TeamSix
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Here's the code for my menu:
// Adding temporary vehicles DynamicVehicles = [ ["",true], ["Get Temp Vehicle List", [2], "", -5, [["expression", format[_EXECscript5,"spawntempvehicle.sqf"]]], "1", "1"], ["Get UnKeyed Vehicle List", [3], "", -5, [["expression", format[_EXECscript5,"spawnunkeyedvehicle.sqf"]]], "1", "1"], ["Get Keyed Vehicle List", [4], "", -5, [["expression", format[_EXECscript5,"spawnkeyedvehicle.sqf"]]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ];
this is the code I use to create the list... the only difference in this for each of the spawn files is the name of the "add" file I use. I'll upload each of those individually.
#define KINDOF_ARRAY(a,b) [##a,##b] call {_veh = _this select 0;_types = _this select 1;_res = false; {if (_veh isKindOf _x) exitwith { _res = true };}forEach _types;_res} _n2sh = 10; _n2c = "Select Temp Vehicle:"; exitscript = true; selecteditem = ""; shnext = false; vhnlist = Nil; _veh = ""; if (isNil "vhnlist") then { vhnlist = []; _kindOf = ["Tracked","Wheeled","Air","Ship","Car","Truck","Motorcycle"]; _filter = ["BIS_Steerable_Parachute","ParachuteBase","Steerable_Parachute_EP1","pook_H13_Base"]; _cfgvehicles = configFile >> "cfgVehicles"; titleText ["Generating Vehicle List... Please Wait...","PLAIN DOWN"]; for "_i" from 0 to (count _cfgvehicles)-1 do { _vehicle = _cfgvehicles select _i; if (isClass _vehicle) then { _veh_type = configName(_vehicle); if ((getNumber(_vehicle >> "scope")==2) and (getText(_vehicle >> "picture")!="") and (KINDOF_ARRAY(_veh_type,_kindOf)) and !(KINDOF_ARRAY(_veh_type,_filter))) then { vhnlist set [count vhnlist,_veh_type]; }; }; }; titleText ["List is ready...","PLAIN DOWN"];titleFadeOut 5; }; shnext = false; shnmenu = { _pmenu = [["",true],[_n2c, [-1], "", -5, [["expression", ""]], "1", "0"]]; for "_i" from (_this select 0) to (_this select 1) do { _arr = [format['%1',vhnlist select (_i)], [_i - (_this select 0) + 2], "", -5, [["expression", format["selecteditem = vhnlist select %1;",_i]]], "1", "1"]; _pmenu set [_i+2, _arr]; }; _pmenu set [(_this select 1)+2, ["", [-1], "", -5, [["expression", ""]], "1", "0"]]; if (count vhnlist > (_this select 1)) then { _pmenu set [(_this select 1)+3, ["Next", [12], "", -5, [["expression", "shnext = true;"]], "1", "1"]]; } else { _pmenu set [(_this select 1)+3, ["", [-1], "", -5, [["expression", ""]], "1", "0"]]; }; _pmenu set [(_this select 1)+4, ["Exit", [13], "", -5, [["expression", "selecteditem = 'exitscript';"]], "1", "1"]]; showCommandingMenu "#USER:_pmenu"; }; _j=0; if (_n2sh>9) then {_n2sh=10; }; while {selecteditem==""} do { [_j,(_j+_n2sh) min (count vhnlist)] call shnmenu; _j=_j+_n2sh; WaitUntil { selecteditem!="" or shnext }; shnext = false; }; if (selecteditem != "exitscript" and selecteditem != "") then { [selecteditem] execVM "admintools\Vehicles\addtempvehicle.sqf"; };
all the "add" files in next post...
Hey,
i have installed your script and it works fine, but i have one big problem. I have implemented a delete script, but when i use it, the keyed vehicles are back after a server restart. Do somebody know, how i can delete the vehicles on the right way?
_delobj = cursorTarget; deleteVehicle _delobj; cursorTarget setdamage 1; _dotxt = format["%1 Destroyed and Deleted", _delobj]; titleText [_dotxt,"PLAIN DOWN"]; titleFadeOut 4;
[HowTo] EVR BlowOut map independent
in A2: Epoch Mods (1.0.5.1)
Posted
Where i can find the sound.hpp?
Can't find it in your archive :(