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erBradipo

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Everything posted by erBradipo

  1. Name: Tuning. Description: You can buy a carparts and installing in a car, the modify is persistent!: Author of Script: erBradipo. Framework Used: ALTIS LIFE 5.0. Mod used For Example: IVORY CAR. Work Without Mod: NO. Can i use which car i want?: YES. 1- Buy a Spoiler! 2- Chose a Car and use the spoiler! 3- Put where you want the spoiler and installing it! 4- Enjoy your tuned car! IF ARE YOU INTERESTED CONTACT ME ON DISCORD: erBradipo#5471
  2. Name: JunkYard. Description: You can buy a junk, repair it and restore into a working persistent car: Author of Script: erBradipo. Framework Used: ALTIS LIFE 5.0. Mod used For Example: IVORY CAR. Work Without Mod: YES. Can i set which car i want?: YES. 1- Select The junk you want. 2- Buy It! 1- Repair It! 4- Build It! 5- Enjoy your restored vehicle! IF ARE YOU INTERESTED CONTACT ME ON DISCORD: erBradipo#5471
  3. just create a script and attach te vehicle to him
  4. Hi everyone i have create this script for exit from prison, you need to search an container for have an bomb, place on the wall and you can exit, the police can repair the wall. STEP 1 Place an object in the prison and add this in the INIT. this addAction["Search Explosive", {hint("I Have Found an Improvised Bomb");player setVariable["HaveCharge",true,true]; for "_anim" from 0 to 1 do { player playMove "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon"; waitUntil{animationState player != "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";}; }; player addAction["Place Charge","fn_FTD_PlaceCharge.sqf"];}]; STEP 2 Place this file fn_FTD_PlaceCharge.sqf in your Mission Folder (if you are in Altis: "Altis_Life.Altis"). STEP 3 Edit the line 6 with the class name of your prison wall . _wall = "Land_Wall_IndCnc_4_F"; //change this string with CFG name of your prison wall ("You can see the CFG name of the wall in the editor 3D, right click on wall and FIND ON RECOURCE BROWSER") ENJOY Thats it! If you want an custom version of this Script, Contact me on Discord: erBradipo#5471 Thanks.
  5. it simple to do, just put in actionkeyhandle on the windows interact key the specific class of the wall and create an sqf file, where you delete the wall or set the damage to 1, you can do what do you want, try to use this link, https://community.bistudio.com/wiki/setDamage, https://community.bistudio.com/wiki/deleteVehicle, https://community.bistudio.com/wiki/cursorTarget
  6. if is an PBO you need to insert in a mod folder like @Mod_Name/Addons/building.PBO, start arma3 with your mod active and try if the building appear in the editor
  7. - 😀 IF YOU ARE INTERESTED CONTACT ME ON DISCORD: erBradipo#5471 -FARM ON OBJECT- -DRIVE LICENSE TEST FOR ALL CLASS (NEED TO BE CONFIGURED)- -CONFIGURABLE FURNITURE IN HOUSE (CAN YOU ADD OPTION TO ITEMS)- -CRAFTING PART AND WEAPONS SYSTEM (NEED TO BE CONFIGURED)- -HARVEST PLANT FOR RARE ERBS AND ALCHOLIC PRODUCTION (WORKING IN PROGRESS)- -REAL FARM OBJ SYSTEM- -OBJ LOADING ON VEHICLE SYSTEM- -CUSTOM PROCESS SYSTEM- -CUSTOM SHOP SYSTEM- FTD_SYSTEM_IMAGE.rarAll The Image Used For the post
  8. I have just finished my Own craft Script
  9. First Caller is from fn_actionKeyHandler.sqf with: if ((typeOf _curObject) in FTD_House_Item && {player distance _curObject < 3} ) exitWith { if (alive _curObject) then { [_curObject] call life_fnc_containerMenu; }; }; That open that menu: case "Land_PressureWasher_01_F": { _Btn1 ctrlSetText "Lavora Metallo"; _Btn1 buttonSetAction "[Metallo] spawn life_fnc_FTD_ProcessWeaponsPart; closeDialog 0;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText "Lavora Legno"; _Btn2 buttonSetAction "[Legno] spawn life_fnc_FTD_ProcessWeaponsPart; closeDialog 0;"; _Btn2 ctrlShow true; _Btn3 ctrlSetText "Lavora Plastica"; _Btn3 buttonSetAction "[Plastica] spawn life_fnc_FTD_ProcessWeaponsPart; closeDialog 0;"; _Btn3 ctrlShow true; _Btn4 ctrlSetText "Lavora Vetro"; _Btn4 buttonSetAction "[Vetro] spawn life_fnc_FTD_ProcessWeaponsPart; closeDialog 0;"; _Btn4 ctrlShow true; _Btn5 ctrlSetText "Lavora Piombo"; _Btn5 buttonSetAction "[Piombo] spawn life_fnc_FTD_ProcessWeaponsPart; closeDialog 0;"; _Btn5 ctrlShow true; }; but after when i click it doesn't do nothing.... i post the new menu to open #include "..