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Found 82 results

  1. I'm trying to get this to work in Multiplayer, but getting nowhere so far. I am using beno_83au's MIL_CAS script in my mission. This uses the mouse scroll wheel to call for a Gun Run (guns only) followed by a playsound3D (with custom ogg file) and a 180 second cooldown with the hint to player to wait for the cooldown. This works very well in Singlepayer, but not in Multiplayer. Also having issues with other players in the same team not being able to hear that custom ogg audio at times. initPlayerServer.sqf if (playerunit == JTAC) then { _id = playerunit addAction [ "<t color='#FF0000'>Call for Gun Run</t>", { params ["_target","","_id"]; if (diag_tickTime < (uiNamespace getVariable ['tag_cooldown',-1])) exitWith { hint (format ['CAS Pilots are busy doing runs. Please wait %1 more seconds.',(round ((uiNamespace getVariable ['tag_cooldown',-1]) -diag_tickTime))]);}; _cooldown = 180; uiNamespace setVariable ['tag_cooldown',(diag_tickTime + _cooldown)]; nul = [screenToWorld [0.5,0.5],200,"B_Plane_CAS_01_F",0] execVM "MIL_CAS.sqf"; _soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString; _soundToPlay = _soundPath + "sounds\radio4guns.ogg"; playSound3D [_soundToPlay,soundSource]; }, nil, 0, true, true, "", "alive _target", -1, false ]; }; btw, my ogg files in description.ext are 100% fine, so I know that is not the issue: class CfgSounds { sounds[] = {}; class gunrun { name = "gunrun"; sound[] = {"sounds\radio4guns.ogg", db+2, 1.0}; titles[] = {0,""}; } Here are all the files in case you'll want to try it for yourself: https://drive.google.com/file/d/10WkdJCVeuuCuxOPJlDkUcVCqV44VUolB/view?usp=sharing And the modlist: https://drive.google.com/file/d/11st38ojvCu_g7yJw3rJoXByvnVIgl9CM/view?usp=sharing
  2. Hello everyone! I read a post by another user and felt the need to finally give back to the community. I give to you functional HEMTT Movers and SAM trailers. these 3 addActions allow players to tow and un-tow SAM trailers. Works on dedicated servers too! Semper Prorsum! Steam Workshop Demo Mission initPlayerLocal.sqf Thank you Larrow, pierremgi, and Davidoss . For me to be able to read someone's request for help and know what needs to be done before I even open notePad. Is all thanks to your tutelage. Both directly and indirectly through your extensive posts helping others. I am in your debt, thank you.
  3. Hey guys, I am looking for some help and explanation on a trigger issue that I cannot seem to find a workaround for. It is most probably me being stupid and forgetting something obvious, but I will be glad if someone explained to me what I am doing wrong. I am trying to have a trigger add three hold actions (repair, rearm, reafuel) to a specific vehicle once it enters the trigger area. It is currently set up like this: Activation: Anybody Activation Type: Present Repeatable: Yes Condition: h1 in thisList; On Activation: [ h1, "Repair", "holdAction_repair_ca.paa", "holdAction_repair_ca.paa", "_this distance _target < 8", "_caller distance _target < 8", {player playMoveNow "AinvPknlMstpSnonWnonDnon_medic3"}, {}, {h1 setDamage 0; hint "Vehicle repaired";}, {player switchMove ""}, [], 10, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, h1]; [ h1, "Rearm", "holdAction_rearm_ca.paa", "holdAction_rearm_ca.paa", "_this distance _target < 8", "_caller distance _target < 8", {player playMoveNow "AinvPknlMstpSnonWnonDnon_medic3"}, {}, {h1 setVehicleAmmo 1; hint "Vehicle rearmed";}, {player switchMove ""}, [], 10, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, h1]; [ h1, "Refuel", "holdAction_refuel_ca.paa", "holdAction_refuel_ca.paa", "_this distance _target < 8", "_caller distance _target < 8", {player playMoveNow "AinvPknlMstpSnonWnonDnon_medic3"}, {}, {h1 setFuel 1; hint "Vehicle refueled";}, {player switchMove ""}, [], 10, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, h1]; On Deactivation: removeAllActions h1; So it's pretty straightforward. The problem is, the action that gets added to the helo is added the amount of times that there are players on the server. That is, if I test it in my local MP I see them added once each (correct). If I launch the mission on a server, I see all three actions doubled (one for me and one for the server it seems), and when I entered with four other players the actions were added a total of six times each. I may be forgetting something obvious, but I just want the action to be added to the vehicle once per type (one repair, one refuel, one rearm). Otherwise once you approach the vehicle it just spewes a crap tonne of actions listed in the scroll menu. Thanks in advance for your help!
  4. 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!
  5. 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...
