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sday03

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About sday03

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  1. I did think about using neareastObjects, and would probably have come up with something similar to your code example, if I didn't think there might have been a function somewhere more suited for that purpose. It just felt that the function was being used beyond the scope of what its meant for. But alas! If thats the best way, then it will do perfectly. Thanks!
  2. So you mean giving a heli a different set of missiles? As far as that is concerned, I'm pretty sure its a no. You can't alter a vehicle beyond what its originally designed for. You can add more ammo/clips for what it does have though.
  3. // - this will clear anything and everything from the cargo (default stuff that generates with the vehicle) clearWeaponCargoGlobal this; clearMagazineCargoGlobal this; clearItemCargoGlobal this; clearBackpackCargoGlobal this; // - for weapons use: this addweaponCargoGlobal ["hgun_P07_F", 1]; // - for magazines/ammo/grenades use: this addMagazineCargoGlobal ["16Rnd_9x21_Mag", 5]; //for items Medikit/GPS/watch/map etc && all waepon attachments use: this addItemCargoGlobal ["FirstAidKit", 1]; copy and paste this in the INIT line of the vehicle it (should) spawn nothing put a pistol with 5 clips and and first aid kit. clearWeaponCargoGlobal this; clearMagazineCargoGlobal this; clearItemCargoGlobal this; clearBackpackCargoGlobal this; this addweaponCargoGlobal ["hgun_P07_F", 1]; this addMagazineCargoGlobal ["16Rnd_9x21_Mag", 5]; this addItemCargoGlobal ["FirstAidKit", 1]; Hope this helps
  4. I'm looking for a way of getting hold of all the chapels on Altis - the buildings that are marked with "loc_Chapel" in the editor and map. The class name is "Land_Chapel_V1_F" and/or "Land_Chapel_V2_F". Is there some sort of function that can do this? Like: //ForEach "Land_Chapel_V1_F" in Altis {add to array}; My aim here is to get a list of all the chapels and designate them as safezones and be able to apply properties globally. Thanks! -sday03
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