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Found 3 results

  1. Greetings Arma community, I have a mission intro consisting of creating a 45 second camera sequence in my initPlayerlocal.sqf: _cam = "camera" camCreate [9335,15754,100]; findDisplay 46 setVariable[ "TAG_theCam", _cam]; _introHandle = [_cam] spawn _introCutsc; findDisplay 46 displayAddEventHandler ["KeyDown", { params[ "_display"]; _cam = _display getVariable "TAG_theCam"; hint "hello"; terminate _introHandle; _cam CameraEffect ["Terminate","back"]; CamDestroy _cam; }]; waitUntil { scriptDone _introHandle }; findDisplay 46 displayRemoveEventHandler ["keyDown",5]; introCutsc is simply controls for camera movement, with _cam cameraEffect ["internal", "BACK"]; used to set the players screen to the camera. My only issue is that I am trying to add the ability to skip the intro cutscene using the displayAddEventHandler command: findDisplay 46 displayAddEventHandler ["KeyDown", { params[ "_display"]; _cam = _display getVariable "TAG_theCam"; hint "hello"; terminate _introHandle; _cam CameraEffect ["Terminate","back"]; CamDestroy _cam; }]; However, the event handler does not fire during the cam sequence. As you can see I have a hint that should display whenever the event handler is fired, however this hint never diplays. I tested adding this line to the end of my code, and the event handler fires properly when the camEffect is not active. I want the displayAddEventHandler to be able to be fired during the intro sequence, is it an issue with the display im using 46? I have tried other displays to no avail. Thank you!!
  2. For the longest time I've been using a Spawn for opening and closing dialogs IE: But I've since been migrating all my dialogs and even scripts to a function based unscheduled environment using both CBA and ACE 3 guidelines. ( https://ace3mod.com/wiki/development/coding-guidelines.html#72-scheduled-vs-unscheduled ). I am currently facing a problem finding the most optimized, simple and unscheduled way of opening my custom UI by using: vMenu_keyHandlerID = [33,[false, false, false],vMenuOpen] call CBA_fnc_addKeyHandler; //33 = F key Instead of: displayAddEventHandler ["KeyDown", So here is my whole previous working code:(Executed via: [player] execVM "vScripts\vMenu\vMenuOpen.sqf";) So what could be a more optimized way of doing this? Like a CBA unscheduled way (more akin to a Event Handler rather than a spawn/ExecVM). PS: Also, since I am using the "F" key for opening the menu, is there a way to auto unbind the previous "F" so that letter is exclusive to opening the menu? PS2: Thanks in advanced guys!
  3. Hi ALL, Is there a way yet to disable Optics when pressing the RMB? I'm using the following to assign a value to the RMB that triggers a function, but unfortunately it also causes the player to use their optics. I would like to temporarily disable optics when triggering this function and reenable it after. _mouseM = (findDisplay 46) displayAddEventHandler ["MouseButtonDown", "if (_this select 1 == 1) then {missionnamespace setvariable ['place',true]};"];
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