Hi
I use customized keys, the cursor keys to move and Sup and Pg Down instead of "q" & "e" for example. For this reason, I would also like to customize the keys that the menu has, they are apparently not customizable.
Does anyone know how to do that?
Strange, I have just tested it on my dedicated with no issues.
Are you seeing any errors in the server or clients RPT? Is it maybe a copy and paste issue from the forum inserting hidden characters?
We already discussed about that in an other thread. I mentioned this code with MEH "entityRespawned" when I thought you tried to REspawn some playable units.
After discussion, if I'm right, you are trying to REspawn spawned AI units. This MEH doesn't work for simple AI (spawned or edited) because they are not playable so not eligible for the respawn system.
Usually, moders and scripters use a code for re-creating an AI replacing the dead one, with more or less traits and behaviors (face, waypoints if single unit in group, loadout,...), with options like position (at start, at death...).
You can also find some codes/modules for triggering a new AI unit/AI wave with same path(s), under conditions or timers. It's something near from your goal.
The fact is your demand for same face and speaker is not usual, and probably need specific lines about that, on existing codes.
I understand and respect your choice for Jebus system. Tell me if you are interested in MGI modules.
Ok thank you! I was not aware. I've change the line to match KK's example
if(!isNil "_shooter" && {!isNull _shooter}) then {
lorea doTarget _shooter;
lorea fireAtTarget [_shooter, handgunWeapon lorea];
};
Lazy evaluation, part in curly braces is only done if the previous statement is true/satisfies the overall statement.
Yes, if _shooter isNil then isNull _shooter makes no sense. If isNull _shooter is in braces then isNil returns true which satisfies the OR statement so isNull will never be evaluated.