CartoonrBOY Posted March 24, 2015 Report Share Posted March 24, 2015 Many of us may be aware of the loss of responsiveness from the fn_selfActions.sqf file when adding scripts into it. if(_hasHotwireKit) then { _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""]; I'm guessing that the ,2, after _cursorTarget indicates how important the instruction to show the menu is? The ,true, true, have something to do with whether the menu remains visible when not looking at it? Is there a way to make all scripts as responsive as the door open/close or fire command as, despite adding more scripts these menus remain responsive. I'm assuming that more admins may have similar problems and I'm hoping this query can resolve many sluggish fn_selfActions.sqf files... Link to comment Share on other sites More sharing options...
0 SchwEde Posted March 24, 2015 Report Share Posted March 24, 2015 i think this should cover all what you need: https://community.bistudio.com/wiki/addAction (if i understood everything right with my broken english :D) CartoonrBOY 1 Link to comment Share on other sites More sharing options...
0 CartoonrBOY Posted April 2, 2015 Author Report Share Posted April 2, 2015 Thanks SchwEde. My problem is that any new fn_selfActions I add remain unresponsive, despite fires, locks etc remaining responsive. I have noticed this in the variables file: //Player self-action handles dayz_resetSelfActions = { s_player_fire = -1; s_player_knockout = -1; //knockout s_player_cook = -1; s_player_boil = -1; s_player_fireout = -1; s_player_butcher = -1; s_player_packtent = -1; s_player_packvault = -1; s_player_lockvault = -1; s_player_unlockvault = -1; s_player_fillwater = -1; s_player_fillwater2 = -1; s_player_fillfuel = -1; s_player_grabflare = -1; s_player_callzombies = -1; s_player_showname = -1; s_player_debuglootpos = -1; s_player_pzombiesattack = -1; s_player_pzombiesvision = -1; s_player_pzombiesfeed = -1; s_player_removeflare = -1; s_player_painkiller = -1; s_player_studybody = -1; s_player_tamedog = -1; s_player_madsci_crtl = -1; s_player_parts_crtl = -1; s_build_Sandbag1_DZ = -1; s_build_Hedgehog_DZ = -1; s_build_Wire_cat1 = -1; s_player_deleteBuild = -1; s_player_forceSave = -1; s_player_checkGear = -1; s_player_flipveh = -1; s_player_stats = -1; s_player_sleep = -1; s_player_movedog = -1; s_player_speeddog = -1; s_player_calldog = -1; s_player_feeddog = -1; s_player_waterdog = -1; s_player_staydog = -1; s_player_trackdog = -1; s_player_barkdog = -1; s_player_warndog = -1; s_player_followdog = -1; s_player_repair_crtl = -1; s_player_information = -1; s_player_fuelauto = -1; s_player_fuelauto2 = -1; s_player_fillgen = -1; s_player_upgrade_build = -1; s_player_maint_build = -1; s_player_downgrade_build = -1; s_player_towing = -1; s_halo_action = -1; s_player_SurrenderedGear = -1; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; s_player_heli_lift = -1; s_player_heli_detach = -1; s_player_lockUnlock_crtl = -1; mv22_fold = -1; mv22_unfold = -1; mv22_open = -1; mv22_close = -1; suv_close = -1; suv_open = -1; s_player_drinkWater = -1; //drink_Water.sqf }; call dayz_resetSelfActions; Could entering the handles improve the performance of modified fn_selfActions? Link to comment Share on other sites More sharing options...
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CartoonrBOY
Many of us may be aware of the loss of responsiveness from the fn_selfActions.sqf file when adding scripts into it.
I'm guessing that the ,2, after _cursorTarget indicates how important the instruction to show the menu is?
The ,true, true, have something to do with whether the menu remains visible when not looking at it?
Is there a way to make all scripts as responsive as the door open/close or fire command as, despite adding more scripts these menus remain responsive.
I'm assuming that more admins may have similar problems and I'm hoping this query can resolve many sluggish fn_selfActions.sqf files...
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