Search the Community
Showing results for tags 'bis_fnc_holdactionadd'.
Found 5 results
-
bis_fnc_holdactionadd BIS_fnc_holdActionAdd Appear several times
Lucas28XD posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
BIS_fnc_holdActionAdd with сondition
Anteq Iney posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, I need a script that will display my holdaction if the player has an item in his inventory. My script that doesn't work: if (playerside == west) then { { [_x,"<t color='#FFAA00'>Remove!</t>", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa", "_this distance _target < 4", "(_caller distance _target < 4) && ("ToolKit" in items _caller)", {[_target, "wire_s",100] spawn CBA_fnc_globalSay3d;}, {}, {deleteVehicle _target;}, {}, [], 9, 0, true, false] call BIS_fnc_holdActionAdd; } forEach wire; }; Arma writes that there is an error in the line: "(_caller distance _target < 4) && ("ToolKit" in items _caller)", Where is the error and why it doesn't work?- 3 replies
-
- bis_fnc_holdactionadd
- holdaction
-
(and 6 more)
Tagged with:
-
Cannot connect to UAV in multiplayer - [Resolved]
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey, I am prepping a mission which will feature stativ UAV terminals for players to use. Their intent is to allow for connecting to jets turret gunners when using an action, and remove the uav terminal when leaving the uav interface. What I got so far is this: initServer.sqf: WaitUntil {!(isNil "turret6")}; //waiting for the spawn of the last turret in sequence [ turret_controller_1, "Control turret 1", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "_this distance _target < 2", "_caller distance _target < 2", {}, {}, {execVM "scripts\turret_control_1.sqf"}, {}, [], 2, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, turret_controller_1]; and turret_control_1.sqf: player linkItem "B_UavTerminal"; player connectTerminalToUAV turret1; player action ["SwitchToUAVGunner", getConnectedUAV player]; WaitUntil {!(isUAVConnected turret1)}; player unLinkItem "B_UavTerminal"; The simple script works perfectly in a Singleplayer environment. For some reason it does absolutely nothing when tested in Multiplayer. Basically we enter the map, proceed to the "turret_controller_1" which receives the action and when pressing and holding the spacebar (as instructed by the BIS_fnc_holdActionAdd command), the player is not transferred to the gunner view at all. All it does is add in the terminal for the player. I have been trying to kind of debug this issue and I came to the conclusion that the terminal does not connect to the turret (as shown by the getConnectedUAV command). I have no idea as to why that is, but that's slightly infuriating. I would be thankful for some guidance on this as I've been struggling to get those turrets to work for days now and there's always something new which does not work. I am leaning towards it happening because of some locality issue, but if that's the case, then I am the more in need of help. Thanks a lot, Adam- 16 replies
-
Animations in bis_fnc_holdActionAdd
BadHabitz posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm running into a problem trying to get the player to start an animation while using a bis_fnc_holdActionAdd. Should be specifically line 6 and line 9 in my code in the spoiler. I did try player switchMove "Acts_millerDisarming_deskCrouch_loop" and it didn't work. So I'm at a loss. Any help would be appreciated. Thanks. -
Help, HoldActionAdd action on random object
snakeplissken posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I would like some help in getting the "BIS_fnc_holdActionAdd" command to be shown in one of the three objects at random. I looked through BiWiki several times for the "selectRandom" and "BIS_fnc_selectRandom" functions, but in the attempts I made, none worked :( I do not understand English, so I use the browser "Chrome" to translate the pages, like here in the forum, so for me to understand easily is quite complicated. If anyone can help me with this, I will be most grateful. The code I tried, but I think there must be several things wrong :( file init.sqf _note1 = [noteP1]; _note2 = [noteP2]; _note3 = [noteP3]; _notepad = [_note1, _note2, _note3]; selectRandom _notepad; sleep 2; [ _notepad ,"Pegar o código","imagem\note.paa","imagem\cod.paa","_x distance _target < 2","_x distance _target < 2",{hint "Pegando o código"},{},{execVM "arquivo.sqf"},{ },[],15,nil,true,false] call BIS_fnc_holdActionAdd; * Learning code without knowing anything about it, and still in a language you misunderstand, should be like an English, trying to learn Arabic in a Russian translation dictionary.