BetterDeadThanZed 1006 Report post Posted June 8, 2016 Does anyone know what I'd have to do to get this script to work in Exile? http://www.armaholic.com/page.php?id=26578 1 Share this post Link to post Share on other sites
BetterDeadThanZed 1006 Report post Posted June 17, 2016 Gonna bump this up. Thanks! Share this post Link to post Share on other sites
second_coming 836 Report post Posted June 17, 2016 have you tried adding it? I'm assuming you'd need to allow the add action in infiSTAR for a start. Share this post Link to post Share on other sites
BetterDeadThanZed 1006 Report post Posted June 17, 2016 52 minutes ago, second_coming said: have you tried adding it? I'm assuming you'd need to allow the add action in infiSTAR for a start. I did. I'm not really sure what I'm doing. I added a line to init.sqf: null = allUnits execVM "custom\dragbody\H8_dragBody.sqf"; I put the H8_dragBody.sqf into custom\dragbody. I know it's loading because I had to add exceptions for it but when I get to a body, no menu options. In Infistar, I have CAP = false; so it shouldn't be checking for scroll menu options. I'm not really sure how to get this to work. Share this post Link to post Share on other sites
second_coming 836 Report post Posted June 17, 2016 (edited) that would only add the action to units that existed at the point you log in. Any AI or players that are created after the script is run wouldn't have an action added, you'd probably need to add the code to add the action to whatever AI scripts you use as well so it gets added when they are spawned. Edited June 17, 2016 by second_coming Share this post Link to post Share on other sites
xzerokoolx 7 Report post Posted June 17, 2016 wouldn't you have to add something to CfgInteractionMenus or is the mod taking care of that? Share this post Link to post Share on other sites
Mr Sin 119 Report post Posted June 17, 2016 1 hour ago, xzerokoolx said: wouldn't you have to add something to CfgInteractionMenus or is the mod taking care of that? Check the "H_dragBody.sqf". The Addactions are defined in there. Share this post Link to post Share on other sites
BetterDeadThanZed 1006 Report post Posted June 17, 2016 Thanks for the replies. I attempted this, based on the Identify body code: class Identify: ExileAbstractAction { title = "Identify Body"; condition = "!(alive ExileClientInteractionObject)"; action = "_this call ExileClient_object_player_identifyBody"; }; class Drag: ExileAbstractACtion { title = "Drag Body"; condition = "!{alive ExileClientInteractionObject}"; action = "_this call H8_fnc_Action"; }; No drag option appeared on the body. Maybe I'm calling the wrong "action"? Share this post Link to post Share on other sites
Mr Sin 119 Report post Posted June 17, 2016 Have you tried calling H8_addDrag? No idea if it would work, just spitballing. Share this post Link to post Share on other sites
g0thic_ice_cre 19 Report post Posted June 17, 2016 22 minutes ago, BetterDeadThanZed said: Thanks for the replies. I attempted this, based on the Identify body code: class Identify: ExileAbstractAction { title = "Identify Body"; condition = "!(alive ExileClientInteractionObject)"; action = "_this call ExileClient_object_player_identifyBody"; }; class Drag: ExileAbstractACtion { title = "Drag Body"; condition = "!{alive ExileClientInteractionObject}"; action = "_this call H8_fnc_Action"; }; No drag option appeared on the body. Maybe I'm calling the wrong "action"? Try parenthesis instead of curly braces for your condition 1 Share this post Link to post Share on other sites