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Showing results for tags 'solved'.
Found 78 results
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error [solved] error in config.cpp: "'{' encountered instead of '='"
sarogahtyp posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hey guys, Im trying to create my very first little addon. It just should execute a function on mission start. If I load the mod with arma then I get the error: .rpt config.cpp -
Installing Arma 2 Steam Full Complete Set Properly
yxpoh posted a topic in ARMA 2 & OA - TROUBLESHOOTING
NOTE: This is for the STEAM EDITION. After playing Arma 3 for a while (quite long), i wanted to go back to Arma 2 and also I44 for a while, but I was having problems getting the DLCs to show properly, and a few error messages to go away. After trial and error, I manage to find the problems. Problem that I got and was solved(Can't remembered the exact message but the gist of it): Application Load error 5:00000065434 (If I remembered the error properly) MISSING STRING!!! Application/Game cannot be found. You installed the DLC, but it shows the LITE version of the DLC in your expansions menu. (This is actually due to though you installed the game in Steam, the content itself has not been integrated in Arma 2 directory which is why you need to run the DLC itself from Steam) Here Goes: 01. Install Arma 2 02. Run Game 03. Install Arma 2 Operation Arrowhead 04. Run Arma 2 Operation Arrowhead 05. Army of Czech Republic should start installing to A2OA. 06. Install Arma 2 British Armed Forces 07. Run Arma 2 British Armed Forces 08. British Armed Forces should start installing to A2OA. 09. Run Arma 2 Private Military Company 10. Private Military Company should start installing to A2OA. 11. Game should run with all DLCs properly. (Sequence of DLCs no longer matters after OA installation; Just make sure that you run the DLC from Steam first before running with other lanuchers or even OA itself. That means running the game British Armed Forces on Steam and not the Arma 2 or Arma 2 OA from Steam, for e.g.) For me, I use withSix to run my mods after that. Running the game first is just a way to initialize the running of some of the required installations. Hope this is useful to anyone having any problems on Arma 2 Steam. PS: If you manage to solve your problem from my instructions, do drop a reply so I can see that this topic is being useful. Thanks! :D -
solved Config property to determine how tough a building is?
johnnyboy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
My giants can destroy buildings by pounding on them with a big club. I'd like to calculate how many strikes it takes to destroy a building, i.e., a tent should be one, a tin shack should be 2 or 3, a wood house maybe 10, and large buildings more (or maybe giant decides they are too big and strong so he will not attack it). I'm looking for a building config property that I can use to drive my logic, and don't see what I need. Anybody know? Its not the "Damage" property...as this command... configProperties [configFile >> "CfgVehicles" >> ("Land_House_Small_03_F") >> "Damage"]; ... returns this (which is useless for my purpose): [bin\config.bin/CfgVehicles/Land_House_Small_03_F/Damage/tex,bin\config.bin/CfgVehicles/Land_House_Small_03_F/Damage/mat] -
Holy Moly, a plane has been shoot down and we need to recover the flight recorder!!,, so I made a trigger with the condition : ({_x isKindOf "rhs_flightrecorder"} count thisList) > 0 and it works if I spawn a rhs_flightrecorder in the area, but if I pick it up and go in the trigger and drop it nothing happens. I also tried a box using: {_x =="rhs_flightrecorder"} count ItemCargo FLR_box >0 how do i detect the flight recorder? thx.
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Hi All, I have a question regarding the status of reading in variables into a Description.ext file for a mission, specifically a profileNamespace variable that a player will have saved in the mission previous. What I am trying to do is have a dynamically updating ORABT class/module system that illustrates vehicles based upon if they were destroyed in a previous mission. During the first mission, the play can choose to destroy or leave enemy vehicles alive, and at the end of the mission a variable is created that saves all existing vehicle entities into an array. This array is then filtered (using joinString) to remove the "" (String elements) and essentially make it into an array of objects (plain class names) each separated by a single comma (,) mark. In the next mission, the Description.ext file pulls in this variable and attempts to pass the variable in place inside the CfgORBAT class - specially for the assets[] array in a sub-class. This is what the Description file looks like, explaining what i mean by passing a variable. I want it to illustrate the passed in vehicle classes int he ORBAT viewer, however it just displays NO vehicles instead. I don't even know if this is allowed, which is basically why im posting it here. Edit: LINK https://imgur.com/a/PinvUcN Am i just wasting my time? Hopefully someone can help me here. Cheers, Tom.
