Hi @pazuzu
You sure can! You'll need to use the BIS_fnc_fire command:
For example, to force an M2A1 Slammer (variable name Tank) to fire it's smoke launcher:
[Tank, "SmokeLauncher"] call BIS_fnc_fire;
For modded vehicles, you'll probably need to comb through config viewer to find the "muzzle" name of the smoke launcher. You could then in theory use addAction or other commands to bind it to a key - but that's a different conversation.
Hope this helps! 😎
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Hi @hectrol
The only time this happens to me is when description.ext has a typo or other syntax error.
Obvious question, but have you double-checked spelling etc?
Hey @bendy303,
I've actually ran into this exact same problem for an unrelated issue. One trick I've used is to make a global trigger with this condition:
time > 0
Then I'd put whatever code in the activation field. In my case, I used remoteExec and set the JIP parameter to true, which queued it up for when players loaded in.
I'm not sure if it'll be relevant to your use case. How exactly are you trying to add this damage handler? Could you give us an example of your code?
My apologies @Blitzen88 I've obviously misread your post. It was late at night when I looked at it.
The contents of the expression field are saved in a variable within the module. You can give the module a variable name, then use getVariable and setVariable commands to edit.
For example...
// Grab the current contents of the 'expression' field:
_Expression = _Module getVariable "expression";
// Update the contents of the 'expression' field:
_Module setVariable ["expression", {comment "Your code here"}];
Does this help?