Closed Merciful78 closed 7 years ago
Just in case you didn't get a notification. @AgentRev I'll try to think of a solution this weekend if you don't by then.
I'm not versed in scripting with ARMA specifically, but is there not an event or emitter that can be subscribed to for explosives placements? Would it not be possible to just trigger a delete of that element of entity upon placement thereafter? Even if it were possible I'm not sure if there's any issues with that leaving 'garbage' behind anywhere else though.
Just kinda spitballing. I'm curious to get involved but I don't know where to start!
I would try the delete when placed around a npc if I cant find a way to block dropping certain items from the inventory (might be some weird BI function or command that does it). If not I would start with the way its done already with the action to start with. I usually just get examples from BI or Frankenstein something Agent or others have already done.
https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 https://github.com/A3Armory/A3A_A3Wasteland.Altis/blob/dev/client/functions/fn_inGameUIActionEvent.sqf#L12-L115
This might help too http://foxhound.international/ARMA-3-SQF-Cheat-Sheet-Revision-3.pdf This is great if you use notepad ++ http://www.armaholic.com/page.php?id=8692
Does any one know the action for "Activate mine"? I can only find deactivateMine https://community.bistudio.com/wiki/Arma_3_Actions
case (_action == "deactivateMine"):
{
_minDist = ["A3W_remoteBombStoreRadius", 100] call getPublicVar;
if (_minDist <= 0) exitWith {};
_nearbyStores = entities "CAManBase" select {_x getVariable ["storeNPC_setupComplete", false] && {player distance _x < _minDist}};
if !(_nearbyStores isEqualTo []) exitWith
{
playSound "FD_CP_Not_Clear_F";
[format ["You are not allowed to activate place explosives within %1m of a store.", _minDist], 5] call mf_notify_client;
_handled = true;
};
};
This worked but when I tried activateMine it did not work. WTH would they have deactivateMine but not activateMine?
What do you mean by "activating" a mine? Place it? Detonate?
You can bypass the store bomb action block if you drop the bomb or mine from your inventory on the ground. The action "Activate mine" is available and works.
Well that's new... Put a systemChat _action
in fn_inGameUIActionEvent.sqf to find out the name!
Oh yeah, smart... I will mess with it later tonight. Thank you
It was UseContainerMagazine. ActivateMine is there in the cfg but maybe BI is saving it for later.
[bin\config.bin/CfgActions/UseContainerMagazine,bin\config.bin/CfgActions/ActivateMine]
Here's the action added https://github.com/A3Armory/A3A_A3Wasteland.Altis/commit/a5efbd904da4507db7084129e7007007ab23e1d6
Forgot the other locations. https://github.com/A3Armory/A3A_A3Wasteland.Altis/commit/e1882c8f53e7021e9b5756ebe2d018ff55ed097d
It is possible to plant explosives in the Gun Store Area. Satchels, charges, and mines are able to be activated by dropping them on the ground through the inventory. You can then look at them and a "Check mark" will appear on the center of your screen. Press your "select action" key and the explosive is now activated. An explosive charge can now be detonated remotely or use the timer. APRS mines also seem to work as intended using the same work-around.