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lucho

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Posts posted by lucho

  1. fnc_switchweptosecondary

    private ["_onLadder","_pWeap","_sWep","_pack","_count","_pack_Items","_pack_Items_types","_pack_Items_count"];
    if(RSD_wepswitch_inprogress) exitWith {cutText ["Slow Down! Not so fast!" , "PLAIN DOWN"];};
    RSD_wepswitch_inprogress = true;
    closeDialog 602;
    player removeAction RSD_action_addsecondary;
    RSD_action_addsecondary = -1;
    _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    if(_onLadder) exitWith {RSD_wepswitch_inprogress = false; cutText ["You can't perform this action while on a ladder!" , "PLAIN DOWN"];};
    if(vehicle player != player) exitWith {RSD_wepswitch_inprogress = false; cutText ["You can't perform this action while in a vehicle", "PLAIN DOWN"];};
    if(DZE_ActionInProgress) exitWith {RSD_wepswitch_inprogress = false; cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"];};
    _pWeap = primaryWeapon player;
    if(_pWeap == "") exitWith {RSD_wepswitch_inprogress = false; cutText ["You have no primary weapon to switch with!" , "PLAIN DOWN"];};
    _sWep = player getVariable ["RSDSecondary",""];
    if(_sWep == "") exitWith {RSD_wepswitch_inprogress = false; cutText ["You have no weapon assigned to secondary!" , "PLAIN DOWN"];};
    _pack = unitBackpack player;
    if( _pack == objNull ) exitWith {RSD_wepswitch_inprogress = false; cutText ["You need a Backpack for this action", "PLAIN DOWN"];};
    _packC = getWeaponCargo _pack;
    _sWepN = getText (configFile >> "CfgWeapons" >> _sWep >> "displayName");
    if(!(_sWep in (_packC select 0))) exitWith {
     RSD_wepswitch_inprogress = false;
     cutText [format ["%1 is no longer in your backpack!",_sWepN], "PLAIN DOWN"];
     player setVariable ["RSDSecondary","",false];
     player removeAction RSD_action_addsecondary;
     RSD_action_addsecondary = -1;
    };
    player removeWeapon _pWeap;
    _count = 1;
    _pack_Items = getWeaponCargo _pack;
    _pack_Items_types = _pack_Items select 0;
    _pack_Items_count = _pack_Items select 1;
    clearWeaponCargoGlobal _pack;
    for [{_i=0}, {_i<(count _pack_Items_types)}, {_i=_i+1}] do {
     private["_sWep_type","_sWep_count"];
     _sWep_type = _pack_Items_types select _i;
     _sWep_count = _pack_Items_count select _i;
     if (_sWep_type == _sWep) then {
      _sWep_count = _sWep_count - _count;
      if (_sWep_count > 0) then { _pack addWeaponCargoGlobal [_sWep_type, _sWep_count]; };
     }else{ _pack addWeaponCargoGlobal [_sWep_type, _sWep_count]; };
    };
    _pack addWeaponCargoGlobal [_pWeap,1];
    player addWeapon _sWep;
    player setVariable ["RSDSecondary",_pWeap,false];
    uiSleep 1;
    player selectWeapon _sWep;
    _nill = [] spawn {
     uiSleep 5;
     RSD_wepswitch_inprogress = false;
    };

     

  2. I Need help to realise this any ideas?

     

    Weapon Quickswitch

    2 Primary Weapon Slots. Assign your primary to secondary which auto places into your backpack and “Quickswitch” between them with Shift + F!

     

    dayz_spaceInterrupt

     

    QuoteQuote

     

    private ["_dikCode","_handled","_primaryWeapon","_secondaryWeapon","_nearbyObjects","_nill","_shift","_ctrl","_alt","_dropPrimary","_dropSecondary","_iItem","_removed","_iPos","_radius","_item"];
    _dikCode = _this select 1;
    _handled = false;
    if ((animationState player) in ["smk_urbanproneright","smk_prone_to_urbanprone_right","smk_urbanproneleft","smk_prone_to_urbanprone_left"]) then {
     player switchMove "";
     player playActionNow "stop";
    };
    if (_dikCode in[0x02,0x03,0x04,0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then {
     _handled = true;
    };
    if ((_dikCode == 0x3E or _dikCode == 0x0F or _dikCode == 0xD3)) then {
     if(diag_tickTime - dayz_lastCheckBit > 10) then {
      dayz_lastCheckBit = diag_tickTime;
      call dayz_forceSave;
     };
     call dayz_EjectPlayer;
    };
    if (_dikCode == 0x01) then {
     DZE_cancelBuilding = true;
     call dayz_EjectPlayer;
    };
    if (_dikCode == 0x01 && r_player_dead) then {
     _handled = true;
    };
    if (_dikCode in actionKeys "Surrender") then { 
     _vehicle = vehicle player;
     _inVehicle = (_vehicle != player);
     _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
     _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder and !_inVehicle); 
     if (_canDo and !DZE_Surrender and !(player isKindOf  "PZombie_VB")) then {
      DZE_Surrender = true;
      _dropPrimary = false;
      _dropSecondary = false;
      _primaryWeapon = primaryWeapon player;
      if (_primaryWeapon != "") then {_dropPrimary = true;};
      _secondaryWeapon = "";
      {
       if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Type")) == 2) exitWith {
         _secondaryWeapon = _x;
       };
      } forEach (weapons player);
      if (_secondaryWeapon != "") then {_dropSecondary = true;};