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Getting "Error in Expression" But see no reason for such error.
Mirek posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hallo arma coders, i have an issue. I have plane Caled Valk_1, with driver called Valk_1D, i have trigger on radio foxtrot and markers "WPM_1 - WPM_3 . I have code in On act field of the trigger: WPV_1 = Valk_1D addWaypoint [getMarkerPos "WPM_1",0]; WPV_1 setWaypointType "MOVE"; WPV_1 setWaypointCompletionRadius 30; WPV_2 = Valk_1D addWaypoint [getMarkerPos "WPM_2",1]; WPV_2 setWaypointType "TR UNLOAD"; WPV_2 setWaypointCompletionRadius 30; WPV_3 = Valk_1D addWaypoint [getMarkerPos "WPM_3",2]; WPV_3 setWaypointType "MOVE"; WPV_3 setWaypointCompletionRadius 300; WPV_3 setWaypointStatements ["true", "{ deleteVehicle _x }forEach units Valk_1D;"]; But when i fire the trigger i get error in expression, wich doesnt make sense cause i have the code correct or at least i cannot see any problem in my code. It is exactly as in the wiki. "_wp =_grp addWaypoint [position player, 0];" i tried to have all zeroes at the end and i tried to have 0-2 as seen above. doesnt work. Maybe iam just tired, it is after midnight here, but i cannot see what the hell is wrong. -
The syntax for addAction is: object addAction [title, script, arguments, priority, showWindow, hideOnUse, shortcut, condition, radius, unconscious, selection, memoryPoint] The script of the addAction command will run in scheduled environment. I made a mod, where I added the action to a mortar. It's purpose is to rearm the mortar. The action is available to any unit assigned as gunner of that mortar. Now, when I command the gunner to rearm the mortar, rearming will take some time. But the AI gunner unit will tell "READY" immediately after ordering him to rearm. Because of the scheduled environment, which comports as if it was spawned, and not called. How am I able to delay that "READY" radio message until after reloading is finished?
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solved Warning: preNLOD format in object a3\data_f\tetrahedron.p3d
robbyj posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
I am attempting to set up a vanilla arma 3 server on my windows 10 desktop. I have followed this guide. https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Instructions_.28Windows_o.2Fs.29 When I launch my server, this is the error I receive: Warning: preNLOD format in object a3\data_f\tetrahedron.p3d Here is a link to the image of the window that gives me this error: http://imgur.com/a/x2t0S Please note that this error occurs after arma 3 creates the dedicated host. Here is a link to the .rpt file that was created when I started the dedicated server. https://gist.github.com/robbyjj/c7b6bfaeebc4088f9221f418a61dac2b -
Hi all, hope everyone is well. I don't really know whats going on here, so i'll explain it as best i can. Essentially, in game on my custom backpack whenever a unit equips it or the backpack moves, the main component of the pack works fine, as normal and as expected, the backpack config is fine, and everything other than the model is working. However, the physical clips that i use on the pack do not align with the bag correctly, and instead stay at ground level when a unit wears the pack. I'll have an image to show what i mean. Images (in-game screenshots) https://steamcommunity.com/sharedfiles/filedetails/?id=2186054963 https://steamcommunity.com/sharedfiles/filedetails/?id=2186054813 https://steamcommunity.com/sharedfiles/filedetails/?id=2186054762 I'm just not sure why this is happening and what the fix is for this problem, and if anyone has any ideas, i'd be very grateful for help. I should also say i made the pack in blender, and made the clip as an individual object, than joined/merge it with the main bag object once i liked how it looked, so they should be considered all 'one big object' in the file - they are at least in blender, but it seems not in game?
