Is it possible to make a weapon jam when a trigger is activated? something along the lines of: weaponjam = true
Is it possible to make a weapon jam when a trigger is activated? something along the lines of: weaponjam = true
There is no API as far as i know but as always you can dig into the code and search for it :P. In this case:
[_ammo] spawn ace_sys_overheating_fnc_stoppage;
for a triger, the ammo parameter its not really used, and you must asing the result to something(i really hate that stupid thing of the editor), so it would be somethig like:
But, it's not an API funcion so future changes in ACE can make that stop working so use at your own risk :P.Code:x=[] spawn ace_sys_overheating_fnc_stoppage;
Thanks for your help columdrum.
I should have mentioned I'm very new to this. I tried putting that code in a trigger as is, and when I activated it it just stopped my keyboard from working. What exactlly do I put into it to make my weapon jam? where do I write the unit name etc.
Then you should start with easier things, start with the basic and then move step by step ^^.
And about the keyboard freezing... well obviously you did something wrong. The funtion doesnt have any soldier parameter because its a local funcion, that must be executed on the client machine and jams the local player, and obviusly only affects players. So you will need to understand how locality works in arma2 to just jam the weapons of units you want and when you want.
It worked fine for me:
http://www.mediafire.com/?p0to4g74bca797l
Cool it's working now, Thanks so much for your help and patience
A question, i have a steam version of arma2 , i have installed the mod folders of ace into Arma2oa folder and i am running the game together with the ace mod in combined operations mode, is that correct or i should have played it in OA without using it in combined operations?
Also, is the mod going to cause some troubles in SP campaigns like Harvest red for eg?
Thanks
Hi masters,
I'm using ace_wounds_prevtime=900 in my init.sqf, but if a user disconnect from server (and reconnect after) during unconcious and counting, the soldier stop's in counting prevtime. The soldier is respawned automatically in sequence after a secound shoot. some bugs....
See my video for better details (with annotations of events):
http://www.youtube.com/watch?v=lxGVkKTihFU
Is Ace's bug?
My init.sqf is :
My description.sqf is:Code:// ACE2 Settings ajustes ace_wounds_prevtime = 900;
Ace version is last stable, CBA v0.7.8.166Code:respawn = 3;
My mission has a module ACE Wound System, no more.
Ps. Sorry, my English is not enough.... =|
Last edited by D3lta; Oct 20 2011 at 02:36.
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Brasil toda força com Arma2
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And another question, iam using the stable version for OA but in combined operations
Iam trying to set a timer in a bomb and i get this error Script x\ace\addons\sys_explosives\fnc_explosives_menudef .sqf not found
how is that solved?
ACE. Assimilate. Move now.