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Rook Mk1

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About Rook Mk1

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    Sergeant

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    Scotland

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    AKA Lolguythehero

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  1. @panther42 Yeah I saw that. I guess I'll just have find a way to apply it. Thanks.
  2. Nah just for individual units. See the spanner above his name? Just the ability to change a unit's icon to anything without changing the unit's config.
  3. Is there a way via scripting to change what icon is displayed in the unit box in the command bar manually? e.g. like a little grenade symbol for grenadiers or triangle for engineers, etc. Right now I have some custom loadouts and its bugging me that I can't tell what role they are supposed to be when commanding them.
  4. Oh god, getting my regional spelling mixed in. Thanks for catching that.
  5. Basically I need a colour variable to be passed through to a subtitle header. //Select HEX colour from given string private _colourHTML = switch (toUpper _colour) do { case "SIDE": {"#00ccff"}; case "GLOBAL": {"#d7d7d9"}; case "VEHICLE": {"#fbd40b"}; case "COMMAND": {"#e5e760"}; case "GROUP": {"#beee7e"}; case "DIRECT": {"#fffffb"}; case "CUSTOM": {"#ec5a29"}; case "SYSTEM": {"#8a8a88"}; case "BLUFOR": {([WEST,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; case "OPFOR": {([EAST,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; case "GUER": {([INDEPENDENT,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; case "CIV": {([CIVILIAN,false] call BIS_fnc_sideColor) call BIS_fnc_colorRGBtoHTML}; }; // Show subtitle _text = parseText format [ if (_from == "") then { "<t align='center' shadow='2' size='%3' font='RobotoCondensedBold'>%2</t>" } else { if (_from == "#sfx") then { "<t align='center' shadow='2' size='%3' font='RobotoCondensedBold'>*%2*</t>" } else { "<t align='center' shadow='2' size='%3' font='RobotoCondensedBold'><t color='%4'>%1:<t color='#ffffff'><br />%2</t>" } }, toupper _from, _text, (safezoneH * 0.65) max 1, _colorHTML ]; I just get Error Undefined variable in expression: _colorHTML It works if I put something like _colorHTML = "#00ccff"; before the subtitles part though. Any idea why?
  6. Rook Mk1

    waitUntil alternatives

    @Dedmen Yeah I realise that it works now, it was a problem with the script. I was just under the impression that including anything other than true or false into a waituntil condition didn't work after update v1.93.145618
  7. Since waitUntil no longer does anything outside Booleans, what are some other good ways to wait in a script until a certain condition is activated? while do works for certain things but it's not 100% reliable. for instance originally you would have waitUntil {speed _object < 20}; so i would try something like: while {speed _object > 19} do {sleep 0.1}; But it was returning errors.
  8. if ("hgun_P07_F" in (WeaponCargo ammobox)) then Success! Thanks!
  9. I tried if ("hgun_P07_F" in (items _box)) then {hint "true" } else {hint "false"}; always returns false.
  10. Is it possible to check if an item is in a container? e.g. if (hgun_P07_F in _box) then I've tried a few different things but none seem to work.
  11. Ok, wasn't aware of that, but I know now, thanks all
  12. I changed it to a number and it worked from if (_weapon == pistol) then { _unit addWeapon "hgun_P07_F"; _unit addHandgunItem "16Rnd_9x21_Mag"; for "_i" from 1 to 2 do {_unit addItemToUniform "16Rnd_9x21_Mag"}; }; if (_weapon == 1) then { _unit addWeapon "hgun_P07_F"; _unit addHandgunItem "16Rnd_9x21_Mag"; for "_i" from 1 to 2 do {_unit addItemToUniform "16Rnd_9x21_Mag"}; };
  13. [_unit, 10, pistol] call gunScript; in code params ["_unit", "_stubbornness", "_weapon"]; but it fails to recognise _weapon whenever I try to use it, any idea why?
  14. Are we talking global setVariable or just var = addaction?
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