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Found 66 results

  1. Hi there, It's quite annoying when someone else has used the gunner seat of a Heli, offsetting its position, and you later decide to Manual Fire from the pilot's seat and have a misaligned gun. I've been putting a lot of effort into setting up a script that can deal with this via a User Action, however I'm getting a few errors. A few of them are about missing " ) ", " ] ", " ; " (though I have done my best to never leave these out, including using a bracket checker plugin), or invalid variables (which is probably because it's checking a variable before it's set). To summarise, when a player pilot is in an armed Heli, they shall get a user action to centre the turret. This will have either the current AI or a temporary, invisible AI in the gunner seat target a spawned marker in front of the vehicle (if a player is in the seat it won't affect them). I currently have five six files in relation to this. EDIT: Below has been updated to the latest working script - If you get errors make sure there's no invisible characters using Word It requires CBA mission.Malden\init.sqf mission.Malden\description.ext mission.Malden\functions\functions.hpp mission.Malden\functions\fn_centreTurret.hpp mission.Malden\functions\fn_allowCentreTurret.sqf mission.Malden\functions\fn_turretDir.sqf Currently, unit spawning, marker generation and AI watching are working as intended, however the user action does not appear and if i set off turretdir.sqf manually ( [] execVM "turretdir.sqf"; ) it errors. EDIT: All working as intended. I'm not as proficient at SQF scripting as I'd like to be, so I've probably made some very obvious mistakes. Any help setting this up correctly and optimising would be appreciated. I will keep trying in the meantime.
  2. Hey guys, I would like to add for my players the ability to use an action which would only appear to them if they met a specific criteria. The criteria is to have a specific backpack and inside it, a specific item. I got the script responsible for the condition working, but only once I put it in the init.sqf. If I did it that way, the action would appear and remain available even after the condition was no longer fulfilled (the object being dropped for example). Naturally, I'd like to remove the action if the condition was no longer met. I basically do not know how to check for the condition so that it always pops up for the player once he meets that criteria. This is the script that I don't know how to call: if ((unitBackpack Player isKindof "tfw_ilbe_a_gr") && ("tfw_rf3080Item" in (items player + assignedItems player))) then {Player addAction ["Test Action", "test_action.sqf"];} Thanks!
  3. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  4. Hello, I'm currently trying to make some sort of interaction system for civilians, but ran into an issue, where the addAction function passes parameter to my script.sqf, but wrong. My script requires the parameter to be a string, but addAction seems to pass object. Any ideas? This is a code in a character init _entityName = "Alexander"; this setName _entityName; this addAction ["Interact", "script.sqf", _entityName, 1.5,true,true,"","player distance this < 2"]; This is my script.sqf DialogOwner = (_this select 1) select 0; DialogOption = 1; _handle = createdialog "Interakce"; then it creates a GUI window. When I try to create subtitles using spawn BIS_fnc_EXP_camp_playSubtitles, DialogOwner, which should be string is somehow an object. Thanks for any help
  5. https://community.bistudio.com/wiki/addAction actRevive = player addAction [format [localize "STR_action_revive", name cursorObject], { [cursorObject, (_this select 0)] spawn Haz_fnc_revive; }, [], 0, false, false, "", "_this distance cursorObject <= 4 && cursorObject getVariable [""isUnconscious"", FALSE] && !(cursorObject getVariable [""isBeingRevived"", FALSE])"]; Something soo simple...
  6. Hey guys, the title pretty much says it all. I have a pretty heavy amount on mission making under my belt and this is a question I have wondered for quite some time. On many of my missions I have a "recruiter" NPC that has addaction commands to recruit a variety of friendly infantry units to join the player squad. I'd love to have a way to set a "cost" for this function based on the players score (say 10 kills to recruit an AI squadmate). I am aware of the "Set Cost" module for zeus but I dont think that can be used in this way. I know that such things are possible with heavy scripting (thinking about the DUWS mods) , wondering if anyone has any semi straightforward solutions to this...