      if (_dropPrimary or _dropSecondary) then {
       player playActionNow "PutDown";
       _iPos = getPosATL player;
       _radius = 1;
       _item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
       _item setposATL _iPos;
       if (_dropPrimary) then {
        _iItem = _primaryWeapon;
        _removed = ([player,_iItem,1] call BIS_fnc_invRemove);
        if (_removed == 1) then {
         _item addWeaponCargoGlobal [_iItem,1];
        };
       };
       if (_dropSecondary) then {
        _iItem = _secondaryWeapon;
        _removed = ([player,_iItem,1] call BIS_fnc_invRemove);
        if (_removed == 1) then {
         _item addWeaponCargoGlobal [_iItem,1];
        };
       };
       player reveal _item;
      };
      player setVariable ["DZE_Surrendered", true, true];
      player playMove "AmovPercMstpSsurWnonDnon";
     };
     _handled = true;
    };
    if (_dikCode in actionKeys "MoveForward") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
    if (_dikCode in actionKeys "MoveLeft") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
    if (_dikCode in actionKeys "MoveRight") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
    if (_dikCode in actionKeys "MoveBack") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};};
    if ((_dikCode in actionKeys "Prone") and r_drag_sqf) exitWith { force_dropBody = true; };
    if ((_dikCode in actionKeys "Crouch") and r_drag_sqf) exitWith { force_dropBody = true; };
    _shift = _this select 2;
    _ctrl = _this select 3;
    _alt = _this select 4;
    if ((_dikCode in actionKeys "Gear") and (vehicle player != player) and !_shift and !_ctrl and !_alt && !dialog) then {
     createGearDialog [player, "RscDisplayGear"];
     _handled = true;
    };
    if (_dikCode in (actionKeys "GetOver")) then { 
     if (player isKindOf  "PZombie_VB") then {
      _handled = true;
      DZE_PZATTACK = true;
     } else {
      _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
      if (count _nearbyObjects > 0) then {
       if((diag_tickTime - dayz_lastCheckBit > 4)) then {
        [objNull, player, rSwitchMove,"GetOver"] call RE;
        player playActionNow "GetOver";
        dayz_lastCheckBit = diag_tickTime;
       } else {
        _handled = true;
       };
      };
     };
    };
    if (_dikCode == 66) then {
     _nill = [] spawn RSD_fnc_serverrules;
    };
    if (_dikCode == 65) then {
     _nill = [] spawn RSD_fnc_serverfeatures;
    };
    if (_dikCode == 64) then {
     if (isNil("RSD_Buddys")) then { titleText [format["\n\n Buddy List Loading.... Please Wait",_budName], "PLAIN DOWN"];
     }else{ [] spawn {_dialog = createdialog "FriendDialog"; waitUntil { !(dialog) }; }; };
    };
    if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
    if (_dikCode in actionKeys "PushToTalk" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
     dayz_lastCheckBit = diag_tickTime;
     [player,50,true,(getPosATL player)] spawn player_alertZombies;
    };
    if (_dikCode in actionKeys "VoiceOverNet" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
     dayz_lastCheckBit = diag_tickTime;
     [player,50,true,(getPosATL player)] spawn player_alertZombies;
    };
    if (_dikCode in actionKeys "PushToTalkDirect" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
     dayz_lastCheckBit = diag_tickTime;
     [player,15,false,(getPosATL player)] spawn player_alertZombies;
    };
    if (_dikCode in actionKeys "Chat" and (diag_tickTime - dayz_lastCheckBit > 10)) then {
     dayz_lastCheckBit = diag_tickTime;
     [player,15,false,(getPosATL player)] spawn player_alertZombies;
    };
    if ((_dikCode == 0xC9 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User15")) then {
     DZE_Q = true;
    };
    if ((_dikCode == 0xD1 and (!_alt or !_ctrl)) or (_dikCode in actionKeys "User16")) then {
     DZE_Z = true;
    };
    if ((_dikCode == 0xC9 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User13")) then {
     DZE_Q_alt = true;
    };
    if ((_dikCode == 0xD1 and (_alt and !_ctrl)) or (_dikCode in actionKeys "User14")) then {
     DZE_Z_alt = true;
    };
    if ((_dikCode == 0xC9 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User7")) then {
     DZE_Q_ctrl = true;
    };
    if ((_dikCode == 0xD1 and (!_alt and _ctrl)) or (_dikCode in actionKeys "User8")) then {
     DZE_Z_ctrl = true;
    };
    if (_dikCode == 0x10 or (_dikCode in actionKeys "User17")) then {
     DZE_4 = true;
    };
    if (_dikCode == 0x12 or (_dikCode in actionKeys "User18")) then {
     DZE_6 = true;
    };
    if (_dikCode == 0x39 or (_dikCode in actionKeys "User19")) then {
     DZE_5 = true;
    };
    if ((_dikCode == 0x21 and (!_alt and !_ctrl)) or (_dikCode in actionKeys "User6")) then {
     if(!_shift) then { DZE_F = true;}else{ _nill = execVM "fncs\fnc_switchweptosecondary.sqf";};
    };
    _handled

