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erBradipo

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erBradipo last won the day on January 30

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  1. Hello i use the function in an file called by an player. _somevariable addAction["somestuff", "somefile.sqf"]; but in multiplayer it does not work i search on the Boema Wiki and i find that function [_somevariable, ["somestuff", "somefile.sqf"]] remoteExec ["addAction"]; but it does not work.... any idea or some help? Becouse i want put the addAction for all Client in Game
  2. me on 5.0 work perfect
  3. try to modify some filter, they can block the moving of a dead body
  4. have you the battleye filter on?
  5. if it don't work let me say ;D
  6. replace that line of code: /* DragBody script by BangaBob (H8erMaker) v1.2 Description Drag dead bodies out of sight to avoid detection. JIP/MP/SP/Dedicated compatible Instructions Add this line into the init.sqf. This will add a drag action to all editor placed units. null = allUnits execVM "H8_dragBody.sqf"; Functions [UNIT1,UNIT2,UNIT3] spawn H8_addDrag; Add living units into the script. (Useful for units spawned mid-mission). */ #define TN_DRAGTEXT "Patient ziehen" // AddAction text for drag body #define TN_DROPTEXT "Patient loslassen" // AddAction text for dropping body #define TN_LOADTEXT "Patient einladen" // AddAction text for dropping body #define TN_UNLOTEXT "Patient ausladen" // AddAction text for dropping body H8_fnc_Action = { _dragCond = "vehicle _this != vehicle _target and isNull attachedTo _target and count attachedObjects _this == 0 and _target distance _this < 3 and !alive _target"; { _x addaction [H8_DRAGTEXT,{call H8_DragAction},nil,6,false,false,"",_dragCond]; }forEach _this; }; H8_DragAction = { _unit = (_this select 0); // GLOBAL CODE _unitID = _unit getVariable "H8_increm"; [[_unit, vehicle player,_unitID],"H8_fnc_attach",true] call BIS_fnc_MP; _unit attachTo [player,[0,1,0]]; // CLIENT SIDE player playAction "grabDrag"; player forceWalk true; _dropID= player addAction [H8_DROPTEXT,{call H8_dropAction},_unit,6]; _hideID =player addAction [H8_LOADTEXT,{call H8_putIncar},_unit,6,false,false,"","_target distance _this < 8 and cursorTarget isKindOf ""LandVehicle"""]; player setVariable ["H8hideVeh",_hideID]; player setVariable ["H8dropact",_dropID]; }; H8_putIncar = { _hideID = (_this select 2); _dropID = player getVariable "H8dropact"; _unit = (_this select 3); _vehicle = cursorTarget; _loadedBody =_vehicle getVariable "H8loadedBody"; if (isNil "_loadedBody") then { // CLIENT CODE player playMove "amovpknlmstpsraswrfldnon"; player forceWalk false; player removeAction _hideID; player removeAction _dropID; // GLOBAL CODE _unitID = _unit getVariable "H8_increm"; 0 = [[_unit, vehicle player,_unitID],"H8_fnc_detach",true] call BIS_fnc_MP; sleep 1; deTach _unit; _unit setPos [0,0,0]; _vehicle setVariable ["H8loadedBody",_unit,true]; [[_vehicle],"H8_carAction",true] call BIS_fnc_MP; }else{ hint "Vehicle already has a body loaded"; }; }; H8_carAction = { _vehicle = (_this select 0); _vehicle addAction [H8_UNLOTEXT,{call H8_removeBody},nil,0,false,false,"","_this distance _target < 8"]; }; H8_carRemoveAction = { _vehicle = (_this select 0); _id = (_this select 1); _vehicle removeAction _id; }; H8_removeBody = { _vehicle = (_this select 0); _player = (_this select 1); _id = (_this select 2); [[_vehicle,_id],"H8_carRemoveAction",true] call BIS_fnc_MP; _unit = _vehicle getVariable "H8loadedBody"; _vehicle setVariable ["H8loadedBody",Nil]; _pos = _player modelToWorld [1,0,0]; _unit setPos _pos; _unit switchMove "AinjPpneMstpSnonWrflDb_release"; }; H8_dropAction = { _dropID = (_this select 2); _hideID = player getVariable "H8hideVeh"; _unit = (_this select 3); // GLOBAL CODE _unitID = _unit getVariable "H8_increm"; 0 = [[_unit, vehicle