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    • 2.16.151860 new PROFILING branch with PERFORMANCE binaries, v7, server and client, windows 64-bit, linux server 64-bit  - Added: Vehicle marker lights now animate with animated memory points  - Fixed: Ban reason was not displayed on the client being banned (but kick and BattlEye kick reasons were) - https://feedback.bistudio.com/T181310  - Fixed: Server kick/ban commands now support whitespace in usernames by wrapping them in quotes - https://feedback.bistudio.com/T181310  - Fixed: Performance degradation when many scheduled scripts are active  - Fixed: Missile targeting sensors did not check range/angle limits (anti-radiation missiles could target radar emitters that were behind the missile, out of range and whose radar did not even reach the missile) - https://feedback.bistudio.com/T181124  - Fixed: removeMagazine(Global) on a grenade would make the grenade 'type' unusable, even if more grenades were available - https://feedback.bistudio.com/T79813  - Fixed: Removing all throwables via addMagazineCargo/addMagazineAmmoCargo would leave a ghost grenade behind - https://feedback.bistudio.com/T181275   If you don't want to use the Steam branch, the files are also available for alternative download here:
      https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh Note: There are separate Dll files that also need to be placed into Game folder.
    • Works fine for me, I use it all the time. /Edit: It wants the action-key. Maybe you rebind your key settings? Try holding middle mouse button or whatever you reassigned it to.
    • Here is a variant that I used once. In this variant, the player needs a key object in his inventory. (I think you can find it in the editor as an inventory item) office setVariable ['bis_disabled_Door_7',1,true]; JFR_showKeyInput = true; publicVariable "JFR_showKeyInput"; [ keyInput, "Open with key", "\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 < 3) && (JFR_showKeyInput == true)", "(_caller distance _target < 3) && (JFR_showKeyInput == true)", {}, {}, { if("Keys" in (magazines _caller)) then { JFR_showKeyInput = false; publicVariable "JFR_showKeyInput"; deleteVehicle keyInput; //playSound3D [getMissionPath "sounds\DoorOpen.ogg", Auto, false, getPosASL Auto, 10, 1, 23]; office setVariable ['bis_disabled_Door_7',0,true]; } else { hint parseText format ["You need a <t color='#ff0000'>key</t> for this door!"]; }; }, {}, [], 0.8, nil, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, Auto];   I placed an object of the appropriate size in front of the corresponding door, named it “keyInput” and then made it invisible with the following: keyInput setObjectTextureGlobal [0, ""]; (Changing the visibility doesn't work, otherwise the holdAction will no longer be displayed!)   Looking back, the “JFR_showKeyInput” is probably not needed, as the “keyInput” is deleted anyway so as not to block the path.
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