- User Since
- Dec 10 2015, 12:57 AM (337 w, 2 d)
May 10 2016
It is indeed a problem with the sections, as now I have made a much longer html file with multiple sections with no crash. I have updated the OP.
I've now attached a html file that crashes, strangely I tried to create another html file for you guys over 2640 chars and it didn't crash, so now I'm thinking it may be a limit for sections, see here: https://community.bistudio.com/wiki/HTML-Files#Sections
If that were to work it would align all the columns right, which is not what I want.
I got it working with the fire and selectWeapon command, although I'm not completely satisfied. It's not the proper way to do it, it doesn't have an animation. Yes I know I can just playAction "PutDown" but I'd prefer to use the action command. I monitored the action by setting the inGameUISetEventHandler to report back to me. When placing an explosive using command menu it outputs "UseMagazines", see below.
[R Alpha 1-3:1 (Mike),R Alpha 1-3:1 (Mike),1,"UseMagazine","Put APERS Tripwire Mine (1 left)",2.9999,false,true,"",true,"Action"]
Surely if the engine uses this action I can too?
Is there anyway we can get the old ids in the meantime?
Well obviously that's what we've all being doing since forever, but this isn't optimal and ends up in vehicles exploding. It's possible with the current createVehicle command to safely spawn a vehicle... inside the map, but not outside, which would be the best place to initially spawn them so no players see it happening. Why is it BIS seem to stray away from the obvious better idea? It would be so much better to have a dedicated native command that would let us spawn objects/vehicles exactly where we want them from the get go. Instead we have to faff about spawning it safely, then moving it etc... which all results in more cpu cycles.