  7. Hello everyone, i have created a whiteboard with an addAction script that will activate a trigger wich is synched to the Open Strategic map module. This all seems to work fine however once the strategic map is openend once it cannot be activated again. So my question is how to make addAction repeatable or how to link my strategic map modules to a script? The addaction script in my whiteboard : this addaction ["Choose Insertion Point",{Trigger_Con = true; publicVariable "Trigger_Con";}]; Condition field of the trigger : Trigger_Con; I have been searching the internet for hours now without any luck and so i hope some of you here knows the answer. Sorry if my english is a little rubbish and if this is the wrong section of the forum. Thanks in advance
  8. Hi all, I am a bit lost here... I am trying to pass on a custom argument (_actionIDx) from one addaction to the next: However, the 2nd addaction returns a unknown variable _actionIDx and i can not find out what i am doing wrong. Any ideas? VD_Back should remove the action it was called from. first addaction: the 2nd addaction
  9. I have searched both google and the forums for this and see a couple answers to this question that do not make sense to me. I have a couple different firing ranges for my unit that are run via script. They work correctly in both hosted and on the dedi with one small exception. The rangemaster - which is a recording of one of our members played in the script - only executes on the player that activated the firing range, even though the range itself is working for every player on the server. I am 100% sure that it is a locality issue, as the addAction that calls the sqf is located in the init.sqf of the mission. I keep finding answers that have things like this: [Computadora1, ['Disparar a Barco',{<your code here>}] ] remoteExec ["addAction",0,true]; But I do not understand exactly what it all means as most people just provide a script and not an explanation of why it fixes the issues. My question is: how do I execute the addAction in game via remoteExec so that all players can both see the range and hear the rangemaster? Below is a snippet of my range code that involves the recordings - just to ensure that I haven't made a boneheaded error. init.sqf range4.sqf (partial) Thank you all in advance for the help!
  10. Hello, everyone! I want to add a script to any kind of video players in the game - tv, laptop, phone, screen. I want to use some kind of addAction script to be able to interact with the video player and when I am done a video shall start. Would you help me with the right script? I've been searching over the net for the past few days with very small success. Thank you in advance!
  11. Hi guys. I am trying to add a new option to the mouse wheel menu, but I want it to be activated only if I have any handgun and if I do not have any the option does not shows at all. Everything works well, but I need it to only works if I have the handgun. This is what i have now: And of course at this moment works with or with out the handgun. player addaction ["<t color='#FF0000'>Shoot as Rich Texan</t>","AirShoot.sqf"]; Te script on "AirShoot.sqf" file works great. Please help. Thanks.
  12. Evening people So I'm currently in the process of making a missions which is coming along rather well but I've now ran into a problem (which I was aware would happen), and I'm unsure how to go about it. Context: Upon spawning there two sides "west" & "civilian" When the CivPop players spawn I wish for one of them at random to be selected to have a certain option and also be hinted they are the chosen player. The option I wish for them to have is an "AddAction" which when activated will execute a script.In that script I wish for it to force that unit to switch Side to "east", change their loadout, play a sound file, hint to "west", and then remove action. Currently I have a onPlayerRespawn.sqf file with the following (Var shooter is currently on "east" side) sleep 5; shooteraction = shooter addAction [ "<t color='#C00000'>BEGIN CARNAGE</t>", "shooter.sqf" ]; Within the shooter.sqf is the following shooter say3d ["pumped", 25, 1]; shooter removeAction shooteraction; All of the above code works fine, it's quite simple, I've got the sound file to play fine and the action to be removed; but now how would I go about the rest. Upon spawning: Choosing random CivPop player to have said option and hint informing them upon spawning When activated: Forcing chosen player to side "east" Forcing chosen player to change loadout to what I list To play the above sound file and finally remove action Any help would be great. I'm still quite Amature to development for Arma but I have a passion to learn. Sadly I'm stumped .
