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Author Topic: CTI and shock duster script  (Read 1220 times)

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Harkonin

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CTI and shock duster script
« on: 08 Feb 2003, 04:19:54 »
    Hey guys how are ya. I'm new to this forum although I love this site. Usually I can handle most problems but I got a doosy for ya. If you are familiar with CTI or Conquer the Island I need your help. I am currently trying to add Dkmm's Shock Duster script to my mission but have a problem, allo of the vehicles are spawned so I can't simply put the command line in the vehicles init field. I am currently trying to add the command into the addvehicle script within the mission.

? (_unitType == tankType1) || (_unitType == tankType2):_newVehicle addEventHandler["fired",{(_this + ["Tank_Gun"]) exec "effects\shock_dust.sqs"}]

Thats the code line I'm using but it has no effect, no error no nothing can anyone help, much appreciated.

Attached is the addvehicle scrpt I'm trying to put it in.
                                                                   

NuclearSnake

  • Guest
Re:CTI and shock duster script
« Reply #1 on: 26 Feb 2003, 22:58:23 »
Harkonnin , I tried using it in simple Coops misison and got problem, dust only worked for me in preview mode and otheres didnt saw a circle but a forward extra dust, and only by edito preview. What was need to do was to put SQF and SQS directly in the misison folder and not in any effects folder. I solved it that way, so maybe your line to call it is ok , and the problem is same as mine, look on the thread of the shock dust by FISHION, i jusd responded there with the working modifications in a zip, maybe your problem isnt't the INIT line? for the eventHandler line I can't help much more.