     

  3. help pls to stuck 2 scripts in this file local_lockUnlock

     

     

    R3F locked vehicle fix

    and

    remote control

     

     

     

     

     

     

     

     

     

     

    here is remote control

     

     

    private ["_vehicle","_status","_sounddist"];

     

    _vehicle = _this select 0;

     

    _status = _this select 1;

     

    _sounddist = 20;

     

     

    if (local _vehicle) then {

     

    if(_status) then {

     

      _vehicle setVehicleLock "LOCKED";

     

      player action ["lightOn", _vehicle];

     

      _nul = [objNull, _vehicle, rSAY, "carLock", _sounddist] call RE;

     

      sleep 0.5;

     

      player action ["lightOff", _vehicle];

     

    } else {

     

      _vehicle setVehicleLock "UNLOCKED";

     

      player action ["lightOn", _vehicle];

     

      _nul = [objNull, _vehicle, rSAY, "carLock", _sounddist] call RE;

     

      sleep 0.5;

     

      player action ["lightOff", _vehicle];

     

    };

     

    };

     

     

    and here is  R3F fix

     

     

    private ["_vehicle","_status"];

     

    _vehicle = _this select 0;

     

    _status = _this select 1;

     

     

    if (local _vehicle) then {

     

    if(_status) then {

     

      _vehicle setVehicleLock "LOCKED";

     

      _vehicle setVariable ["R3F_LOG_disabled",true,true];

     

    } else {

     

      _vehicle setVehicleLock "UNLOCKED";

     

      _vehicle setVariable ["R3F_LOG_disabled",false,true];

     

    };

     

    };

     

     

  4. i

     

    class CfgSounds
    {
    sounds[] =
    {
            carLock,track1,track2,track3,track4
    };
    class carLock
    {
            name="carLock";
            sound[]={carlock.ogg,0.9,1};
            titles[] = {};
    };
    class track1
    {
      name="track1";
      sound[]={"sound\track1.ogg",0.05,1};
      titles[]={};
    };
    class track2
    {
      name="track2";
      sound[]={"sound\track2.ogg",0.05,1};
      titles[]={};
      };
    class track3
    {
      name="track3";
      sound[]={"sound\track3.ogg",0.05,1};
      titles[]={};
    };
    class track4
    {
      name="track4";
      sound[]={"sound\track4.ogg",0.05,1};
      titles[]={};
        };
    };

     

    I AM THANK YOU!!!

  5. How can i add both scripts sounds

    class CfgSounds
    {
    sounds[] =
    {
            carLock
    };
    class carLock
    {
            name="carLock";
            sound[]={carlock.ogg,0.9,1};
            titles[] = {};
    };
    };

    and Radio

    class CfgSounds
    {
    sounds[] =
    {
      track1,track2
    };
    class track1
    {
      name="track1";
      sound[]={"sound\track1.ogg",0.05,1};
      titles[]={};
    };
    class track2
    {
      name="track2";
      sound[]={"sound\track2.ogg",0.05,1};
      titles[]={};
      };
    class track3
    {
      name="track3";
      sound[]={"sound\track3.ogg",0.05,1};
      titles[]={};
    };
    class track4
    {
      name="track4";
      sound[]={"sound\track4.ogg",0.05,1};
      titles[]={};
        };
    };

     

  6. i have problems with sounds i have radio + sounds from carlock


    class CfgSounds
    {
        sounds[] =
        {
            carLock,track1,track2
        };
        class carLock
        {
            name="carLock";
            sound[]={carlock.ogg,0.9,1};
            titles[] = {};
        };
        class track1
        {
            name="track1";
            sound[]={"sound\track1.ogg",0.05,1};
            titles[]={};
        };
        class track2
        {
            name="track2";
            sound[]={"sound\track2.ogg",0.05,1};
            titles[]={};
        };
        class track3
        {
            name="track3";
            sound[]={"sound\track3.ogg",0.05,1};
            titles[]={};
        };
        class track4
        {
            name="track4";
            sound[]={"sound\track4.ogg",0.05,1};
            titles[]={};
        };
    };

    its ok????



     

  7. Bots - dead bodies disappear after death
    Bots - do not attack some vehicles  (when i drive volga they shoot me when i drive btr they do nothing)
    Salvage 6-8 whl bug
    need Help thanks.

    Epoch Chernarus 1.0.4.2   Beta 103718
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