  13. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]};
  14. Hello everyone, I'm having trouble adding actions to an object. Locally everything goes well. the code below works well and the actions are displayed every 2 after the others. However once on the server, it displays the last action executed by the script ... please help? if (TerminalArsenal) then {[hds_terminal] spawn fnc_EstUnArsenal}; if (TerminalDeSaute) then {[hds_terminal,"Insertion",7] remoteExecCall ["fnc_EstUnTerminalDeSaut",2]}; if (TerminalDeGroupeIA) then {[hds_terminal,"Groupe:R.O.S",1] remoteExecCall ["fnc_EstUnTerminalDeGroupeIA",2]}; if (TerminalDeGroupeIARHS) then {[hds_terminal,"Groupe:R.H.S",2] remoteExecCall ["fnc_EstUnTerminalDeGroupeIARHS",2]}; if (TerminalDeGroupeIAPERSO) then {[hds_terminal,"Groupe:H.D.S",3] remoteExecCall ["fnc_EstUnTerminalDeGroupePERSO",2]}; if (TerminalMission) then {[hds_terminal,"Mission|Suivante",4] remoteExecCall ["fnc_EstunTerminalMission",2]}; if (TerminalDeNeutralisation) then {[hds_terminal,"Basculer Civil|Militaire",5] remoteExecCall ["fnc_JoueursNeutre",2]}; if (TerminalDeSauvegarde) then {[hds_terminal,"Sauver|Equipement",6] remoteExecCall ["fnc_SauvegardeEquipements",2]}; if (TerminalDeDebugger) then {[hds_terminal,"Nettoyer|Mission",5] remoteExecCall ["fnc_EstUnDebugger",2]}; Below the code of one of my actions params ["_UnObjet","_Message","_Ordre"]; _Message = format ["<t color='#353531'>H</t>|%1",_Message]; _Icone = "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_search_ca.paa"; [_UnObjet, //L'objet sur lequel l'action est attachée | The object on which the action is attached _Message, //Titre de l'action | Action title _Icone, //L'icone qui est affiché à l'écran | The icon that is displayed on the screen _Icone, //L'icone de progression | The icon displayed on the progress screen "_this distance _target < 5", //Contion pour que l'action soit affiché "_this distance _target < 5", //Condition pour que l'action progresse {}, //Le code exécuté quand l'action commence {},//Le code exécuté quand l'action est entrain de progressé {ExecVM "atm_airdrop\atm_airdrop.sqf"}, //Le code exécuté dans l'action est terminée {}, //Le code exécuté si l'action est intérrompu [], //Arguments passed to the scripts as _this select 3 1, //Durée de l'action _Ordre, //Prioritée | Priority (ordre on the screen) false, //Supprimer quand l'action est terminé ? | if remove after down action false //Montrer dans l'etat d'inconscience ? | ] remoteExec ["BIS_fnc_holdActionAdd",0,_UnObjet]; //-2 : Tous le monde sauf le serveur In conclusion, this code is executed only by the server. however, the action is visible to all clients. Clients only see the last action that the server performs. locally all works properly. if the code is executed by the client, then yes it works, but each client will generate duplicates.
  15. Hello, I am not an expert and I galley for a while. I have this script and it work good but i Don't use it correcly in multiplayer Init RHQ1: [[RHQ1, ["Deploy HQ", "scripts\HQ\RHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; OPEN RHQ = RHQ1.sqf #define RCAMOCOVERR "CamoNet_OPFOR_big_F" // <-- Camo Cover class name #define RCRATER "rhs_mags_CRATE" // <-- Supply RCRATER class Name #define MUR "Land_fort_bagfence_round" #define MUR2 "Land_fort_rampart_EP1"// <-- Supply RCRATER class Name _HQ = _this select 0; _caller = _this select 1; _id = _this select 2; _HQ removeAction _id; _isEmpty = !