pekass
-
Posts
16 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by pekass
-
-
thanks, but where is the line and you have to put in the init.sqf?.
-
thanks, but where is the line and you have to put in the init.sqf?.
-
hello I put the script but I get a mesaje saying I have to wait a while to get blood there any way to remove that time to put the blood?.
thx all.
-
hello am translating the translator, I would like to know how to decrease the distance between vehicles when they are towed.
-
http://img855.imageshack.us/img855/2033/b97j.jpg
I want to take that
-
that I have to do to work?
HELP ME PLZ.
-
aunto self blood bad
R3F_ARTY_AND_LOG
auto refuel
-
Hello I would like to know why the 1.0.3 script not working in 1.0.3.1, I have to do to work.thanks and regards.(battleneye: script restriction #2)hola me gustaria saber por que no trabajan las script 1.0.3 en 1.0.3.1, que tengo que hacer para que trabajen.gracias y saludos.
-
Hello I would like to auto refuel only possible Land_A_FuelStation_Feedi use epoch 1.0.3thx
-
thx axe cop XD.
-
Hello I would like to know how to rename Tow by Remolcar in scrip
THX
-
Dodgy thank you very much and works like you said you talking, use the new epoch Chernarus 1.0.3 Might tell me how to strip the vehicles for parts and Deployable bike.Thank you.
-
now I get this error with self Bloodbag, if I remove self Bloodbag, the trade works well.Might also put the script part salvage bike and toolbox
thanks and regards. http://img138.imageshack.us/img138/2055/urq6.jpg
https://mega.co.nz/#F!GNtWGJzI!da_U2WponZpKi-RVaVyUBA
-
sorry for my English I am translating with googletranslator, I have a problem with the script and function selfbloodbag to speak with the trades, if I put the selfbloodbag can not talk to the trades, plz help.
progressLoadingScreen 0.5;call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compilescall compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configsprogressLoadingScreen 1.0;compile.sqffnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf";fn_selfActions.sqf"scriptName "Functions\misc\fn_selfActions.sqf";/***********************************************************ADD ACTIONS FOR SELF- Function- [] call fnc_usec_selfActions;************************************************************/private["_menClose","_hasBandage","_hasEpi","_hasMorphine","_hasBlood","_vehicle","_inVehicle","_color","_part"];_vehicle = vehicle player;_inVehicle = (_vehicle != player);_bag = unitBackpack player;_classbag = typeOf _bag;_isWater = (surfaceIsWater (position player)) or dayz_isSwimming;_hasAntiB = "ItemAntibiotic" in magazines player;_hasFuelE = "ItemJerrycanEmpty" in magazines player;//boiled Water_hasbottleitem = "ItemWaterbottle" in magazines player;_hastinitem = false;{if (_x in magazines player) then {_hastinitem = true;};} forEach boil_tin_cans;_hasKnife = "ItemKnife" in items player;_hasToolbox = "ItemToolbox" in items player;//_hasTent = "ItemTent" in items player;_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;_nearLight = nearestObject [player,"LitObject"];_canPickLight = false;if (!isNull _nearLight) then {if (_nearLight distance player < 4) then {_canPickLight = isNull (_nearLight getVariable ["owner",objNull]);};};_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);// ------------------------------------------------------------------------Krixes Self Bloodbag Start------------------------------------------------------------------------_mags = magazines player;// Krixes Self Bloodbagif ("ItemBloodbag" in _mags) then {hasBagItem = true;} else { hasBagItem = false;};if((speed player <= 1) && hasBagItem && _canDo) then {if (s_player_selfBloodbag < 0) then {s_player_selfBloodbag = player addaction[("<t color="#c70000"">" + ("Auto Transfusion") +"</t>"),"custom\player_selfbloodbag.sqf","",5,false,true,"", "];};} else {player removeAction s_player_selfBloodbag;s_player_selfBloodbag = -1;};// -------------------------------------------------------------------------Krixes Self Bloodbag End--------------------------------------------------------------------------//Grab Flareif (_canPickLight and !dayz_hasLight) then {if (s_player_grabflare < 0) then {_text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName");s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""];s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""];};} else {player removeAction s_player_grabflare;player removeAction s_player_removeflare;s_player_grabflare = -1;s_player_removeflare = -1;};if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4)) then { //Has some kind of target_isHarvested = cursorTarget getVariable["meatHarvested",false];_isVehicle = cursorTarget isKindOf "AllVehicles";_isVehicletype = typeOf cursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"];_isMan = cursorTarget isKindOf "Man";_ownerID = cursorTarget getVariable ["characterID","0"];_isAnimal = cursorTarget isKindOf "Animal";_isDog = (cursorTarget isKindOf "DZ_Pastor" || cursorTarget isKindOf "DZ_Fin");_isZombie = cursorTarget isKindOf "zZombie_base";_isDestructable = cursorTarget isKindOf "BuiltItems";_isTent = cursorTarget isKindOf "TentStorage";_isFuel = false;_isAlive = alive cursorTarget;_canmove = canmove cursorTarget;_text = getText (configFile >> "CfgVehicles" >> typeOf cursorTarget >> "displayName");_rawmeat = meatraw;_hasRawMeat = false;{if (_x in magazines player) then {_hasRawMeat = true;};} forEach _rawmeat;if (_hasFuelE) then {_isFuel = (cursorTarget isKindOf "Land_Ind_TankSmall") or (cursorTarget isKindOf "Land_fuel_tank_big") or (cursorTarget isKindOf "Land_fuel_tank_stairs") or (cursorTarget isKindOf "Land_wagon_tanker");};//diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID));//Allow player to delete objectsif(_isDestructable and _hasToolbox and _canDo) then {if (s_player_deleteBuild < 0) then {s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",cursorTarget, 1, true, true, "", ""];};} else {player removeAction s_player_deleteBuild;s_player_deleteBuild = -1;};/*//Allow player to force saveif((_isVehicle or _isTent) and _canDo and !_isMan) then {if (s_player_forceSave < 0) then {s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",cursorTarget, 1, true, true, "", ""];};} else {player removeAction s_player_forceSave;s_player_forceSave = -1;};*///flip vehicleif ((_isVehicletype) and !_canmove and _isAlive and (player distance cursorTarget >= 2) and (count (crew cursorTarget))== 0 and ((vectorUp cursorTarget) select 2) < 0.5) then {if (s_player_flipveh < 0) then {s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",cursorTarget, 1, true, true, "", ""];};} else {player removeAction s_player_flipveh;s_player_flipveh = -1;};//Allow player to fill jerrycanif(_hasFuelE and _isFuel and _canDo) then {if (s_player_fillfuel < 0) then {s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];};} else {player removeAction s_player_fillfuel;s_player_fillfuel = -1;};if (!alive cursorTarget and _isAnimal and _hasKnife and !_isHarvested and _canDo) then {if (s_player_butcher < 0) then {s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",cursorTarget, 3, true, true, "", ""];};} else {player removeAction s_player_butcher;s_player_butcher = -1;};//Fireplace Actions checkif (inflamed cursorTarget and _hasRawMeat and _canDo) then {if (s_player_cook < 0) then {s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",cursorTarget, 3, true, true, "", ""];};} else {player removeAction s_player_cook;s_player_cook = -1;};if (inflamed cursorTarget and (_hasbottleitem and _hastinitem) and _canDo) then {if (s_player_boil < 0) then {s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",cursorTarget, 3, true, true, "", ""];};} else {player removeAction s_player_boil;s_player_boil = -1;};if(cursorTarget == dayz_hasFire and _canDo) then {if ((s_player_fireout < 0) and !(inflamed cursorTarget) and (player distance cursorTarget < 3)) then {s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",cursorTarget, 0, false, true, "",""];};} else {player removeAction s_player_fireout;s_player_fireout = -1;};//Packing my tentif(cursorTarget isKindOf "TentStorage" and _canDo and _ownerID == dayz_characterID) then {if ((s_player_packtent < 0) and (player distance cursorTarget < 3)) then {s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",cursorTarget, 0, false, true, "",""];};} else {player removeAction s_player_packtent;s_player_packtent = -1;};//Sleepif(cursorTarget isKindOf "TentStorage" and _canDo and _ownerID == dayz_characterID) then {if ((s_player_sleep < 0) and (player distance cursorTarget < 3)) then {s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",cursorTarget, 0, false, true, "",""];};} else {player removeAction