Jump to content

Jacksaunt

Member
  • Content Count

    6
  • Joined

  • Last visited

  • Medals

Everything posted by Jacksaunt

  1. So I'm trying to create an inventory where the player has a weapon, four magazines and an optic. I'm using removeallweapons instead of removing the weapon's classname because it's a quick script and I want it to be usable on any unit. removeallweapons this; {_X addmagazine "R3F_7Rnd_127x99_PGM"} forEach [1, 2, 3, 4]; this addweapon "R3F_PGM_Hecate_II_POLY"; this addPrimaryWeaponItem "R3F_NF"; When I used this, no weapon would show up. So I used a default weapon instead. removeallweapons this; {_X addmagazine "20Rnd_762x45"} forEach [1, 2, 3, 4]; this addweapon "arifle_MXM_F"; this addPrimaryWeaponItem "optic_Holosight"; Still nothing shows up. What would be the issue here? I've searched around a bit and I haven't found anything.
  2. Ah, I wasn't sure about the {_X and I knew that the {player wouldn't work well. Thanks for the help, everything works well.
  3. Recently a couple friends bugged me enough to play dayz again, and one thing I noticed was that while running and pressing v, you could do a jump and a somersault. When I saw this in dayz, I immediately remembered the stalker mod, in which you could do the same thing but with space. I've searched everywhere and couldn't find anything, and I'd like to use it myself. I recorded a video of the animation (really bad quality and all that) but I hope you can get the gist of it. http://youtu.be/1mL-OxiRnSY I'm also not sure if this should have been in the mod discussion board.
  4. Thanks, didn't know that existed. EDIT: Turns that still allows crew to bail when the vehicle is not able to shoot either, so I just added a setvehiclelock "locked" with forEach. Thanks for the help, will be useful.
  5. So I've made a very simple mission, it's just a bunch of tanks fighting each other, but I'm having some issues. Because I am using ACE, the tanks will only take some damage when hit. Sometimes after being hit the commander's M2 is broken, and the AI in charge of the tank platoon will tell the crewmen in the tank to disembark because of this. There are a few problems with this. One being that AI crewmen running around the battlefield is not what the mission is supposed to be. Two being after taking very low damage, your perfectly working tank is now useless because the AI told you to get out. I've searched some but nothing came up.
  6. Locking the vehicle should work well for what the mission is, however a script is easier to apply to all the tanks. I'm pretty new to scripting (real virtuality being the first real language I'm learning), how would I define _vehicle for allowcrewinmobile? I could do a group forEach but that would take a lot of work, or I could use getPos, which I don't really know how to use very well.
×