... Where'd the thread go for bindable keys .dll? ....
I don't care the reason, (unless i'm blind) But good content thread removed (unless virus) is retarded. Back on topic w/ that thread
How do I add an on/off script for this (off in main script, on in secondary script)
Also, which of these are actually necessary for infinite equipment (host/non-host)
also I don't remember how to even make on/off code for single line scripts because the tut aspect of it was posted in that thread... ffs!
because infinite equipment is needed to use
without the equipment equipped
thx for the help guys.
How do I add an on/off script for this (off in main script, on in secondary script)
Code:
function TimerGui:_set_jamming_values() return end
function TimerGui:start( timer )
timer = 0.01
if self._jammed then
self:_set_jammed( false )
return
end
if not self._powered then
self:_set_powered( true )
return
end
if self._started then
return
end
self:_start( timer )
if managers.network:session() then
managers.network:session():send_to_peers_synched( "start_timer_gui", self._unit, timer )
end
end
also I don't remember how to even make on/off code for single line scripts because the tut aspect of it was posted in that thread... ffs!
Code:
function PlayerManager:remove_equipment( equipment_id ) end function PlayerManager:remove_equipment_possession( peer_id, equipment ) end function PlayerManager:clear_equipment() end function PlayerManager:from_server_equipment_place_result( selected_index, unit ) end function HUDManager:remove_special_equipment( equipment ) end
Code:
-- BaseInteractionExt._has_required_deployable = function(self) return true end -- TURN OFF FOR MP****************** -- Allow interaction with anything (ECM jammers, picking locks, deploying shaped charges, etc) function BaseInteractionExt:_has_required_deployable() return true end
thx for the help guys.