\..\..\script_macros.hpp" #define Btn1 937450 #define Btn2 937451 #define Btn3 937452 #define Btn4 937453 #define Btn5 937454 #define Btn6 937455 #define Btn7 937456 #define Btn8 937457 #define Title 937401 private ["_container","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"]; disableSerialization; _container = param [0,objNull,[objNull]]; if (isNull _container) exitWith {}; //Bad target if (!dialog) then { createDialog "FTD_Craft_Menu"; }; _Btn1 = CONTROL(937400,Btn1); _Btn2 = CONTROL(937400,Btn2); _Btn3 = CONTROL(937400,Btn3); _Btn4 = CONTROL(937400,Btn4); _Btn5 = CONTROL(937400,Btn5); _Btn6 = CONTROL(937400,Btn6); _Btn7 = CONTROL(937400,Btn7); _Btn8 = CONTROL(937400,Btn8); {_x ctrlShow false;} forEach [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6,_Btn7,_Btn8]; _object = _container; switch(_object) do { case "Metallo": { _Btn1 ctrlSetText "Canna Per Pistola"; _Btn1 buttonSetAction "['CannaP_M'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText "Grilletto Per Pistola"; _Btn2 buttonSetAction "['GrillettoP_M'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn2 ctrlShow true; _Btn3 ctrlSetText "Corpo Per Pistola"; _Btn3 buttonSetAction "['CorpoP_M'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn3 ctrlShow true; _Btn4 ctrlSetText "Canna Per Fucile"; _Btn4 buttonSetAction "['CannaF_M'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn4 ctrlShow true; _Btn5 ctrlSetText "Grilletto Per Fucile"; _Btn5 buttonSetAction "['GrillettoF_M'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn5 ctrlShow true; _Btn6 ctrlSetText "Corpo Per Fucile"; _Btn6 buttonSetAction "['CorpoF'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn6 ctrlShow true; _Btn6 ctrlSetText "RIS Per Fucile"; _Btn6 buttonSetAction "['RIS'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn6 ctrlShow true; _Btn8 ctrlSetText "Canna Di Precisione"; _Btn8 buttonSetAction "['CannaPR'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn8 ctrlShow true; }; case "Legna": { _Btn1 ctrlSetText "Impugnatura Per Pistola"; _Btn1 buttonSetAction "['ImpP_L'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText "Calcio Per Fucile"; _Btn2 buttonSetAction "['CalcioF_L'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn2 ctrlShow true; _Btn3 ctrlSetText "Paramano Per Fucile"; _Btn3 buttonSetAction "['ParamanoF_L'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn3 ctrlShow true; _Btn4 ctrlSetText "Impugnatura Per Fucile"; _Btn4 buttonSetAction "['ImpF_L'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn4 ctrlShow true; _Btn5 ctrlSetText "Corpo Fucile Da Precisione"; _Btn5 buttonSetAction "['CorpoPR_L'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn5 ctrlShow true; }; case "Plastica": { _Btn1 ctrlSetText "Impugnatura Per Pistola"; _Btn1 buttonSetAction "['ImpP_P'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText "Corpo Per Pistola"; _Btn2 buttonSetAction "['CorpoP_P'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn2 ctrlShow true; _Btn3 ctrlSetText "Impugnatura Per Fucile"; _Btn3 buttonSetAction "['ImpF_P'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn3 ctrlShow true; _Btn4 ctrlSetText "Calcio Per Fucile"; _Btn4 buttonSetAction "['CalcioF_P'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn4 ctrlShow true; _Btn5 ctrlSetText "Paramano Per Fucile"; _Btn5 buttonSetAction "['ParamanoF_P'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn5 ctrlShow true; _Btn6 ctrlSetText "Corpo Fucile Da Precisione"; _Btn6 buttonSetAction "['CorpoPR_P'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn6 ctrlShow true; }; case "Vetro": { _Btn1 ctrlSetText "Lenti Per Ottica"; _Btn1 buttonSetAction "['Lenti_PR'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText "Lenti Per Olografico"; _Btn2 buttonSetAction "['Lenti_O'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn2 ctrlShow true; _Btn3 ctrlSetText "Lenti Per Punto Rosso"; _Btn3 buttonSetAction "['Lenti_P'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn3 ctrlShow true; }; case "Ottone": { _Btn1 ctrlSetText "Bossoli 9MM"; _Btn1 buttonSetAction "['Boss_9MM'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText "Bossoli .45 ACP"; _Btn2 buttonSetAction "['Boss_45ACP'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn2 