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kiyoshisaotome

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Posts posted by kiyoshisaotome


  1. I try comparing it to other script use by other server to see if it worked

     

    This one is for UAV operator use on most I&A server

     

    this addAction ["<t color='#ff1111'>Recycle UAV crew</t>","scripts\actions\uavfix_switch.sqf",[],21,true,true,"",'((vehicle player) == player) && ((player distance _target) < 5) && (player isKindOf "B_soldier_UAV_F")']; 

     

    replace the end with (player isKindOf "B_officer_F") 

     

    this addAction [(if ((locked this < 2)) then {"Lock"} else {"Unlock"}), {if ((locked (_this select 0) < 2)) then {(_this select 0) lock 2; (_this select 0) setUserActionText [(_this select 2), "Unlock"];} else {(_this select 0) lock 0; (_this select 0) setUserActionText [(_this select 2), "Lock"];};}, "", 0, false, false, "", "(getPlayerUID _this in [""123""])"];

     

    Doesn't seem to work out well

     

     

     

     


  2. 3 hours ago, HazJ said:
    
    this addAction [(if ((locked this < 2)) then {"Lock"} else {"Unlock"}), {if ((locked (_this select 0) < 2)) then {(_this select 0) lock 2; (_this select 0) setUserActionText [(_this select 2), "Unlock"];} else {(_this select 0) lock 0; (_this select 0) setUserActionText [(_this select 2), "Lock"];};}];
    
    this addAction [(if ((locked this < 2)) then {"Lock"} else {"Unlock"}), {if ((locked (_this select 0) < 2)) then {(_this select 0) lock 2; (_this select 0) setUserActionText [(_this select 2), "Unlock"];} else {(_this select 0) lock 0; (_this select 0) setUserActionText [(_this select 2), "Lock"];};}, "", 0, false, false, "", "(getPlayerUID _this in [""123""])"];

     

    This go to the vehicle?


  3. On 11/15/2017 at 12:26 AM, Grumpy Old Man said:

     

    Just comment out line 2064 in GOM_fnc_aircraftLoadoutInit.sqf to look like this:

    
    //_display = [] spawn GOM_fnc_showResourceDisplay;

     

     

    Thank you very much :) this work great

    Any possible way to get this script to work with UAV without the operator near it?

     

     

    After messing around with the script, I've come to realize that the UAV operator has to be there for the resource to be register. UAV re-arming isn't possible at this time without modifications. I have a few ideas of I want to try, i'll let you know if I made and progress :)


  4. Greeting everyone

    I'm currently working along side with friends in developing an I&A coo-op game-play. A problem we ran into while developing out mission file is having the ability to lock and unlock vehicles. We want all supporting vehicle tank\CAS\Arty\LAV\UCAV to be lock from the start of the game, and can be unlock by an individual name "HQ" which B_officer_F. My friends and I rack our brain but can't come up with any solution to this. If you can help us in any way, we would be extremely grateful.


  5. Any plan or making the turret control available for the pilot with auto lock capability as to having an Gunner?

    ---------- Post added at 15:25 ---------- Previous post was at 15:02 ----------

    I found a bug with the bay door, it won't close if I switch to the cannon

    Wouldn't it be better if you Just had the weapon control on normal rather than giving the pilot control straight away? That way if you are playing with others, they will still have the option of the original Blackfoot and the pilot can take control over the weapon system anytime.

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