  6. Greetings esteemed Arma scripters! I humbly come to you with a problem I'm hoping someone can solve. So, I'm working on a mod for my unit to have individual supply boxes for each unit member. The objects are available in the mission editor and are also Zeus placeable. That I've got without problems. The hangup comes in when someone crashes. When they go back to their supply box the things they previously took out are gone, because they crashed. My solution is to add "reset" addAction, which is a sqf to clear the box and then addItemCargoGlobal to refill the box. These boxes are also not local to the mission file, but are created with a pbo in the modpack. To sucessfully code it into the config.cpp I use this code in the box's cfgVehicles class: class EventHandlers: EventHandlers { init = "(_this select 0) addAction [""<t color='#ffffff'>Reset</t>"", ""\Gearboxes\scripts\frostbox.sqf"",[],1,false,true,"""",""_this distance _target < 3""];"; }; In the header of the sqf I use the following (with an example item added): if (! isServer) exitWith {}; _crate = _this select 0; clearItemCargoGlobal _crate; _crate additemcargoglobal ["acc_flashlight_pistol", 1]; All of this works as intended in local and local multiplayer. The config adds the addAction to the box and the script removes all of the items and them reloads the desired items. The issue is the box doesn't clear or reload on a dedicated server. The addAction is present but there is zero effect. The purpose of this project is to use it on a dedicated server, so it's a problem that needs solving. If I change "_this select 0" in "_crate = _this select 0;" to a variable assigned to the box then it works fine. Example "_crate = frostbox;" So I think that's the bit of code I need to change to get this to work without having to assign variables to all of the boxes and to align the sqf's to match. Anyone have an idea?
  7. Hello. For the past hour or so I've tried to link an addaction to another addaction in the init field of a data terminal. Here's my notes for that init section and the script. //Add an action to a data terminal to open it //When that action is activated by a player, it will add another action //When that second action is activated, it will run an .sqf file that //consists of the nopop variable this addAction ["Startup Terminal", {[KillhouseControl,1] call BIS_fnc_dataTerminalAnimate; this addAction ["Start Killhouse", targetup.sqf}]]; this addAction ["Shutdown Terminal", {[KillhouseControl,0] call BIS_fnc_dataTerminalAnimate;}]; //To-do: Remove action First of all, is there anything I'm doing wrong? Second of all, is there a way to do this?
  8. Script Example (which I use in my mission): [ Truck, "<t color='#58D68D'>Enganchar UH60</t>", "\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) && (Truck_Bar distance Heli_1 < 10)", "(_Caller distance _target < 3) && (Truck_Bar distance Heli_1 < 10)", {}, {}, { null = ["Scripts\Interacciones\Remolcador\Soltar_Heli_1.sqf","BIS_fnc_execVM",false,false] spawn BIS_fnc_MP; [Truck,_actionId] call BIS_fnc_holdActionRemove; }, {}, [], 5, 6, true, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, Truck]; ____________________________________________________________________________________________________________________ When I put this Script in my Init.sqf file, one appears every time a player joins my dedicated server. Is there a way to fix that? the problem is where do I put my script? or is it a typical Arma 3 problem?
  9. Hey there, I'm trying to get an object to provide a whitelisted player with the option to purchase ammunition once in close proximity. So far, I've written the following into the object's init: if (getPlayerUID player in _UIDList) then { this addAction ["Buy STANAG mag $100","purchasestanag.sqf"]}; The mentioned _UIDList simply reads as follows under init.sqf: _UIDList=["76561198090900291"]; Is there something crucial I'm forgetting to include? I'm very fresh to coding, so do excuse my ignorance. Any pointers are much appreciated.
  10. 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
  11. Guys I have this hold action set up to revive downed team mates. My issues are: 1) How can I reduce the completion time if the caller is a medic? 2) Can I cancel the holdAction with a hint if the caller has no FirstAidKits? (I want the hold action to show even if the caller does not have the firsAidKit, I just want the hold action to exit with a hint, would if ((({""FirstAidKit"" == _x} count (items _caller))<1)) exitWith {hint "You need a firstAidKit";} work inside the conditionProgress field? Thank you!
  12. Hi lads, so iam currently working on a Vietnam Mission for me and my Bois and i would like to be able to play some music tracks over the addaction menu, but i dont know how for the love of God how to do it. I have the tracks prepared in my description.ext which looks like that: class CfgMusic { tracks[]={}; class Vietnam { name = "Vietnam"; sound[] = {"\sound\Fortunate Son", db+0, 1.0}; }; class All right now { name = "All right now"; sound[] = {"\sound\Free - All Right Now.ogg", db+0, 1.0}; }; }; Iam wondering if that is allright and if yes how i make it that i can play the music over addaction. Thx for the help in advance.
  13. Hello, I open this thread so that people who search for it on the Internet can find it easier than I do. I have solved this with the help of the people who were in the Slack of the ACE (special mention to Schwaggot). 1. It have to be executed from an Addon (or at least it is the only way it worked for me) 2. Code executed from my addon config.cpp class ace_medical_treatment_actions { class Diagnose; class ExecuteMyCode: Diagnose { displayName = "EXECUTE MY CODE"; displayNameProgress = "EXECUTE MY CODE"; items[] = {}; category = "examine"; allowedSelections[] = {"All"}; allowSelfTreatment = 1; treatmentTime = 3; callbackSuccess = "true"; callbackFailure = ""; callbackProgress = ""; condition = "true"; itemConsumed = 0; litter[] = {}; }; }; Spyke.
