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.