player,_unitID],"H8_fnc_detach",true] call BIS_fnc_MP; deTach _unit; // CLIENT SIDE player removeAction _hideID; player removeAction _dropID; player playMove "amovpknlmstpsraswrfldnon"; player forceWalk false; }; H8_fnc_attach = { _unit = (_this select 0); _player = (_this select 1); _unitID = (_this select 2); _id = format ["h8EF%1",_unitID]; 0 = [_id, "onEachFrame", "H8_fnc_moveBody",[_unit,_player]] call BIS_fnc_addStackedEventHandler; }; H8_fnc_detach = { _unit = (_this select 0); _player = (_this select 1); _unitID = (_this select 2); _id = format ["h8EF%1",_unitID]; 0 = [_id, "onEachFrame"] call BIS_fnc_removeStackedEventHandler; sleep 0.05; _relD = [_unit,_player] call BIS_fnc_dirTo; _unit switchMove "AinjPpneMstpSnonWrflDb_release"; _unit setDir _relD; }; H8_fnc_moveBody = { _unit = (_this select 0); _player = (_this select 1); // CREDIT TOO Das Attorney FOR CODE _pos = _player modelToWorld [0,1,0]; _unit setPos _pos; _unit setDir 180; _unit switchMove "AinjPpneMrunSnonWnonDb"; }; H8_addDrag = { { H8_increments = H8_increments + 1; _x setVariable ["H8_increm",H8_increments,true]; H8_dragUnitArray set [count H8_dragUnitArray, _x]; }forEach _this; [_this,"H8_fnc_Action",TRUE] call BIS_fnc_MP; publicVariable "H8_increments"; publicVariable "H8_dragUnitArray"; }; if (isServer) then { if (isNil ("H8_dragUnitArray")) then { H8_dragUnitArray = []; H8_increments = 0;}; { H8_increments = H8_increments + 1; _x setVariable ["H8_increm",H8_increments,true]; H8_dragUnitArray set [count H8_dragUnitArray, _x]; }forEach _this; publicVariable "H8_increments"; publicVariable "H8_dragUnitArray"; }; if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 15};}; if (!isDedicated) then { 0 = H8_dragUnitArray spawn H8_fnc_Action; }; whit /* DragBody script by BangaBob (H8erMaker) v1.2 Description Drag dead bodies out of sight to avoid detection. JIP/MP/SP/Dedicated compatible Instructions Add this line into the init.sqf. This will add a drag action to all editor placed units. null = allUnits execVM "H8_dragBody.sqf"; Functions [UNIT1,UNIT2,UNIT3] spawn H8_addDrag; Add living units into the script. (Useful for units spawned mid-mission). */ #define PL_DRAGTEXT "Patient ziehen" // AddAction text for drag body #define PL_DRAGTEXT "Patient loslassen" // AddAction text for dropping body #define PL_DRAGTEXT "Patient einladen" // AddAction text for dropping body #define PL_DRAGTEXT "Patient ausladen" // AddAction text for dropping body PL_fnc_Action = { _dragCond = "vehicle _this != vehicle _target and isNull attachedTo _target and count attachedObjects _this == 0 and _target distance _this < 3 and !alive _target"; { _x addaction [PL_DRAGTEXT,{call PL_DragAction},nil,6,false,false,"",_dragCond]; }forEach _this; }; PL_DragAction = { _unit = (_this select 0); // GLOBALE _unitID = _unit getVariable "PL_increm"; [[_unit, vehicle player,_unitID],"PL_fnc_attach",true] call BIS_fnc_MP; _unit attachTo [player,[0,1,0]]; // CLIENT SIDE player playAction "grabDrag"; player forceWalk true; _dropID= player addAction [PL_DROPTEXT,{call PL_dropAction},_unit,6]; _hideID =player addAction [PL_LOADTEXT,{call PL_putIncar},_unit,6,false,false,"","_target distance _this < 8 and cursorTarget isKindOf ""LandVehicle"""]; player setVariable ["PLhideVeh",_hideID]; player setVariable ["PLdropact",_dropID]; }; PL_putIncar = { _hideID = (_this select 2); _dropID = player getVariable "PLdropact"; _unit = (_this select 3); _vehicle = cursorTarget; _loadedBody =_vehicle getVariable "PLloadedBody"; if (isNil "_loadedBody") then { // CLIENT SIDE player playMove "amovpknlmstpsraswrfldnon"; player forceWalk false; player removeAction _hideID; player removeAction _dropID; // GLOBALE _unitID = _unit getVariable "PL_increm"; 0 = [[_unit, vehicle player,_unitID],"PL_fnc_detach",true] call BIS_fnc_MP; sleep 1; deTach _unit; _unit setPos [0,0,0]; _vehicle