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UltraPrime

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Everything posted by UltraPrime

  1. So I made a new variable tieable and If I set this up in the knockaction - knockout - tased player setVariable ["tieable", true, true]; AND player setVariable ["tieable", false, true]; Would this work?? //Restraining (Shift + R) case 19: { if (_shift) then {_handled = true;}; if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject <= 3}) then { [] call life_fnc_restrainAction; } else { //Civ Shift R?? - FISTEDWAFFL if (_shift && playerSide isEqualTo civilian && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent,west])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {cursorObject getVariable "tieable"} && {speed cursorObject <= 3}) then { [] call life_fnc_tieingAction; }; }; };
  2. There is an action to restrain but only if someone's hands are up. I wanna add shift r if the person is knocked out or tased. How would I set up the shift R thing tho? Since cops and civs use different scripts how would I go about setting this up! //Restraining (Shift + R) case 19: { if (_shift) then {_handled = true;}; if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject <= 2}) then { [] call life_fnc_restrainAction; } else { //Civ Shift R?? - FISTEDWAFFL if (_shift && playerSide isEqualTo civilian && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent,west])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {animationState cursorObject == "Incapacitated"} && {speed cursorObject <= 2}) then { [] call life_fnc_tieingAction; }; }; }; //Knock out, this is experimental and yeah... (Shift + G) case 34: { if(_shift) then {_handled = true;}; if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject <= 2) then { if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then { [cursorObject] spawn life_fnc_knockoutAction; }; }; };
  3. tieingAction https://pastebin.com/Q0BUKTSP 2. I think so I do have all of those. 3. Im not getting an error. The only way civs can ziptie someone is if they put their hands on there head. I want it to be so if they are tased or knocked out then shift r will work for civs as well.
  4. I am wanting to add shift r for cops + civs but I want the shift R for civs to be checked if someone is knocked out or tazed and Im having troubles I have tested a few different things/ways but it doesn't seem to work! Here is my KnockOutAction #include "..\..\script_macros.hpp" /* File: fn_knockoutAction.sqf Author: Bryan "Tonic" Boardwine Description: Knocks out the target. */ private "_target"; _target = param [0,objNull,[objNull]]; //Error checks if (safezone) exitWith { ["You cannot knock out within a safezone!",false,"slow"] call life_fnc_notificationSystem; }; if (isNull _target) exitWith {}; if (!isPlayer _target) exitWith {}; if (player distance _target > 4) exitWith {}; life_knockout = true; [_target,"crackxd"] remoteexeccall ["say3D",0]; [player,"Acts_Executioner_Backhand"] remoteExecCall ["life_fnc_animSync",RCLIENT]; [_target,profileName] remoteExec ["life_fnc_knockedOut",_target]; player switchMove "FXStandDip"; sleep 3; life_knockout = false; Here is My knockedOut #include "..\..\script_macros.hpp" /* File: fn_knockedOut.sqf Author: Bryan "Tonic" Boardwine Description: Starts and monitors the knocked out state. */ private "_obj"; params [ ["_target",objNull,[objNull]], ["_who","",[""]] ]; if (isNull _target) exitWith {}; if !(_target isEqualTo player) exitWith {}; if (_who isEqualTo "") exitWith {}; titleText[format [localize "STR_Civ_KnockedOut",_who],"PLAIN"]; life_isknocked = true; [] call life_fnc_ragdoll; sleep 9; life_isknocked = false; player setVariable ["robbed",false,true]; Here is my tazed #include "..\..\script_macros.hpp" /* File: fn_tazed.sqf Author: Bryan "Tonic" Boardwine Description: Broadcasts out what it needs to. */ params [ ["_unit",objNull,[objNull]], ["_shooter",objNull,[objNull]] ]; _time = time; if (isNull _unit || isNull _shooter) exitWith {player allowDamage true; life_istazed = false;}; if(player getVariable["restrained",false]) exitWith {}; if (_shooter isKindOf "Man" && alive player) then { if (!life_istazed) then { life_istazed = true; [] call SOCK_fnc_updateRequest; [0,"STR_NOTF_Tazed",true,[profileName, _shooter getVariable ["realname",name _shooter]]] remoteExecCall ["life_fnc_broadcast",RCLIENT]; [_unit] remoteExecCall ["life_fnc_tazeSound",RCLIENT]; player allowDamage false; disableUserInput true; player setDamage 0; waitUntil{time - _time >= 15}; player setDamage 0; player allowDamage true; if (!(player getVariable ["Escorting",false])) then { detach player; }; life_istazed = false; disableUserInput false; player setFatigue 1; if (safezone) then { life_safezone = true; }; }; } else { _unit allowDamage true; life_istazed = false; }; Part of my KeyHandler //Restraining (Shift + R) case 19: { if (_shift) then {_handled = true;}; if (_shift && playerSide isEqualTo west && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {speed cursorObject <= 2}) then { [] call life_fnc_restrainAction; } else { //Civ Shift R?? if (_shift && playerSide isEqualTo civilian && {!isNull cursorObject} && {cursorObject isKindOf "Man"} && {(isPlayer cursorObject)} && {(side cursorObject in [civilian,independent,west])} && {alive cursorObject} && {cursorObject distance player < 3.5} && {!(cursorObject getVariable "Escorting")} && {!(cursorObject getVariable "restrained")} && {animationState cursorObject == "Incapacitated"} && {speed cursorObject <= 2}) then { [] call life_fnc_tieingAction; }; }; }; //Knock out, (Shift + G) case 34: { if(_shift) then {_handled = true;}; if (_shift && playerSide isEqualTo civilian && !isNull cursorObject && cursorObject isKindOf "Man" && isPlayer cursorObject && alive cursorObject && cursorObject distance player < 4 && speed cursorObject <= 2) then { if ((animationState cursorObject) != "Incapacitated" && (currentWeapon player == primaryWeapon player || currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable ["restrained",false]) && !life_istazed && !life_isknocked) then { [cursorObject] spawn life_fnc_knockoutAction; }; }; };
  5. The taser works but then it will kill them also and sometimes it doesn't even tase it just kills them arma3server_x64_2019-01-27_17-00-00.rpt