s_player_sleep;s_player_sleep = -1;};//Repairing Vehiclesif ((dayz_myCursorTarget != cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage cursorTarget < 1)) then {_vehicle = cursorTarget;{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];dayz_myCursorTarget = _vehicle;_allFixed = true;_hitpoints = _vehicle call vehicle_getHitpoints;{_damage = [_vehicle,_x] call object_getHit;_part = "PartGeneric";//change "HitPart" to " - Part" rather than complicated string replace_cmpt = toArray (_x);_cmpt set [0,20];_cmpt set [1,toArray ("-") select 0];_cmpt set [2,20];_cmpt = toString _cmpt;if(["Engine",_x,false] call fnc_inString) then {_part = "PartEngine";};if(["HRotor",_x,false] call fnc_inString) then {_part = "PartVRotor"; //yes you need PartVRotor to fix HRotor LOL};if(["Fuel",_x,false] call fnc_inString) then {_part = "PartFueltank";};if(["Wheel",_x,false] call fnc_inString) then {_part = "PartWheel";};if(["Glass",_x,false] call fnc_inString) then {_part = "PartGlass";};// get every damaged part no matter how tiny damage is!if (_damage > 0) then {_allFixed = false;_color = "color='#ffff00'"; //yellowif (_damage >= 0.5) then {_color = "color='#ff8800'";}; //orangeif (_damage >= 0.9) then {_color = "color='#ff0000'";}; //red_string = format["<t %2>Repair%1</t>",_cmpt,_color]; //Repair - Part_handle = dayz_myCursorTarget addAction [_string, "\z\addons\dayz_code\actions\repair.sqf",[_vehicle,_part,_x], 0, false, true, "",""];s_player_repairActions set [count s_player_repairActions,_handle];};} forEach _hitpoints;if (_allFixed) then {_vehicle setDamage 0;};};if (_isMan and !_isAlive and !_isZombie) then {if (s_player_studybody < 0) then {s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",cursorTarget, 0, false, true, "",""];};} else {player removeAction s_player_studybody;s_player_studybody = -1;};//Dogif (_isDog and _isAlive and (_hasRawMeat) and _canDo and _ownerID == "0" and player getVariable ["dogID", 0] == 0) then {if (s_player_tamedog < 0) then {s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", cursorTarget, 1, false, true, "", ""];};} else {player removeAction s_player_tamedog;s_player_tamedog = -1;};if (_isDog and _ownerID == dayz_characterID and _isAlive and _canDo) then {_dogHandle = player getVariable ["dogID", 0];if (s_player_feeddog < 0 and _hasRawMeat) then {s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true,"",""];};if (s_player_waterdog < 0 and "ItemWaterbottle" in magazines player) then {s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true,"",""];};if (s_player_staydog < 0) then {_lieDown = _dogHandle getFSMVariable "_actionLieDown";if (_lieDown) then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; };s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true,"",""];};if (s_player_trackdog < 0) then {s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true,"",""];};if (s_player_barkdog < 0) then {s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", cursorTarget, 3, false, true,"",""];};if (s_player_warndog < 0) then {_warn = _dogHandle getFSMVariable "_watchDog";if (_warn) then { _text = "Quiet"; _warn = false; } else { _text = "Alert"; _warn = true; };s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true,"",""];};if (s_player_followdog < 0) then {s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true,"",""];};} else {player removeAction s_player_feeddog;s_player_feeddog = -1;player removeAction s_player_waterdog;s_player_waterdog = -1;player removeAction s_player_staydog;s_player_staydog = -1;player removeAction s_player_trackdog;s_player_trackdog = -1;player removeAction s_player_barkdog;s_player_barkdog = -1;player removeAction s_player_warndog;s_player_warndog = -1;player removeAction s_player_followdog;s_player_followdog = -1;};} else {//Engineering{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];dayz_myCursorTarget = objNull;//Othersplayer removeAction s_player_forceSave;s_player_forceSave = -1;player removeAction s_player_flipveh;s_player_flipveh = -1;player removeAction s_player_sleep;s_player_sleep = -1;player removeAction s_player_deleteBuild;s_player_deleteBuild = -1;player removeAction s_player_butcher;s_player_butcher = -1;player removeAction s_player_cook;s_player_cook = -1;player removeAction s_player_boil;s_player_boil = -1;player removeAction s_player_fireout;s_player_fireout = -1;player removeAction