I already figured it out.
Mods are making the original version to not work properly. If you remove all mods, it´ll work fine. I´m currently working in a fixed version for using the script with mods. As soon as I finish it, I´ll post it here.
I already figured it out.
Mods are making the original version to not work properly. If you remove all mods, it´ll work fine. I´m currently working in a fixed version for using the script with mods. As soon as I finish it, I´ll post it here.
This mod needs a good single player mission.
Like "A day at the shooting range" or something. Something lazy people like myselfcan just pop in the mission folder and play while getting some atmosphere from the mission maker. Similar to the "home airport base" in BAF dlc.
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Nice script thanks for making and sharing!
/KC
A3 Alpha issues
0002034: Infantry auto stand-up while crawling near low walls/stone hedge
A2:OA issues
65438: Infantry auto stand-up while crawling near low walls/stone hedge
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I'm having some issues with this script in a training mission. It works perfectly until you try to clear a target after shooting at it a couple of times. As soon as you hit that it throws an error
it is version 0.9vCode:Error in expression <scoretable; }; if (WALK_TARGET_PUBVAR == _target) then { _scoretable = null; > Error position: <== _target) then { _scoretable = null; > Error ==: Type Script, expected Number,String,Object,Side,Group,Text,Config entry,Display (dialog),Control,Team member,Task,Location
I'm trying to use this in the beginning of a mission. How would I set this up so when the player "Inspects target" and if the total score is over a number, say 30, than a trigger would go off and the objective is complete. I basically want a player to dial in his scope for a sniping mission and when he gets a certain score it's on to the next objective.
I see that the variable is _totalscore but if I make a trigger with a condition of:
and an Onact of:Code:_totalscore = 30
nothing happens. The simple hint never goes off. How would I pass the total score variable to the trigger? I'm assuming this would be possible. My scripting skills just aren't good enough yet.Code:hint "Complete";
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Yeah I would really like a human target but I think a simple scoring system like this would work better.
For example
http://www.caelyntek.com/airsoft/art...APSStarget.jpg
This is great Ive used it in the past and some today. Haven't had any competitions as of yet but maybe soon. I just wanted to report however that your included new demo mission may be broken somehow. In that even on Desert I still have to walk to the target to check score and the editor doesnt show you added an action to anything near the shooters location. I wanted to add the addaction Check score to an object and used your Syntax snippet and I am getting frustrated with the editor because its saying first Local variable in global space then I get rid of the underscores in front of everything and it tells me Type of script expected nothing or something like that.There was another guy who recently did a GUN RANGE scripted Single/Multiplayer mission at Chernarus Main Airport and it allows change of target distance,type,Moving or still options as well as some other settings its fun but Not very realistic, though it does make for a great Practice tool it only says if you hit not a score based on where you hit This script seems much more in depth for Target Info however maybe you can get some Ideas from his on how to do some other things you want to add. I have to say,I have seen several mentions of targets may I suggest the light blue and white silhouette Targets they use at Quantico. And of course if your willing to go all out the new Zombie Targets would add a nice touch hehe. I wonder also if theres a way to get the Neon shot Dots so you can see where you hit before you check score.Hope to see an Update Keep up the Great work man.