setVariable ["PLloadedBody",_unit,true]; [[_vehicle],"PL_carAction",true] call BIS_fnc_MP; }else{ hint "Vehicle already has a body loaded"; }; }; PL_carAction = { _vehicle = (_this select 0); _vehicle addAction [PL_UNLOTEXT,{call PL_removeBody},nil,0,false,false,"","_this distance _target < 8"]; }; PL_carRemoveAction = { _vehicle = (_this select 0); _id = (_this select 1); _vehicle removeAction _id; }; PL_removeBody = { _vehicle = (_this select 0); _player = (_this select 1); _id = (_this select 2); [[_vehicle,_id],"PL_carRemoveAction",true] call BIS_fnc_MP; _unit = _vehicle getVariable "PLloadedBody"; _vehicle setVariable ["PLloadedBody",Nil]; _pos = _player modelToWorld [1,0,0]; _unit setPos _pos; _unit switchMove "AinjPpneMstpSnonWrflDb_release"; }; PL_dropAction = { _dropID = (_this select 2); _hideID = player getVariable "PLhideVeh"; _unit = (_this select 3); // GLOBALE _unitID = _unit getVariable "PL_increm"; 0 = [[_unit, vehicle player,_unitID],"PL_fnc_detach",true] call BIS_fnc_MP; deTach _unit; // CLIENT player removeAction _hideID; player removeAction _dropID; player playMove "amovpknlmstpsraswrfldnon"; player forceWalk false; }; PL_fnc_attach = { _unit = (_this select 0); _player = (_this select 1); _unitID = (_this select 2); _id = format ["PLEF%1",_unitID]; 0 = [_id, "onEachFrame", "PL_fnc_moveBody",[_unit,_player]] call BIS_fnc_addStackedEventHandler; }; PL_fnc_detach = { _unit = (_this select 0); _player = (_this select 1); _unitID = (_this select 2); _id = format ["PLEF%1",_unitID]; 0 = [_id, "onEachFrame"] call BIS_fnc_removeStackedEventHandler; sleep 0.05; _relD = [_unit,_player] call BIS_fnc_dirTo; _unit switchMove "AinjPpneMstpSnonWrflDb_release"; _unit setDir _relD; }; PL_fnc_moveBody = { _unit = (_this select 0); _player = (_this select 1); _pos = _player modelToWorld [0,1,0]; _unit setPos _pos; _unit setDir 180; _unit switchMove "AinjPpneMrunSnonWnonDb"; }; PL_addDrag = { { PL_increments = PL_increments + 1; _x setVariable ["PL_increm",PL_increments,true]; PL_dragUnitArray set [count PL_dragUnitArray, _x]; }forEach _this; [_this,"PL_fnc_Action",TRUE] call BIS_fnc_MP; publicVariable "PL_increments"; publicVariable "PL_dragUnitArray"; }; if (isServer) then { if (isNil ("PL_dragUnitArray")) then { PL_dragUnitArray = []; PL_increments = 0;}; { PL_increments = PL_increments + 1; _x setVariable ["PL_increm",PL_increments,true]; PL_dragUnitArray set [count PL_dragUnitArray, _x]; }forEach _this; publicVariable "PL_increments"; publicVariable "PL_dragUnitArray"; }; if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 15};}; if (!isDedicated) then { 0 = PL_dragUnitArray spawn PL_fnc_Action; };
  7. have you changed the:? _dragCond = "vehicle _this != vehicle _target and isNull attachedTo _target and count attachedObjects _this == 0 and _target distance _this < 3";
  8. 1) Move your TN_dragBody out from the Scripts folder 2) rename the: null = allUnits execVM "scripts\TN_dragBody.sqf"; in null = allUnits execVM "TN_dragBody.sqf"; 3) replace that: StartProgress = false; [] execVM "briefing.sqf"; //Load Briefing [] execVM "KRON_Strings.sqf"; null = allUnits execVM "scripts\TN_dragBody.sqf"; StartProgress = true; whit null = allUnits execVM "TN_dragBody.sqf"; StartProgress = false; [] execVM "briefing.sqf"; //Load Briefing [] execVM "KRON_Strings.sqf"; StartProgress = true; try and told me if work or not
  9. have you add that code in your main mission "init.sqf"? null = allUnits execVM "H8_dragBody.sqf";
  10. which error gives you?
  11. Just have 2 - 970 gygabite and i5 6600k 😅
  12. You need to insert that in your "init.sqf" in main folder: null = allUnits execVM "H8_dragBody.sqf"; if you want only for medics you need to change the: _dragCond and insert in that the condition it will not funcion if you are in civilian,west and east
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