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Working Deployable Bike script?


AOD_Assassin

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Add this to fnselfactions:

 

//deploy bike
if (("PartGeneric" in _mags) && ("PartWheel" in _mags) && ("ItemToolbox" in _itemsPlayer)) then {
        hasBikeItem = true;
    } else { hasBikeItem = false;};
    if((speed player <= 1) && hasBikeItem && _canDo) then {
        if (s_player_deploybike < 0) then {
            s_player_deploybike = player addaction[("<t color="#FFFF00"">" + ("Construct Bike") +"</t>"),"custom\make_bike.sqf","",5,false,true,"", "];
        };
    } else {
        player removeAction s_player_deploybike;
        s_player_deploybike = -1;
};

 

Deploy bike script:

if (dayz_combat == 1) then {
cutText [format["You are in combat and cannot build a bike."], "PLAIN DOWN"];
} else {
private ["_object"];
player removeAction s_player_deploybike;
player playActionNow "Medic";
r_interrupt = false;
player removeMagazine "PartGeneric";
player removeMagazine "PartWheel";
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;

sleep 6;

_object = createVehicle ["Old_bike_TK_INS_EP1", position player,[],0,"CAN_COLLIDE"];
_object setVariable ["ObjectID", "1", true];
_object setVariable ["ObjectUID", "1", true];

player reveal _object

cutText [format["You've bodged together a bike!"], "PLAIN DOWN"];

r_interrupt = false;
player switchMove "";
player playActionNow "stop";

sleep 10;

cutText [format["Warning: Spawned Bikes do not save after server restart!"], "PLAIN DOWN"];

};

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Or you could use the script made by maca and have it so you can right click on your toolbox to prevent players from accidentally clicking on the option to construct a bike. It'd also look a lot neater and prevents your action menu from being constantly full of things to execute scripts. That's just if you're an OCD fucker like me :P

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D

 

Add this to fnselfactions:

 

//deploy bike
if (("PartGeneric" in _mags) && ("PartWheel" in _mags) && ("ItemToolbox" in _itemsPlayer)) then {
        hasBikeItem = true;
    } else { hasBikeItem = false;};
    if((speed player <= 1) && hasBikeItem && _canDo) then {
        if (s_player_deploybike < 0) then {
            s_player_deploybike = player addaction[("<t color="#FFFF00"">" + ("Construct Bike") +"</t>"),"custom\make_bike.sqf","",5,false,true,"", "];
        };
    } else {
        player removeAction s_player_deploybike;
        s_player_deploybike = -1;
};

 

Deploy bike script:

if (dayz_combat == 1) then {
cutText [format["You are in combat and cannot build a bike."], "PLAIN DOWN"];
} else {
private ["_object"];
player removeAction s_player_deploybike;
player playActionNow "Medic";
r_interrupt = false;
player removeMagazine "PartGeneric";
player removeMagazine "PartWheel";
_dis=10;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;

sleep 6;

_object = createVehicle ["Old_bike_TK_INS_EP1", position player,[],0,"CAN_COLLIDE"];
_object setVariable ["ObjectID", "1", true];
_object setVariable ["ObjectUID", "1", true];

player reveal _object

cutText [format["You've bodged together a bike!"], "PLAIN DOWN"];

r_interrupt = false;
player switchMove "";
player playActionNow "stop";

sleep 10;

cutText [format["Warning: Spawned Bikes do not save after server restart!"], "PLAIN DOWN"];

};

Do these bikes cleanup on restart?

thanks

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