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erBradipo

[5.0, 4.X] DragBody

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This script work for all version of the 4.x and for 5.0:

Add the option to drag, move, load and unload body from a vehicle.

is not my script i only take from Armaholic, and addapted to work on Life Server.

sorry fro my bad english.

Level: easy

TUTORIAL

1) Download the script from: http://www.armaholic.com/page.php?id=26578

 

2) Open the file and copy "H8_dragBody" to your Arma3\Mpmission\YourMission....

 

3) Open your "init.sqf" and paste that

null = allUnits execVM "H8_dragBody.sqf";

4) In your "H8_dragBody" replace that:

_dragCond = "vehicle _this != vehicle _target and isNull attachedTo _target and count attachedObjects _this == 0 and _target distance _this < 3";

whit:

_dragCond = "vehicle _this != vehicle _target and isNull attachedTo _target and count attachedObjects _this == 0 and _target distance _this < 3 and !alive _target";

FINISH

VID-20180529-WA0054.mp4

Edited by erBradipo
  • Like 2
  • Thanks 2

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4 hours ago, erBradipo said:

이 스크립트는 4.x 및 5.0의 모든 버전에서 작동합니다.

차량에서 드래그, 이동, 적재 및 언로드 할 수있는 옵션을 추가하십시오.

Armaholic에서만 가져온 스크립트이고 Life Server에서 작동하도록 추가되었습니다.

미안해, 내 나쁜 영어.

수준 : 쉬움

지도 시간

1) http://www.armaholic.com/page.php?id=26578 에서 스크립트를 다운로드  하십시오.

 

2) 파일을 열고 "H8_dragBody"를 Arma3 \ Mpmission \ YourMission ...에 복사하십시오.

 

3) "init.sqf"파일을 열고


 

4) "H8_dragBody"에서 다음을 대체하십시오.


 

성령 강림 대축일:


 

Does this mean bringing a dead body instead of dragging the vehicle?
and not work

Edited by Likey

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null = allUnits execVM "H8_dragBody.sqf";

And what the code if only Medics should do this?

dont work and this is written in the client log

3:10:51 Error in expression <ntil{time>15};};if(!isDedicated) then{0=H8_dragUnitArray spawn H8_fnc_Action;};#>
 3:10:51   Error position: <H8_dragUnitArray spawn H8_fnc_Action;};#>
 3:10:51   Error Nicht definierte Variable in Ausdruck: h8_dragunitarray
 3:10:51 File mpmissions\__CUR_MP.Altis\         \         \ЙСХЕ\СЮЖА\         \     \         \     , line 1
 

in which Init.sqf must be written ? in the main oder in the core forlder?

Edited by Patrick Shelby

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12 hours ago, Patrick Shelby said:
null = allUnits execVM "H8_dragBody.sqf";

And what the code if only Medics should do this?

dont work and this is written in the client log

3:10:51 Error in expression <ntil{time>15};};if(!isDedicated) then{0=H8_dragUnitArray spawn H8_fnc_Action;};#>
 3:10:51   Error position: <H8_dragUnitArray spawn H8_fnc_Action;};#>
 3:10:51   Error Nicht definierte Variable in Ausdruck: h8_dragunitarray
 3:10:51 File mpmissions\__CUR_MP.Altis\         \         \ЙСХЕ\СЮЖА\         \     \         \     , line 1
 

in which Init.sqf must be written ? in the main oder in the core forlder?

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

Edited by erBradipo

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No errors in the Client or Serverlog. But the addaction in the Scrollmenu of the Dead Body dont come. Its not possible to drag a dead body.

Ive seen that the script is calling BIS_fnc_MP , but it must be calling by remoteExec or not?

 

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3 minutes ago, Patrick Shelby said:

No errors in the Client or Serverlog. But the addaction in the Scrollmenu of the Dead Body dont come. Its not possible to drag a dead body.

Ive seen that the script is calling BIS_fnc_MP , but it must be calling by remoteExec or not?

 

have you add that code in your main mission "init.sqf"?

null = allUnits execVM "H8_dragBody.sqf";

 

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11 minutes ago, Patrick Shelby said:
StartProgress = false;

[] execVM "briefing.sqf"; //Load Briefing
[] execVM "KRON_Strings.sqf";
null = allUnits execVM "scripts\TN_dragBody.sqf";

StartProgress = true;

 

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

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4 minutes ago, Patrick Shelby said:

Ok now its working. But now everyone can drag an NPC. I want that only Medics (Independent) can drag dead bodys.

 

have you changed the:?

_dragCond = "vehicle _this != vehicle _target and isNull attachedTo _target and count attachedObjects _this == 0 and _target distance _this < 3";
Edited by erBradipo

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14 minutes ago, Patrick Shelby said:

Ok now its working. But now everyone can drag an NPC. I want that only Medics (Independent) can drag dead bodys.

 

I know this is a place, where people can go for help, but damn people not going to make it for you. Show a little intelligence by showing what code you have tried. Just don’t epect others to do it for you.

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@erBradipo

jep the Same code that you had postet but its not working..

/*
 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;
		};

and this in the Init:

null = allUnits execVM "H8_dragBody.sqf";

but its not working.. have tried

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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;
        };

 

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On 30.5.2018 at 2:33 PM, erBradipo said:

Just have 2 - 970 gygabite and i5 6600k 😅

I got 1 gtx 970 , and an I7 6700K , maybe I should buy a second 970 :seemsgood:

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2 hours ago, Dexterio said:

I can't seem to get this working either. Most of the time the option doesn't show. If it does show the animation happens but the body doesn't move

which version?

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