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solved Can't get if condition to fire
JulesMK2 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am sure this has come up quite a bit but the examples I am finding aren't really helping much. The task I am trying to complete is when a player triggers the addAction, it changes the value of a local variable to true and then fires a hint if the value is true. For some reason, I just cannot get the hint inside the if to fire. I have tried changing the value of "activefob" from 0 to 1 and also currently false to true but to no avail. Is anybody able to lend a hand or tell me where I am going wrong? Much appreciated! _spawnPoleFnc = { //These comments are just for my own methodical thinking _pole = "Flag_UK_F" createVehicle getMarkerPos "marker_5"; //Spawns Flag _pole setVariable ["activefob", false]; //Sets variable to flag _pole addAction["Activate FOB", { [west, "HQ"] sideChat "FOB Activated!"; (_this select 0) setVariable ["activefob", true]; //Changes variable value }]; if ((_pole getVariable "activefob")) then { hint "It works!"; }; }; call _spawnPoleFnc; -
Has anyone experienced "stopped" or "moving" labels that Identify AI?? 😒 (Note "stopped" in the picture below. If so...how did you get rid of these labels??? Aside from being annoying & making game play not at all realistic, it is dropping my frame rates something fierce! Thanks in advance! Cheers
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It shows in game as a black opaque plane. As far as i can tell, it is configured the same way the antiwater in the test boat in official BI Samples for Arma 3. I only set the texture to PAA instead of TGA, but that makes no difference, and even if i copy the antiwater from the sample boat, it shows black as well. What is wrong? The actual antiwater from my p3d: http://www.filedropper.com/antiwater
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dediserver [Solved] ArmA 3 Dedicated Server > Missing Addons
JFisher posted a topic in ARMA 3 - TROUBLESHOOTING
Hey Guys, So im trying to setup a dedicated server also to play on with my group. I use Ubuntu server and get the following problem when i load the mission: Even tho the mods are loaded: I made all files small letters already (removed capitals) and this is my startup line: ./arma3server -mod="mods\@cba_a3;mods\@cupterrainscore;mods\@cupterrainscwa;mods\@cupterrainsmaps;mods\@lingordingorisland;mods\@rhsafrf;mods\@rhsgref;mods\@rhssaf;mods\@rhsusaf;mods\@task_force_radio;" -port=2302 -name="FisherServer" -config="server.cfg" The folders contain the PBO files that are in the error, I tried to fix it for 5 hours already :/ Anyone have an idea where this is going wrong? -
I have a layer that I can hide which has a ton of trees I've added to the map. I don't want to have to hide them but their yellow indicator icons on the map make a huge mess. Is there a way to disable/hide those in the editor?