  6. Could you please figure out what the problem is?
  7. I still die ?? I added my stuff back in and removed the lines you said could you fix this? https://pastebin.com/fbpf6Dm9
  8. Ill let you know soon. Every script I have tried in the past doesn't work but ill let you know
  9. I kind of need help I can't get the fn_handleDamage to work - Like I want it to work 24/7 no killing just tasing with both guns no matter how far you are just tasing. I can't seem to get it to work I tried everything but I cant get it! Here are the weapons in the config_Weapons { "hgun_Pistol_heavy_01_F", $STR_W_items_StunPistol, 4000, -1, "" }, { "srifle_DMR_07_blk_F", "Stun Sniper", 10000, -1, "call life_coplevel >= 3" }, { "11Rnd_45ACP_Mag", "Rubber Bullets", 20, -1, "" } { "30Rnd_65x39_caseless_mag", "", 20, -1, "" }, Script I need to work : https://pastebin.com/wv00heND
  10. So basically this right here will show all the players uid's and when they talk is put's [SPEAKING] in the name tag as well but I need help I wanted to add a gang name with the color blue under the UID. SO The first Pastebin is going to be my current fn_playerTags.sqf and the second one is going to be the default 5.0 fn_playerTag.sqf with some things taken out... My Current fn_PlayerTag: https://pastebin.com/645upxXW Default 5.0 fn_PlayerTag CUT: https://pastebin.com/rPMVDkXw Full 5.0 Default : https://pastebin.com/2CXWjEHs I don't know what I need to take out or put in but If they are in a gang I want it to put the gang name under the UID with the color='#00e1ff. I just don't know how to combine these 2 files Any help will be helpful!! THANKS!
  11. How would you go about adding an exception?
  12. playtime varchar(32) NOT NULL DEFAULT '"[0,0,0]"', So my database sql file has this line in it. I'm assuming that the three 0's are playtime for Civ, Independent, west? How would I get it to show up in the game? like this
  13. I am currently looking for someone who can do some scripts for me + GUI Stuff. Willing to pay for each complete thing :) Reasonable price also I know how some stuff about it but If you willing to help :) Add me on discord! iTzWaffle - 8440
  14. Arma 3 Version: Latest (stable) CBA Version: `3.8.0.180801 (stable) Verison: Altis Life v.5 Mods: - CBA_A3 Description: When loading up CBA_A3 alone the server's weapon shop attachments button stopped working I'm not sure why but I have tried a lot of different things to get it working, I have also ran into a few people saying they had this issue but It stopped them and they never found a fix. Steps to reproduce: Add the steps needed to reproduce the issue. Where did the issue occur? Dedicated / Self-Hosted Multiplayer RPT log file: Nothing in the RPT Log. Extra Information: I'm not sure which ones would help finding a solution so here is all the scripts for the weapon shop. fn_weaponShopFilter.sqf fn_weaponShopMags.sqf fn_weaponShopMenu.sqf fn_weaponShopSelection.sqf fn_weaponShopAccs.sqf fn_fetchCfgDetails.sqf Better to have all of them then need one. Without the mod loaded it works fine with it loaded It's just messed up like all of the weapon accessories stop working like it cant find any that work... I'm confused because I have tried using CBA_fnc_compatibleItems; No matter how many different ways I tried it. It still didn't work
  15. I have a question. So I have been having a problem for a few days RIP I have tried and tried maybe thinking If I keep looking and double checking everything I cant seem to seem why this is doubling Wanted People names. I have tried everything Im also trying to learn so If anyone knows why that would be great As Im trying to learn I would like to know what I missed If someone can think of somthing. I can't remember but 5.0 files are the ones that are used in this https://gyazo.com/d75a2a2b0fe6fbe19073ffde831c8994
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