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ka0s

Axe code location?

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Good evening. 

So I'm working out some custom eventhandlers, but I seem to have stuck on finding the codes for the axe, I've been searching for several hours through the client files, but still haven't found the actual "axe code".

I don't need the code for swing, ammo etc for the axe (I already found those), but the actual axe code... 

Could anybody point me in the right direction? :)

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Keep in mind that melee weapons do not exist in any arma version it is in reality a pistol with and axe skin on

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Keep in mind that melee weapons do not exist in any arma version it is in reality a pistol with and axe skin on

I'm aware of that :-) 

Trying another approach right now; if (_currentWeapon == Exile_Melee_Axe) then {
- Not keeping my hopes up here. 

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try cracking open some of the .pbo'sFirefox_Screenshot_2015-10-23T19-48-06.1

 

Yeah I'm in progress with that, just thought to give a shout on the forums, if anybody actually found it, and cared to share the information, it's going to be a very long night... 

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was browsing through the exile_client.pbo in

C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\@Exile\addons

came across this which looks similar to what your wrote above

else
{
    if !((currentWeapon player) isEqualTo "") then
    {
            _weaponPanelType = 1;
        if ((binocular player) isEqualTo (currentWeapon player)) then
        {
            _weaponPanelType = 0;
        };
        if ((currentWeapon player) isEqualTo "Exile_Melee_Axe") then
        {
            _weaponPanelType = 0;
        };
    };
};

path exile_client.pbo/code/ExileClient_gui_hud_renderWeaponPanel.sqf

your adding alterations to this in the custom code overwrites at config.cpp?

btw there is tons of sqf to go through in there good luck with that

 

Edited by Redcloud78

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It's not something that'll run from customcode, it's for one of my scripts to avoid PvP actions outside my PvP-Zones, as obviously 

removeAllEventHandlers will break the axe, so it doesn't run the animation or anything, so figured if I made a if definition to define the axe, it shouldn't run anything, so like: 

["Fired", "if ((currentWeapon player) isEqualTo "Exile_Melee_Axe") && !(isPlayer cursorTarget)then {};}"]; instead of running; 

then {deleteVehicle(_this select 6)};} <- This will also break the axe. 

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