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Trying to make a rearm addon, config help needed
Nicoman35 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hello guys. As stated in the title, I would like to make a rearm script for MK6 mortars. I know these can be rearmed, when an ammo truck or another similar service vehicle is in vicinity. But I would like to be able to rearm the mortar from an ACE 82 mm ammo crate. These crates contain a limited number of rounds. My idea: Add an action menu entry, where you can rearm the mortar from these crates. Now the mortar is counted as a vehicle, and vehicle magazines cannot be refilled with an exact amount of rounds. So, I thought I would define my own magazines for the mortars in the config. Problem: I cannot reload the mortar with these magazines. So, there must be a flaw inside the config. Here is my config. Can you guys point me where the error might be? class CfgPatches { class NIC_MK6_mortar { units[] = {}; weapons[]= {"NIC_mortar_82mm"}; requiredVersion = 1; requiredAddons[] = {}; magazines[]= { "NIC_2Rnd_82mm_Mo_HE", "NIC_3Rnd_82mm_Mo_HE", "NIC_4Rnd_82mm_Mo_HE", "NIC_5Rnd_82mm_Mo_HE", "NIC_6Rnd_82mm_Mo_HE", "NIC_7Rnd_82mm_Mo_HE", "NIC_2Rnd_82mm_Mo_Smoke", "NIC_3Rnd_82mm_Mo_Smoke", "NIC_4Rnd_82mm_Mo_Smoke", "NIC_5Rnd_82mm_Mo_Smoke", "NIC_6Rnd_82mm_Mo_Smoke", "NIC_7Rnd_82mm_Mo_Smoke", "NIC_2Rnd_82mm_Mo_Illum", "NIC_3Rnd_82mm_Mo_Illum", "NIC_4Rnd_82mm_Mo_Illum", "NIC_5Rnd_82mm_Mo_Illum", "NIC_6Rnd_82mm_Mo_Illum", "NIC_7Rnd_82mm_Mo_Illum" }; }; }; class CfgFunctions { class NIC { class base { class InitFlightHeight { preInit = 1; file="\NIC_rearm_MK6\scripts\init.sqf"; }; }; }; }; class CfgWeapons { class CannonCore; class mortar_82mm: CannonCore {}; class NIC_mortar_82mm: mortar_82mm { author="NIC"; magazines[]= { "ACE_1Rnd_82mm_Mo_HE", "ACE_1Rnd_82mm_Mo_Smoke", "ACE_1Rnd_82mm_Mo_Illum", "NIC_2Rnd_82mm_Mo_HE", "NIC_3Rnd_82mm_Mo_HE", "NIC_4Rnd_82mm_Mo_HE", "NIC_5Rnd_82mm_Mo_HE", "NIC_6Rnd_82mm_Mo_HE", "NIC_7Rnd_82mm_Mo_HE", "NIC_2Rnd_82mm_Mo_Smoke", "NIC_3Rnd_82mm_Mo_Smoke", "NIC_4Rnd_82mm_Mo_Smoke", "NIC_5Rnd_82mm_Mo_Smoke", "NIC_6Rnd_82mm_Mo_Smoke", "NIC_7Rnd_82mm_Mo_Smoke", "NIC_2Rnd_82mm_Mo_Illum", "NIC_3Rnd_82mm_Mo_Illum", "NIC_4Rnd_82mm_Mo_Illum", "NIC_5Rnd_82mm_Mo_Illum", "NIC_6Rnd_82mm_Mo_Illum", "NIC_7Rnd_82mm_Mo_Illum", "8Rnd_82mm_Mo_shells", "8Rnd_82mm_Mo_Smoke_white", "8Rnd_82mm_Mo_Flare_white" }; }; }; class cfgMagazines { class 8Rnd_82mm_Mo_shells; class NIC_2Rnd_82mm_Mo_HE: 8Rnd_82mm_Mo_shells { count=2; author="NIC"; }; class NIC_3Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=3; }; class NIC_4Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=4; }; class NIC_5Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=5; }; class NIC_6Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=6; }; class NIC_7Rnd_82mm_Mo_HE: NIC_2Rnd_82mm_Mo_HE { count=7; }; class 8Rnd_82mm_Mo_Smoke_white; class NIC_2Rnd_82mm_Mo_Smoke: 8Rnd_82mm_Mo_Smoke_white { count=2; author="NIC"; }; class NIC_3Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=3; }; class NIC_4Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=4; }; class NIC_5Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=5; }; class NIC_6Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=6; }; class NIC_7Rnd_82mm_Mo_Smoke: NIC_2Rnd_82mm_Mo_Smoke { count=7; }; class 8Rnd_82mm_Mo_Flare_white; class NIC_2Rnd_82mm_Mo_Illum: 8Rnd_82mm_Mo_Flare_white { count=2; author="NIC"; }; class NIC_3Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=3; }; class NIC_4Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=4; }; class NIC_5Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=5; }; class NIC_6Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=6; }; class NIC_7Rnd_82mm_Mo_Illum: NIC_2Rnd_82mm_Mo_Illum { count=7; }; }; Regards EDIT NVM, Solved the issue. Config is correct. I just interchanged 'weapon' with 'vehicle' I tried to create the weapon, while you have to create the vehicle, then change the weapon ON the vehicle. Sorry for inconvenience. -
solved Need water splash effect where there is no water