(getPosATL RHQ1 isFlatEmpty [6, -1, -1, -1, -1, false, RHQ1] isEqualTo []); _isVelocity = speed RHQ1 isEqualTo 0; if (_isEmpty && _isVelocity) then { //_HQ addaction ["RePackage HQ","scripts\HQ\RreHQ1.sqf"]; //removeAction Deploy_RHQ1; Repack_RHQ1 = [[RHQ1, ["Repack HQ", "scripts\HQ\RreHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; //if (!alive RHQ1) then {removeAction RHQ1}; //[[RHQ1, ["Repack HQ", "scripts\HQ\RreHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; private ["_HQ","_RCAMOCOVERR","_rsupply","_rprotect","_rprotect2"]; _HQ = _this select 0; _RCAMOCOVERR = createVehicle [RCAMOCOVERR, getPosATL _HQ,[],0,"CAN_COLLIDE"]; _RCAMOCOVERR attachTo [RHQ1, [0,0,0.1]]; _HQ setVariable ["CAMO",_RCAMOCOVERR]; _RCAMOCOVERR allowDamage false; _rsupply = createVehicle [RCRATER,[ (getPos _HQ select 0)-6, (getPos _HQ select 1)-0.2,(getPos _HQ select 2)+0.1],[],0,"CAN_COLLIDE"]; _HQ setVariable ["SUPPLY",_rsupply]; detach _rsupply; _rprotect = createVehicle [MUR,[ (getPos _HQ select 0)-6, (getPos _HQ select 1)-0.2,(getPos _HQ select 2)+0.1],[],0,"CAN_COLLIDE"]; _rprotect attachTo [RHQ1, [0,12,-1.5]]; _HQ setVariable ["PROTECT",_rprotect ]; detach _rprotect; _rprotect2 = createVehicle [MUR2,[ (getPos _HQ select 0)-6, (getPos _HQ select 1)-0.2,(getPos _HQ select 2)+0.1],[],0,"CAN_COLLIDE"]; _rprotect2 attachTo [RHQ1, [0,-12.7,-2.3]]; _HQ setVariable ["PROTECT2",_rprotect2 ]; detach _rprotect2; //Creation AGS _rmk19 = "RHS_AGS30_TriPod_VDV" createVehicle ([ (getPos RHQ1 select 0), (getPos RHQ1 select 1),(getPos RHQ1 select 2)+200] ); _rmk19 attachTo [RHQ1, [-10,-0.2,-0.5]]; detach _rmk19; //Creation MG _rmini = "rhs_KORD_high_VDV" createVehicle ([ (getPos RHQ1 select 0), (getPos RHQ1 select 1),(getPos RHQ1 select 2)+200] ); _rmini attachTo [RHQ1, [10,0.2,-0.5]]; detach _rmini; sleep 1; _RCAMOCOVERR allowDamage true; //// Creer position if (playerSide == east) then { _m = createMarkerlocal ['RHQ', (getPos RHQ1)]; _m setMarkerTypelocal 'o_hq'; _m setMarkerColorlocal 'ColorRed'; _m setMarkerTextlocal "HQ REDFOR"; }; _HQ setVariable ["deployed",true,true]; } else { Deploy_RHQ1 =[[RHQ1, ["Deploy HQ", "scripts\HQ\RHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; if (side player == east) then {hint " impossible in these conditions";};}; CLOSE RHQ1 = RreHQ1.sqf _HQ = _this select 0; _caller = _this select 1; _id = _this select 2; _RCAMOCOVERR = getPos RHQ1 nearestObject "CamoNet_OPFOR_big_F"; _rprotect = getPos RHQ1 nearestObject "Land_fort_bagfence_round"; _rprotect2 = getPos RHQ1 nearestObject "Land_fort_rampart_EP1"; _rsupply = getPos RHQ1 nearestObject "rhs_mags_crate"; _rmini = getPos RHQ1 nearestObject "rhs_KORD_high_VDV"; _rmk19 = getPos RHQ1 nearestObject "RHS_AGS30_TriPod_VDV"; //_HQ removeAction _id; //_HQ addaction ["Deploy HQ","scripts\HQ\RHQ1.sqf"]; //[[RHQ1, ["Deploy HQ", "scripts\HQ\RHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; //removeAction Deploy_RHQ1; Deploy_RHQ1 =[[RHQ1, ["Deploy HQ", "scripts\HQ\RHQ1.sqf"]], "addAction", true, true] call BIS_fnc_MP; //if (!alive RHQ1) then {removeAction RHQ1}; // Delete cover & Delete supplycrate deletevehicle _RCAMOCOVERR; deletevehicle _rsupply; deletevehicle _rprotect; deletevehicle _rprotect2; deletevehicle _rmini; deletevehicle _rmk19; deleteMarkerlocal "RHQ"; I try with the MP function but it duplicates the functions on the other players to see. Thank's for help!
  16. Hi guys, I'm building a sort of training map that's getting to be quite ambitious the overall objective being to allow for multiplayer training of equipment and tactics in arma. I have a lot of equipment down and have been creating scenarios etc... for each type of equipment to instruct players how to respond to the specific scenarios. I have a few transport helicopters (little birds) placed in an area with a trigger encapsulating them (10m height) the condition of the trigger being "This" and this code in the upon deactivation field This all works great however I am running this on a dedicated server and it seems only the pilot has control of weather or not the specific vehicle component is damaged, I would like if the copilot could control this so as to have an instructor in the copilot seat randomly disabling components at inconvenient times.
