler ["Fired", {  _this  spawn {
            params ["_veh", "_weapon", "_muzzle"];
      
    	private _ammo = _veh ammo _muzzle;
        if (_ammo == 0) then {
        //Sleep .3;
        _veh setVehicleAmmo 1;
        };
    	
    }}];


     

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