johnnyboy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm building a water feature above sea level for my own nefarious purposes (soon to be revealed). I need to be able to create a splash effect when something falls in it. This will be above sea level so I can't use my spawn a bullet to hit water trick. The splash size should be visually nice for when a man-sized object falls into water. I'm guessing it involves the Drop command which will take me forever to figure out how to do. Normally I'm a do-it-yourself guy, but the Drop command has a big learning curve. So I'm hoping there is a Drop command guru out there. Somebody may have already made this for another purpose and can share...? Or maybe there is a way to dig the splash effect out of the configs somehow? I will be eternally grateful and credit you on this project (it will be worth it!) 😉 -
calculate relative position based on eyeDirection vector
johnnyboy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I need to calculate a position in 3d space that is 40 meters from a unit based on eyeDirection. If unit is looking at the sky then the position is 40 meters in the sky. If looking down at ground, then position should be under ground. Input: - eyeDirection unit - meters Output: Position I'm not a math guy, and struggle with vectors. I also googled the crap out of this and couldn't find an answer. Thanks! -
[SOLVED]HELP. Arma 3 closing Nvidia Applications, ect(Battleye Issue)
_Lio_ posted a topic in ARMA 3 - TROUBLESHOOTING
Arma 3 is closing a alot of my Apps, Nvidia Control Panel, ShadowPlay, even Razer Synapse, Asus Aura, Samsung Magician and iCue(for Corsair Keyboard), what's happening??? EDIT: Battleye issue EDIT 2: Solution at least for me: Disabling Ultra Low Latency Mode in Nvidia Control Panel - Reboot the Computer - Start the Game and should be fixed. -
[solved] Non-Combatant script issue
lkincheloe posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm working on a script that allows for players to be non-combatants on a belligerent side (i.e. not civilian), however while expanding to nested If statements I have encountered an Error missing ) issue in the else statement, it's perplexed me and I think a rubber duck debug is in order. private ["_noncomState", "_wArray"]; _noncomState = player getVariable "var_lk_noncom"; _wArray = weapons player; if (count _wArray == 0) then { if (_noncomState == false) then { player setCaptive 1.44; hint "You are a non-Combatant!"; player setVariable ["var_lk_noncom", true] } else []; } else { if (_noncomState == true) then ( player setCaptive 0; hint "You are a Combatant!"; player setVariable ["var_lk_noncom", false] ) else []; }; This is the error that's produced: 16:36:46 Error in expression <te == true) then ( player setCaptive 0; hint "You are a Combatant!"; player se> 16:36:46 Error position: <; hint "You are a Combatant!"; player se> 16:36:46 Error Missing ) 16:36:46 File C:\Users\Lynn\Documents\Arma 3 - Other Profiles\Kinch\missions\n..., line 29 16:36:46 Error in expression <te == true) then ( player setCaptive 0; hint "You are a Combatant!"; player se> 16:36:46 Error position: <; hint "You are a Combatant!"; player se> 16:36:46 Error Missing ) 16:36:46 File C:\Users\Lynn\Documents\Arma 3 - Other Profiles\Kinch\missions\n..., line 29 16:36:46 Mission id: 4964a4130cdf29b09d84b46e8d2333956209f5c6 The error points to if (_noncomState == true) as being the culprit, however being formatted identically to the first part is confusing me. The script is initialized from a sequence starting from InitPlayerLocal.sqf, and the intent of the variable var_lk_noncom is to give the script something to check against so that the SetCaptive command isn't spammed every time a player's inventory changes state. Suggestions? -
scripting [SOLVED]Ejecting Units from Certain Seats