  17. Hi all, I'm trying to add a feature to a scenario which will allow players to use a menu action to create a camera (in this case a kestrel) which they can fly around in. Then, once they are done scouting, can use another menu action to destroy the camera and return to controlling their soldier. Just on a quick testbed scenario I have the following scripts. In my init.sqf I have Then I have two scripts. In "flyfree.sqf" is have In "Stopflying.sqf" I have: Thus far the main problem I am encountering is that I cannot get any menu actions when you are transferred to controlling the camera. Is this an inherent feature of Arma with no workaround? A second minor problem which may be my client is that in the debug commands I can destroy the camera, but it doesn't automatically return to controlling the soldier. Any help will be greatly appreciated! Thanks
  18. I created a mission in the Eden Editor and I wanted to add a little script which is going to allow me to access the virtual Arsenal in anytime I want, anywhere through the scroll wheel, and another little script which is going to disable the fatigue system and thus I could have infinite stamina. Here is the code:(the file is saved in the mission folder[Documents]) Init.sqf player addAction ["Aresenal", {["Open",true] spawn BIS_fnc_arsenal;}]; player enableFatigue False; player addEventHandler ["Respawn", {player enableFatigue false}]; So here is my problem, the script works just great in the editor when I test the mission. but when I try to host a server[not a dedicated server] It doesn't work. I'm not really good at ArmA3 scripting I'll be so happy if someone could just tell me what code should I use and where do I need to put it. I'll be happy if someone could help me, thanks...
  19. Download: MIL_Priorities - Dropbox/Armaholic Description: MIL_Priorities is a simple script to add actions to a player that indicate what addActions are sitting where on the priority order. This script is likely to only be useful for organising your own addAction priorities or to determine other scripts/mods addAction priorities. Features: - Creates addActions with priorites from 0 to 6. - User can set the interval between each priority. To use: - Copy the file MIL_Priorities.sqf to your mission folder. - Run the script using: - nul = [_interval] execVM "MIL_Priorities.sqf"; - _interval - number (optional) - default: 0.5 - addActions will spawn from 0 to 6 using the interval - Example: - nul = [1] execVM "MIL_Priorities.sqf"; - addActions will be created with a priority interval of 1 - i.e. 0,1,2,3,4,5 and 6 If anyone finds any problems please let me know. Thank you.
  20. How can I make a addAction on an object working underwater? Seems only in MP it isn't working.
  21. Is it possible to add an action to all objects through the description.ext? like? class CfgVehicles { class LIB_AmmoCrates_NoInteractive_Large { class UserActions { class CollectPoints { displayNameDefault = "Collect"; showWindow = 0; hideOnUse = 1; displayName="Collect"; position="action"; radius=0.10000; onlyForPlayer = 1; condition = true; statement = "this addAction ["Collect", {myCurator addCuratorPoints 0.15}]"; }; }; }; }; which the code doesn't work because i keep getting the (something) instead of ''' error. Anyway if its possible, i want to do this route instead of doing init code as this would mean that all objects placed by editor or Zeus would be affected.
  22. im tryna make an addaction to work from 2meters and i found a script online and i connected it to my script didnt really work what have i done wrong? drugdealer addAction ["Weed bale 3.5K","drugs\weedbale.sqf",[],3500];
  23. Hey guys. I'm hoping you can help me shed some light on the selection parameter in addAction. This is what I'm trying to achieve: When approaching the object (Dual Monitor on stand) 2 actions are available. I want the actions to be fixed to each screen so when looking on the left screen only the left screen's action is available and vice versa. The object in question is the "Land_TripodScreen_01_dual_v1_F". I'm been trying to use the addAction selection parameter to do this but the actions does not want to show up. Now my primary guess is that the selection names I'm using aren't correct but I can't for the life of me figure out how to find them. The config shows hiddenSelections to be "Screen_1" and "Screen_2" and selectionNames provide the same but in lower case. I've tried HandleDamage and HitPart to no avail and I've even resorted to guessing a few variations too: screen1, monitor1, monitor_1, etc. Here's the code I'm currently running: So you guys know anything else I can try to get the selection parameter to behave. If not any ideas for a workaround? I've played with the idea of using the intersect family but, unless I've missed one, none of them return the selection. Maybe I need to go the whole hog and approximate each screen in model space and then do some fancy math to check it against the camera vector? Could be expensive for an addAction condition though. Thanks.
  24. i need this line colored ingame market addAction ["Toolkit 10$ (requires backpack)","market\toolkit.sqf",[],10]; how can can i do it? when ever i put the color thing on it the script wont work on my AI
  25. Gents, I am trying to have this addaction only available to my player when the object "lootbox1" is not alive. in init.sqf: player addAction ["Spawn Lootbox","lootboxspawn.sqf",[],0,false,false,"","!alive lootbox1"]; This addaction will spawn a lootbox with Variable Name "lootbox1". I want this addaction to disappear if "lootbox1" is created and "alive". but when i destroy it, the addaction should become available again. The addaction works as long as i do not use the condition "!alive lootbox1". Hence I am assuming the code for this condition is wrong. appreciate any help;) cheers
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