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Posts posted by lucho
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sorry my first post :D
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thank you for Feedback
but i have only this 2 files i cant write scripts so if anybody can help me it would be pretty -
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;
}; -
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
QuoteQuoteprivate ["_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 -
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];
};
};
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Error: Attempting to start AGN products on a server where it should not be!
"Error: Elevator script should NOT be started on the server"
"ERROR: server_playerSync: Cannot Sync Player
need some help pls.
AGN script http://rghost.net/56783842
elevator script http://rghost.net/56783853 -
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!!!
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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[]={};
};
};
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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????
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ok i need only gvie them some rpg and they make activity? thank you !
and what about diead bodies and slavage? have all this problem? -
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
class RscTitles
in Scripting
Posted
how i can add this 2 scripts in one?
death Screen with wm_disp