s_player_packtent;s_player_packtent = -1;player removeAction s_player_fillfuel;s_player_fillfuel = -1;player removeAction s_player_studybody;s_player_studybody = -1;//Dogplayer removeAction s_player_tamedog;s_player_tamedog = -1;player removeAction s_player_feeddog;s_player_feeddog = -1;player removeAction s_player_waterdog;s_player_waterdog = -1;player removeAction s_player_staydog;s_player_staydog = -1;player removeAction s_player_trackdog;s_player_trackdog = -1;player removeAction s_player_barkdog;s_player_barkdog = -1;player removeAction s_player_warndog;s_player_warndog = -1;player removeAction s_player_followdog;s_player_followdog = -1;};//Dog actions on player self_dogHandle = player getVariable ["dogID", 0];if (_dogHandle > 0) then {_dog = _dogHandle getFSMVariable "_dog";_ownerID = "0";if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["characterID","0"]; };if (_canDo and !_inVehicle and alive _dog and _ownerID != dayz_characterID) then {if (s_player_movedog < 0) then {s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""];};if (s_player_speeddog < 0) then {_text = "Walk";_speed = 0;if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = "Run"; };s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""];};if (s_player_calldog < 0) then {s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""];};};} else {player removeAction s_player_movedog;s_player_movedog = -1;player removeAction s_player_speeddog;s_player_speeddog = -1;player removeAction s_player_calldog;s_player_calldog = -1;};player_selfbloodbag.sqf
//////////////////////////////////////////////////////////////////////////////////////////////// Script writen by Krixes //// Infection chance and some comments added by Player2 //// Combat check added by istealth //// //// Version 1.4 //// //// Change Log: //// 1: Added bloodbag use timer //// 2: Added a timer for the amount of time before player can use self bloodbag again ////////////////////////////////////////////////////////////////////////////////////////////////private ["_bloodAmount","_humanityBool","_infectionChance","_humanityNegBool","_humanityNegAmount","_humanityAmount","_infectedLifeLost","_infectedLifeBool","_lastBloodbag","_bloodbagLastUsedTime","_bloodbagTime","_bloodbagUseTime","_bloodbagUsageTime"];////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Config Start-----------------------------------------------------------------------------------------------------------------------//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////_bloodAmount = 4000; // Amount of blood to give to player_bloodbagUseTime = 30; // Amount of time it takes in second for the player to use the self bloodbag_bloodbagLastUsedTime = 60; // Amount of time in seconds before player can use self bloodbag again after a succesful use_infectionChance = 10; // Percent chance of player infection on self bloodbag (10 = 10% | 2 = 50% | 1 = 100%)_infectedLifeBool = true; // Whether the player can loose life if infected (True = On | False = off)_infectedLifeLost = 1000; // Amount of life to loose in becomes infected_humanityBool = false; // Whether the player can get humanity from giving self a bloodbag (True = On | False = off)_humanityAmount = 50; // Amount of humanity to give player if _humanityBool is true (250 is default for normal bloodbags)////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Config End-------------------------------------------------------------------------------------------------------------------------/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Everything below need not be modified unless you know what you are doing! /////////////////////////////////////////////////////////////////////////////////_bloodbagTime = time - lastBloodbag; // Variable used for easy reference in determining the self bloodbag cooldown_bloodbagUsageTime = time;if(_bloodbagTime < _bloodbagLastUsedTime) exitWith { // If cooldown is not done then exit scriptcutText [format["You may not use Self Bloodbag this soon please wait %1!",(_bloodbagTime - _bloodbagLastUsedTime)], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done};if (dayz_combat == 1) then { // Check if in combatcutText [format["You are in Combat and cannot give yourself a Bloodbag"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat} else {player removeAction s_player_selfBloodbag; //remove