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killzone_kid

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Everything posted by killzone_kid

  1. killzone_kid

    Access from init.sqf

    sideLeader is not a command, so if it is undefined your code that is followed will be ignored. Also will possibly throw undefined error. You do have errors enabled, right? if you want to pass something by reference, put it in array and then modify array with set command
  2. killzone_kid

    Access from init.sqf

    since varA is always objNull, it is quite logical your will also always be objNull
  3. The better way would have been to clip it at 5, but I guess this is how it was implemented, it just rejects it all together
  4. Added the note for you https://community.bistudio.com/wiki/playSound3D
  5. You should use local object and setVelocityTransformation instead
  6. add_tower_action = { _this getVariable "params" params ["_tower", "_price"]; if (player getVariable ['lmo_cash', 0] < _price) exitWith {}; _this setVariable ["tower_action", player addAction [format ["Purchase Tower <t color='#00ff00'>$%1</t>", _price], "scripts\towers.sqf", [_tower, _this, _price], 5, true, true, "", ""]]; }; remove_tower_action = { player removeAction (_this getVariable ["tower_action", -1]); _this setVariable ["tower_action", -1]; }; lmo_towers = { if (!hasInterface) exitWith {}; params ["_tower", "_price"]; _trig = createTrigger ["EmptyDetector", getPos _tower, false]; _trig setVariable ["params", _this]; _trig setVariable ["tower_action", -1]; _trig setTriggerArea [5, 5, 0, false]; _trig triggerAttachVehicle [player]; _trig setTriggerActivation ["VEHICLE", "PRESENT", true]; _trig setTriggerStatements ["this", "thisTrigger call add_tower_action", "thisTrigger call remove_tower_action"]; }; player setVariable ["lmo_cash", 2000]; towerPrice = 1000; [tower, towerPrice] call lmo_towers;
  7. killzone_kid

    'Dammaged' EH stops firing.

    No code no idea
  8. Add trigger by script, use local flag, link with player with triggerAttachVehicle
  9. killzone_kid

    Grinding Script HELP

    In a nutshell, addAction to the object with condition checking if player has an item, if yes, show action. If player activates action play animation.
  10. killzone_kid

    Controlling the volume of specific sounds

    It is possible but not with scripts. You can make a mod and change volumes on specific sounds in config
  11. killzone_kid

    Auto Aiming

    It should display "GUNNER" perhaps you were reading it too early. AFAIK you can not control where player aims with script unless you can hack mouse input via extension.
  12. killzone_kid

    Auto Aiming

    You can use cameraView instead of getObjectFOV to detect when player is ADS
  13. When I started learning scripting I spent a lot of time on wiki which was not as good as it is now btw, and when it was lacking information I did my own experiments testing stuff and then adding it to wiki. What put me off spending more time answering your questions is what it seems to me like lack of effort from your side. Even a simple google search brings a lot of results from these forums about params. One of the top results on google: Params page has many examples as well, if you find hard to understand the writing or notes which are put in frames to stress their importance, the examples show you the correct way of using params command, which surely should be enough to figure out what it does if one takes time to contemplate the code. I guess you are lucky there are people on these forums that have a lot of patience and are willing to tell you the same thing over and over. I admit, I lack patience for these sort of things, so shoot me.
  14. _x selectionPosition "player" would be [0,0,0], the same as any non existent selection. So basically the whole (visiblePosition _x select 2) +((_x ModelToWorld (_x selectionPosition "player")) select 2)+ 1.83 is just (visiblePosition _x select 2) + 1.83
  15. LOL I was talking about your futile effort
  16. So in your opinion if I just repeat one more time what I have already written on BIKI somehow it is magically going to make someone to understand? Well it won’t, as this thread clearly showed.
  17. How more obvious could this be? https://prnt.sc/pujsvq
  18. If you don’t understand what command does, why do you use it? Use what you can understand, like _this select n instead
  19. addAction takes either code or string as second param on right hand side, you pass neither. Read the documentation for it.
  20. Must be doing something wrong, lineIntersectsSurfaces detects wire fences just fine, Example 3 shows how.
  21. switchLight will probably work in this case
  22. killzone_kid

    Piggyback shooting problem

    You are overriding the default key down handling by returning non false (normally you return true). This is well documented on EH pages
  23. killzone_kid

    Triggers and tasks for a mission

    Could you please point to pages that in your opinion should be improved?
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