rkemsley posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am currently trying to make it so that when a hold action is preformed on a crate, it will put the crate in the back of a non specific Zamak Truck. This would mean that the seats in the back of the truck would have to be locked and anyone sitting in the truck must be ejected from those seats. This is my script so far, all working fine. [ this, "Load.", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_loaddevice_ca.paa", "_this distance _target < 3", "_caller distance _target < 3", {}, {}, { _this call { _ZamakTrans = nearestObjects [ _this select 0, [ "Truck_02_transport_base_F" ], 25 ]; if (count _ZamakTrans > 0) then { target = _ZamakTrans select 0; { target lockCargo [ _x,true ] } forEach [ 2, 3, 4, 5, 6, 7 ]; box attachTo [ target, [ 0, 0.25, -0.15 ] ]; box setVectorDirAndUp [ [ 1, 0, 0], [0, 0, 1 ] ]; }; } }, {}, [], 2, Nil, true, false ] remoteExec [ "BIS_fnc_holdActionAdd", 0, this ]; All I need at the moment is to be able to eject people from the seats 2, 3 4, 5, 6 and 7. (any advice/criticism on my script will be greatly appreciated.) -
[SOLVED]Trigger on presence of specific units
Grester posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found this thread of Arma2 from 2009 which asks the very same question. Now I must say I haven't tried this yet but, I wonder upon the release of Eden update if there are better alternatives given sync seems to have been sort of discontinued (I'm a Mission Editor amateur so I don't know if sync still actually exists.) or if simply there are better methods as of 2016's Arma 3 capabilities unlike A2 from 2009. Assurance of A2's method and possible alternatives are welcome. Thanks in advance. -
Textures won't load, strange visual artifacts when previewing with Bulldozer
chernaruski posted a topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Anyone had similar issues? OB suddenly stopped loading textures. Bulldozer preview was configured 100% fine and working and then just stopped loading model textures on all models. I tried re-installing , verifying , double checking textures paths , double checking the default texture folder P:\ is set, as it was when it was working and then just this: sometimes this , with some visual artifacts No textures, strange lines instead of smooth gray mesh (if textures are not set). The only things I've noticed in the logs that it has some error logged: Invalid module. Missing link to InitPluginModule function (127) Have no idea if it was there before, never checked since everything was working. That's it. ObjectBuilder.log - https://pastebin.com/i33X5FKQ -
Is there any good way to imitate arrays with action on dialogs? I have this right now: action = "player addMagazine ""20Rnd_762x51_Mag"";"; It works 'n' all, but I was trying to make it add more than just one magazine to the player. Is this possible without using execVM to execute a script elsewhere?
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solved Hostages like in the Firing from Vehicles Scenario
JFisher posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
SPOILERS INCOMING FOR THE FIRING FROM VEHICLES SCENARIO!!! Is there an easy way to add hostages to your mission in the same way as the firing from vehicles hostages? Where they had the nice animation and you had to use the BIS_fnc_holdActionAdd action to release them? If not, how do I tie the animations together so nicely like they did there? Currently struggling with getting the animations nice n smooth. Thanks! -
I was searching up how to set up a custom bind that would execute some code. I was able to find code which did exactly what I want it to do with some editing, but I have no idea how any of it works. The code is this: waitUntil {!isNull(findDisplay 46)}; (findDisplay 46) displaySetEventHandler ["KeyDown","_this call keyspressed"]; keyspressed = { _shift =_this select 2; _handled = false; switch (_this select 1) do { case 35: {//H key if (_shift) then { player action ["SwitchWeapon", player, player, 100]; }; }; }; _handled; }; I generally can read this and understand what it is doing. This makes it so that when I click shift+h it executes the player action, I can understand the case 35 is the H key with DIK KeyCodes, but how does this script know that you need to press the shift key as well?