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Found 6 results

  1. DnD feel powers I have working so far.... but many bugs need killing and settings need tweaking. - Ninja Teleport ( puff of smoke at both points of teleport) - Zeus Teleport ( lightning bolt strike before player appears) - Zeus's Fury ( lightning strike target) - Lucifer's Rage ( meteor strike type strike) - Necromancer's Prey ( spawn 2 zombies by clicking map) - Psychic's Curse ( ESP, humanoids always, toggle vehicle view) - Human Torch ( Set on fire and fly around) - Finger of God ( Point and it dies) - God's Blessing ( Fully heal, option to make target a god) - Wanderer's Knowledge ( Constant information on players location, dir, etc) - Observer's Knowledge ( Constant information on what player is looking at) - FIghter's Wrath (Punch some fools) https://www.youtube.com/watch?v=tisIA7cavPs
  2. Hi @Dev's I know this has been discussed in a couple of other post but I am wanting to try and find out if 0.3.0 will have the ability to use addaction with the standard AH. Has this been achieved yet ? I know if you use an if admin loop/list you can get it working for people who are registered in the AH script however Joe public still ends up in bans.. Thanks
  3. Hi i wont to add a action to an item but can´t find enything about how to do it. like when a player works up to a flag pole a option pups up in the middle of the screen like the traders. :)
  4. Hey everyone, I would like to toss out an idea in to the ether to see if I can get some help. I would like to make a script to help unarmed folks take out other folks with guns. Here is my general idea: -Player 1 is unarmed and sneaking around -Player 2 is looking in inventory -Player one hits first KO_Radius which brings up action to "Attempt KO" in Orange with 25 percent chance of success upon click. -Player 2 still being OCD -Player 1 hits next KO_Radis_2 and gets an option to "Attempt KO" in Red with 50 percent chance of success opon click. -Player 1 holds his cursor on target for 2 seconds andhe now sees a GREEN "KO" option with 100 precent chance to KO -then once KO, he can drag him for X seconds until Player 2 wakes up injured. I can target players, and bring up action, but I am uncertain of how to proceed with knocking out Player 2. My guess is that I have to have the server do it. I have heard rumors of setUnconscious, but am a supernoob. Any help on this frontier would be greatly appreciated. My dream is to sneak up on someone, have them see me, and we both try to KO each other in our KO_radii. :D
  5. oSoDirty

    addAction help

    I have an addaction in my fn_selfActions that triggers a script of... more addactions. It all works well since once you move all but the fn_selfActions added actions are removed until said action is triggered again. These actions in turn run some simple hint menus. My issue, which isnt a huge issue since you would only be trolling yourself by doing it, is. The addaction from fn_selfActions can be activated over and over spamming the action menus with duplicatesas long as you dont move. Just being picky, i am looking for a way to either remove the original action menu once activated in turn revealing the other actions without having to scroll again, resetting once other actions are removed. or Disable the original action once used until others are removed. This is what im working with. I have looked around google, the wiki, and a few forums and tried a few things but no luck. I'm sure i have looked at it in my searches and it just went over my head. Pardon my noobishness =] Any info or suggestions? Any help would be great.
  6. Hi, I am currently writing a script which creates addaction items for the player based on nearby vehicles. I get the _vehiclesnear array, step through it in a foreach loop, filter out 'vehicles' I am not interested in and then do an add action for each of the remaining vehicles. The text for the Addaction includes the vehicle type and works fine for each addaction. The problem is the passed variable. I wish to add an action with the object _x as a parameter for each value of _x at the time of the add action. What I am getting is the last value of _x after the foreach loop has completed is being passed when any of the actions added are selected. i.e. (code is not syntax correct as it is from my memory but you should get the general idea) _vehiclesnear = ["Soldier","SUV","heli", "Player"]; _playerlist = ["Soldier","Player"]; { if !(_x in _playerlist) then { _vehicleType = typeof (_vehicleType); _actionText = format["Vechicle is : %1", _x]; actionHandle = player addaction _actiontext, [_x], "script.sqf"; }; }foreach vehiclesnear; The output action would be something like "Vechicle is : SUV" "Vechicle is : heli" When any option is selected, "Player" will be sent to script.sqf as it was the last value _x contained when the foreach loop finished. Any suggestions of how I can get the addaction to send the correct value to the script (i.e. the value of _x when the addaction was run) ?. Thanks.
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