It's possible since I've seen other features / scripts that do it. If I get time later I will look for it.
Your best friend when it comes to scripting is unpacking the dayz_code.pbo file and going through all the scripts they wrote and figure out how they work. You'll learn a lot doing that...
Not really. Its good advice. You could at least try to do something to give back to the community instead of just coming on here and begging for scripts. That, in my opinion, is lame.
Yeah, that should be pretty easy. Just get the class id of the current weapon, get the class id of the weapon in the backpack, then remove the primary, remove the one the one the backpack, add the id from the backpack to the primary, and then add the one from the primary to the backpack.
Frustration only leads to more frustration. It is a downward spiral. Stop what you're doing and go back to the beginning. Instead of trying to jump ahead, start with the basics, learn and understand them, and then move to the next topic.
The solution to all your problems is in this very forum...
Look at my implementation of Fred's Zombie Bait for an interesting new way to implement changes in fn_selfActions.sqf. http://opendayz.net/threads/improved-freds-zombie-bait-bomb-1-7-7-1.11959/
Good idea but a few pointers for you...
1. Your use of exitWith {} could lead to undefined behavior as per http://community.bistudio.com/wiki/exitWith. It is definitely not a good idea to use it the way you are using it within this script. It is for breaking out of loops... not exiting...
Bacon is the most amazing meat on the planet. Steak is second. Bacon wrapped steak... zomg!
Raw bacon should work. I use the list of raw meats defined in the dayz_code\init\variables.sqf file (see code snippet below).
_rawmeat = meatraw;
This way I don't have to update the list every time...
I am really starting to get annoyed with the way the script interpreter is implemented in this game engine. It is making it extremely difficult to debug scripts. For example, diag_log just doesn't work (server side vs client side I know).
So let's get a list of tips and tricks for debugging...
Look at some of the other script posts on the forum that include lines very similar to these. If they are the same then maybe your other files aren't actually correct.
_askedQuestions = true;
_triedToFigureItOutHimself = false;
_madeAnyKindOfSense = false;
If (_askedQuestions and !_triedToFigureItOutHimself and !_madeAnyKindOfSense) then {
call fnc_ignore;
} else {
call fnc_help;
};
Tested and works perfectly. :)
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