  14. And the second issue that came up with the one mission was this: this addaction ["Pickup Key","Scripts\PickupKey.sqf"]; the above resulted in 4 actions appearing on the object. 4 were the players 4 were the actions. So if I place the above code in a trigger that is Server Only will the action only appear once while been shown to all players?
  15. Hello, community. I am working on a Coop mission, where I have placed 3 playable units. I will perhaps add more later, depending on my later ideas. They all (including me - the player) need to be able to pick up an item (a specific bagpack - ace_gunbag_Tan). I have placed this object on the ground and I am the only one who can pick it up right now, but it is an important item, being also a protective gear. 😄 So, when I or the other players pick up the first object, the same object should respawn on its previous location after, let us say, 10-15 seconds. It should respawn exactly X times, according to the playable count of units. How do I achieve that? Thank you in advance and cheers! 🙂
  16. Test Lab Workshop for ARMA III, ver. BETA 0001 (2019) This download is compatible with APEX game version 1.7 and higher Drive Link Download: Test Lab New Live readMe file This download includes mission editor files. When my mission folder began to overflow with script test scenarios and VR compositions, I decided to create a master workshop file to use in the future. I considered what features should be built in. Hopefully this tool will be helpful for you, too. INSTALLATION Install the folder 0_testLAB.VR to your ArmA 3 mission folder (usually in Documents). Examples included: Images: Video: THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design Arma Public License No Derivatives (APL-ND)
  17. Hi guys, here's the skinny. I've got an aircraft with 3 AI crew and one player crew in an MP environment on a dedicated server. That said the player is NOT grouped with the 3 AI crew for REASONS... What I'm trying to do is add an addiction to the aircraft to allow the player to select a position on the map and order the aircraft to Loiter with given radius and altitude. Here's the code I have at the moment Mother addaction ["Set Orbit", { _this select 1; Orbit_set = true; hintsilent "Open your Map. Leftclick to set orbit center"; onMapSingleClick " _wp1 = group MotheD addwaypoint [_pos, 0]; [group MotherD, 1] setWaypointType ""LOITER""; _mk1 = createMarkerLocal [""OrbitCenter"", _pos]; ""OrbitCenter"" setMarkerType ""waypoint""; [group MotherD, 1] setWaypointPosition [_pos, 1]; [group MotherD, 1] setWaypointLoiterRadius 2000; Mother flyInHeight 1500; Orbit_set = false; "; waitUntil{!Orbit_set}; onMapSingleClick ""; ;} ]; So whats happening is, I select the action (as the player) and I receive the hint, however when I click on a position after opening the map nothing happens. I can go into Zeus and verify no waypoint has been created. However; when I alt click on the map the whole aircraft gets teleported to that position... what gives I don't have a getpos setpos anywhere in there I'm totally lost, I was reading something about an EH for this kind of thing but I'm not understanding that, It seems way more complicated than it needs to be. Thanks! Mother = the aircraft variable name MotherD = the driver of Mother (Pilot)
  18. 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!
  19. Im having abit of trouble getting my addactions to remove from list. What I have tried in greeting.sqf //Not the hole sqf file Guard1 addAction ["What do you do here", "Dialog\Guard1\JobDisc.sqf","((_target distance _this) <2"]; in JobDisc.sqf hint "I guard the entrance to Camp Bravo"; Guard1 addaction ["Anything happen lately?", "Dialog\Guard1\EnemyLoitering.sqf"]; Guard1 removeaction "What do you do here"; //this action is added by a different script file. I got a hole convo working with a few scripts like this. Everything works perfectly except for the remove action. I need the previous actions to be removed because if you ask again they add more. this is on a coop/single player mission where you respawn as a squad mate when you die until everyone is dead.
  20. Hello awesome BI community! This is the first time I'm posting an issue here so any help would be much appreciated, and thank you in advance for the use of your time. 🙂 END GOAL: helicopter spawns (via triggers listening to boolean variable in game) helicopter goes to object (defined in script) helicopter goes to player (defined in script) helicopter returns to base helicopter disappears (via triggers listening to boolean variable in game) and: the addAction has an initial menu that just states "SUPPORTS" then upon selecting deletes that action and adds a subset of supports for the player to use. INTENTION: What I'm trying to do is have ONE .sqf script and pass variables to that script via execVM from a trigger in game. I have created this script using 3 .sqf script files using public and predefined variables in game, and it works. But I want this to work more like a function than a script. So this is my first script which uses private variables. I would like this to remain as ONE .sqf so I can copy this to a new mission and create/define the objects/groups in the game, then pass those using execVM. PROBLEM: Everything works, except addAction transfers the code to a scheduled task and the private variables are undefined there, at least that's how I understand it. CODE THAT WORKS WITH PUBLIC VARIABLES: CODE IM TRYING TO GET WORKING WITH PRIVATE VARIABELS: HOW I'M CALLING THE CODE: *EDIT In the game it errors at: slingloadmain = _player addAction [ "SUPPORTS", { _player removeaction slingloadmain; _activate = false; Is this even possible?
  21. 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.
  22. 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!
  23. 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
  24. 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...
  25. 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...
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