ctrlShow true; _Btn3 ctrlSetText "Bossoli .223"; _Btn3 buttonSetAction "['Boss_223'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn3 ctrlShow true; _Btn4 ctrlSetText "Cartucce 12 Gauge"; _Btn4 buttonSetAction "['Cart_12'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn4 ctrlShow true; _Btn5 ctrlSetText "Proiettili 9MM"; _Btn5 buttonSetAction "['Pro_9MM'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn5 ctrlShow true; _Btn6 ctrlSetText "Proiettili .45 ACP"; _Btn6 buttonSetAction "['Pro_45ACP'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn6 ctrlShow true; _Btn7 ctrlSetText "Proiettili .223"; _Btn7 buttonSetAction "['Pro_223'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn7 ctrlShow true; _Btn8 ctrlSetText "Pallettoni 12 Gauge"; _Btn8 buttonSetAction "['Pall_12'] execVM ""FTD\Script\Action\fn_FTD_CraftWeaponsPart.sqf"";closeDialog 0;"; _Btn8 ctrlShow true; }; };
  10. Hi guys i have some problem with that i don't know i can pass these parameters to the same file the first call from fn_actionKeyHandler [1,0,0] call life_fnc_FTD_DriveLicenseTeoric; the file: #include "..\..\..\script_macros.hpp" #define Btn1 37450 #define Btn2 37451 #define Btn3 37452 #define Btn4 37453 #define Btn5 37454 #define Btn6 37455 #define Btn7 37456 #define Btn8 37457 #define Title 37401 private ["_Ndomanda","_result","_count","_Btn1","_Btn2","_Btn3","_Btn4","_Btn5","_Btn6","_Btn7","_Btn8"]; params ["_Ndomanda","_result","_count"]; disableSerialization; if (isNull _container) exitWith {}; //Bad target if (!dialog) then { createDialog "pInteraction_Menu"; }; _Btn1 = CONTROL(37400,Btn1); _Btn2 = CONTROL(37400,Btn2); _Btn3 = CONTROL(37400,Btn3); _Btn4 = CONTROL(37400,Btn4); _Btn5 = CONTROL(37400,Btn5); _Btn6 = CONTROL(37400,Btn6); _Btn7 = CONTROL(37400,Btn7); _Btn8 = CONTROL(37400,Btn8); {_x ctrlShow false;} forEach [_Btn1,_Btn2,_Btn3,_Btn4,_Btn5,_Btn6,_Btn7,_Btn8]; _count = _count + _result; switch (_Ndomanda) do { case 1 : { _Ndomanda = _Ndomanda + 1; hint "Puoi passare con il rosso?"; _Btn1 ctrlSetText "Si"; _Btn1 buttonSetAction "[_Ndomanda, 1, _count] call life_fnc_FTD_DriveLicenseTeoric;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText "No"; _Btn2 buttonSetAction "[_Ndomanda, 1, _count] call life_fnc_FTD_DriveLicenseTeoric;"; _Btn2 ctrlShow true; }; case 2 : { _Ndomanda = _Ndomanda + 2; hint "A cosa serve l'alternatore"; _Btn1 ctrlSetText "Ricarica la batteria"; _Btn1 buttonSetAction "[_Ndomanda, 1, _count] call life_fnc_FTD_DriveLicenseTeoric;"; _Btn1 ctrlShow true; _Btn2 ctrlSetText "Ricarica la dinamo"; _Btn2 buttonSetAction "[_Ndomanda, 1, _count] call life_fnc_FTD_DriveLicenseTeoric;"; _Btn2 ctrlShow true; }; case 3 : { if (_count >= 2) then { ["FTDSucceeded",["Hai Preso La Patente B!"]] call BIS_fnc_showNotification; license_civ_driver = true; [] call SOCK_fnc_syncData; _Btn1 ctrlSetText "ESCI"; _Btn1 buttonSetAction "closeDialog 0;"; _Btn1 ctrlShow true; } else { ["FTDFailed",["Non hai Preso la Patente, Riprova!"]] call BIS_fnc_showNotification; _Btn1 ctrlSetText "ESCI"; _Btn1 buttonSetAction "closeDialog 0;"; _Btn1 ctrlShow true; }; }; };
  11. i spent 30 euro and my ip is not on the list? why?
  12. hello i try to install infistar to my server but id doesn't work and give me that error anyone can help me? "<infiSTAR.de> Can not load infiSTAR" "<infiSTAR.de> 4d8f31511312" "<infiSTAR.de> 75dc313bb9d18cae82e71997fa2e30a1" "<infiSTAR.de> [ITA]FTD Kerama Island Alpha" "<infiSTAR.de> dll.infistar.de DNS ERROR! WRONG TARGET IP: 104.25.245.111"
  13. 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
  14. me on 5.0 work perfect
  15. try to modify some filter, they can block the moving of a dead body
  16. have you the battleye filter on?
  17. if it don't work let me say ;D
  18. 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; };
  19. have you changed the:? _dragCond = "vehicle _this != vehicle _target and isNull attachedTo _target and count attachedObjects _this == 0 and _target distance _this < 3";
  20. 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
  21. have you add that code in your main mission "init.sqf"? null = allUnits execVM "H8_dragBody.sqf";
  22. which error gives you?
  23. Just have 2 - 970 gygabite and i5 6600k 😅
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