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jshock

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Posts posted by jshock


  1. I've never made any addons, and I don't even know how. I don't really see how it would much benefit of being an addon instead of a script.

    Only benefit in the scope of moving a script such as yours to an addon basically means that the mission makers don't have to go back to all their projects and add this script or update it in each mission file in the future.

    • Like 1

  2. And unless you need to reference each vehicle globally after creation there is no need to name it, just use the local variable "_veh" as your reference to the vehicle.

    _veh = createVehicle ["B_G_Offroad_01_F", getMarkerPos "markerName"];
    clearWeaponCargoGlobal _veh;
    clearMagazineCargoGlobal _veh;
    _veh addWeaponCargoGlobal "hgun_Rook40_F";
    
    • Like 1

  3. Plus, that doesn't do anything bad to the code, might as well leave it...

     

    Only change I would make to it, as with most of my old projects and such, I couldn't have the suspension, or it needed to move onto the next piece of code after the hint without waiting for the hint to complete, so I would spawn it in:

    _fnc_timedHint =
    {
    	params ["_hint","_time"];
    	hint _hint;
    	sleep _time;
    	hint "";
    };
    
    ["Spawning a vehicle ...",2] spawn _fnc_timedHint;
    
    "B_G_Offroad_01_F" createVehicle position player;
    
    ["Vehicle spawned near you",2] spawn _fnc_timedHint;
    
    • Like 1

  4. i dont really use advanced medical systems,but the 2 I mentioned are the most used.Give them a try or read through their forum pages.

     

    All the popular advanced medical systems are all player based, no AI involvement, so seeing how I can at least mostly understand what he is after now, I don't believe there is a single system that covers all those requirements, or at least none that are still supported. What all scripts/mods are you currently using, so maybe we can help offer suggestions as to some other additions that may help in your endeavor.


  5. Hmm, I see your issue, and it's not that it's not sitting, its that it is sitting then standing up right after, I had success with this:

     

    https://community.bistudio.com/wiki/BIS_fnc_ambientAnim

    [this,"SIT_LOW","ASIS"] call BIS_fnc_ambientAnim;

    And it is getting late here, and I can't debug the issue as to why the action/playMove/switchMove commands are being unsuccessful, as I tried: doStop and disableAI "MOVE" to no avail. I'm sure it's something simple, as always, but at the moment, no lights are turning on :p.

    • Like 1
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