the action from users scroll menuplayer playActionNow "Medic"; //play bloodbag animation////////////////////////////////////////////////// Fancy cancel if interrupted addition start //////////////////////////////////////////////////r_interrupt = false; // public interuppt variable_animState = animationState player; // get the animation state of the playerr_doLoop = true; // while true sets whether to continue self bloodbagging_started = false; // this starts as false as a check_finished = false; // this starts as false and when true later sets players bloodwhile {r_doLoop} do {_animState = animationState player; // keep checking to make sure player is in correct animation_isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation stillif (_isMedic) then {_started = true; // this is a check to make sure everything is still ok};if(!_isMedic && !r_interrupt && (time - _bloodbagUsageTime) < _bloodbagUseTime) then {player playActionNow "Medic"; //play bloodbag animation_isMedic = true;};if (_started && !_isMedic && (time - _bloodbagUsageTime) > _bloodbagUseTime) then {r_doLoop = false; // turns off the loop_finished = true; // set finished to true to finish the self bloodbag and give player health/humanitylastBloodbag = time; // the last self bloodbag time};if (r_interrupt) then {r_doLoop = false; // if interuppted turns loop off early so _finished is never true};sleep 0.1;};r_doLoop = false; // make sure loop is off on successful self bloodbag///////////////////////////////////////////////// Fancy cancel if interrupted addition end ////////////////////////////////////////////////if (_finished) then {player removeMagazine "ItemBloodbag"; //remove the used bloodbag from inventoryr_player_blood = r_player_blood + _bloodAmount; //set players LOCAL blood to a certain ammountif(r_player_blood > 12000) then {r_player_blood = 12000; // If players blood is greater then max amount allowed set it to max allowed (this check keeps an error at bay)};// check if infectedif (random(_infectionChance) < 1) then {r_player_infected = true; //set players client to show infectionplayer setVariable["USEC_infected",true,true]; //tell the server the player is infectedcutText [format["You have used a bloodbag on yourself but the bloodbag was infected!"], "PLAIN DOWN"]; //display text at bottom center of screen if infected// check for if loosing life on infection is turned onif(_infectedLifeBool) then {r_player_blood = r_player_blood - _infectedLifeLost; //set players LOCAL blood to a certain ammountplayer setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database} else { // if loosing life is turned offr_player_lowblood = false; //set lowblood setting to false10 fadeSound 1; //slowly fade their volume back to maximum"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour backr_player_lowblood = false; //just double checking their blood isnt lowplayer setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database};} else { // if not infectedr_player_lowblood = false; //set lowblood setting to false10 fadeSound 1; //slowly fade their volume back to maximum"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour backr_player_lowblood = false; //just double checking their blood isnt lowplayer setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the databasecutText [format["You have used a bloodbag on yourself!"], "PLAIN DOWN"]; //display text at bottom center of screen on succesful self bloodbag};// check if giving player humanity is onif(_humanityBool) then {[player,_humanityAmount] call player_humanityChange; // Set players humanity based on amount listed in config area};} else {// this is for handling if interruptedr_interrupt = false;player switchMove "";player playActionNow "stop";cutText [format["You have interrupted giving yourself a bloodbag!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt};}; -
self blood whit trade.
hi all, forgive me for not English I am translating with googletransalator, I have a problem with self blood car blood works fine but when I enter the trade does not leave the option to talk to the trade, but if I remove the script if you let me talk , you know what could be the problem??, use chenarus epoch.thanks and regards.
LOGISTIC - TOW / LIFT
in A2: Epoch Mods (1.0.5.1)
Posted
I would like to know how to decrease the distance between vehicles when they are towed.