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Colenando

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About Colenando

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  1. What your after Bravo is https://community.bistudio.com/wiki/setIdentity You can also use "setName" ;) ---------- Post added at 17:45 ---------- Previous post was at 17:29 ---------- I just realized this thread was super old, so for those wondering, here is the code I use and it works 100% off of randomly generated Mercs. If you need more names, just add more "case" selections _mercName = ""; _rand = round(random 3); switch (true) do { case (_rand == 0) : { _mercName = "Vincent Blanc"; }; case (_rand == 1) : { _mercName = "Marc Lepage"; }; case (_rand == 2) : { _mercName = "Guy Beauchard"; }; }; _unit setName _mercName; //replace _unit with whatever your unit is
  2. Colenando

    Item action config

    Well I figured out how to fire scripts from items directly in the inventory, but what I'm after now is the ability (like DayZ) to fire a script from the "Use" key which is F in arma or spacebar or mouse click. If I can figure that out, I'll have axes and other melee weapons working in full in Arma 3. I've tried everything :( This is an example of what DayZ does and I wish it was vanilla... would have been done a week ago. I know the script works as I tried running it via the debug editor.. but nothing seems to fire it from a weapon via the "use" key :( class ItemActions { class Use { text = "weeee"; script = "spawn player_chopWood;"; }; class Toolbelt { text = "Remove from Toolbelt"; script = "spawn player_addToolbelt;"; use[] = {"ItemHatchet"}; output[] = {"MeleeHatchet"}; }; };
  3. Colenando

    Item action config

    I'm attempting to do the exact same thing bud. If I figure it out, I'll come back and post here. I need to accomplish this as I'm doing a total conversion mod for Arma 3 and this is a must for my spec crafting system. There is a way to do it for sure... just have to figure out how ;)
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