saintanthony Posted May 10, 2014 Report Share Posted May 10, 2014 Just paste this in notepad name it anything you want .sqf and call it in your init.sqf. Easy as pie. Also, easily edited to suit more or less restrictions. if (!isDedicated) then { //preventing start on server waitUntil {!isNull (findDisplay 46)}; //making sure player is spawned if (difficultyEnabled "3rdPersonView") then { while {true} do { waitUntil {cameraView == "EXTERNAL" || cameraView == "GROUP"}; if (((vehicle player) == player) && (dayz_combat == 1)) then { player switchCamera "INTERNAL"; }; sleep 0.1; if (((vehicle player) != player) && (speed (vehicle player)) >= 30) then { (vehicle player) switchCamera "Internal"; }; sleep 0.1; }; }; }; So with the current settings Players are forced into first person view if the following conditions are met: 1.) Player is NOT in a vehicle AND is in combat. 2.) Player IS in a vehicle AND said vehicle is moving faster than 30 km/h. This currently does not conflict with parking and maneuvering in tight spaces or the building script in third person view. Original code can be found here: http://forums.bistud...les-helicopters Modified version credit goes to: Halvhjearne I just get credit for testing and posting it. :D Link to comment Share on other sites More sharing options...
Genesis Posted May 10, 2014 Report Share Posted May 10, 2014 cool! will be adding this into my servers, hopefully our players like it! =D Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 10, 2014 Report Share Posted May 10, 2014 you should rather use the code i posted ... your code checks same thing twice and for unneeded stuff where it can be done simpler ... also it has a wierd dubble sleep inbetween the if statements wich can create some wierd experiences in some cases. besides that, this can be quite easy changed to only activate on certain vehicle types or perhaps only change for drivers. Link to comment Share on other sites More sharing options...
saintanthony Posted May 10, 2014 Author Report Share Posted May 10, 2014 you should rather use the code i posted ... your code checks same thing twice and for unneeded stuff where it can be done simpler ... also it has a wierd dubble sleep inbetween the if statements wich can create some wierd experiences in some cases. besides that, this can be quite easy changed to only activate on certain vehicle types or perhaps only change for drivers. I separated the two so that when your combat timer goes off in a vehicle it won't put you in first person. It can be extremely difficult to spot a shooter when you are in a vehicle in first person. This allows you to slow down and switch to 3rd person if you need too. It also means if you wreck or hit something with your vehicle you won't be forced into 3rd person unless you exit the vehicle. Makes it easier to tell if you are stuck on a rock/fence/etc... You are probably right about the redundant sleep command though. **Edit** I've been testing this with a friend for hours now... I haven't found anything to indicate that it is unstable in any way. It seems to work exactly as intended every time. If I notice any problems though, I'll let you guys know. Link to comment Share on other sites More sharing options...
insertcoins Posted May 10, 2014 Report Share Posted May 10, 2014 sorry it's early and I'm at work but just to be clear.. This enables 3rd person when in combat and when driving real slow? Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 10, 2014 Report Share Posted May 10, 2014 sorry it's early and I'm at work but just to be clear.. This enables 3rd person when in combat and when driving real slow? when not in combat and driving below certain speed ... Link to comment Share on other sites More sharing options...
insertcoins Posted May 10, 2014 Report Share Posted May 10, 2014 Hi, I can't read properly before 8 AM. Link to comment Share on other sites More sharing options...
insertcoins Posted May 10, 2014 Report Share Posted May 10, 2014 tbh I get the idea, but it's not for me/my server. Every zombie hit would force somebody in 1st person. The switching would cause too much whining from players :( I'll just play 1st person myself and die alot. Link to comment Share on other sites More sharing options...
saintanthony Posted May 10, 2014 Author Report Share Posted May 10, 2014 tbh I get the idea, but it's not for me/my server. Every zombie hit would force somebody in 1st person. The switching would cause too much whining from players :( I'll just play 1st person myself and die alot. It is definitely for those looking for more survival/realism in their servers. Not for everyone. I'm going to be running 3 servers in the future, and I only plan on using this on one of them. For the very reasons you have stated. If it helps though, it doesn't constantly ping pong you back and forth between 1st and 3rd person. If you are in third person when your combat timer goes off, you are forced into first person until the combat timer stops. However, once it does it doesn't go back to 3rd person on it's own. You have to manually go back to third person once the danger has passed. I suppose you could modify the script so that once the combat timer stops it automatically puts you in third person again, but this would force everyone into 3rd person whenever their combat timer is not going off. Link to comment Share on other sites More sharing options...
RimBlock Posted May 21, 2014 Report Share Posted May 21, 2014 You could setup two variables. One that checks for the combat timer and one that stores the result fo the last check. If the last check = true but the current check = false then the timer has switched off and you could perhaps give a screen prompt that 3rd preson view is available again. 1st person only in combat and frivig at not slow speeds sounds interesting. Suits my play style more but I would imagine a lot of the CoD crowd would not be happy. Imagine all of Frankies videos if 1st person was the only choice :o. Oh the horror :D . RB Link to comment Share on other sites More sharing options...
prue420 Posted August 30, 2014 Report Share Posted August 30, 2014 Hey guys does anyone have one modified for all flying vehicles to be forced in 1st person? Link to comment Share on other sites More sharing options...
prue420 Posted August 30, 2014 Report Share Posted August 30, 2014 Nvm I got it guys ty. Link to comment Share on other sites More sharing options...
ToejaM Posted August 30, 2014 Report Share Posted August 30, 2014 What about if near a certain object? I.e locked doors / plot poles - to prevent base camping and third personing ? Link to comment Share on other sites More sharing options...
ToejaM Posted August 30, 2014 Report Share Posted August 30, 2014 Ok, so here it is: Private ["_countCPC"]; if (!isDedicated) then { //preventing start on server waitUntil {!isNull (findDisplay 46)}; //making sure player is spawned if (difficultyEnabled "3rdPersonView") then { while {true} do { waitUntil {cameraView == "EXTERNAL" || cameraView == "GROUP"}; // Objects in array to force first person if player is near them. _countCPC = count nearestObjects [player, ["Plastic_Pole_EP1_DZ","CinderWallDoorSmallLocked_DZ","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","Land_DZE_GarageWoodDoorLocked","WoodFloorHalf_DZ","WoodFloor_DZ","WoodFloorQuarter_DZ","MetalFloor_DZ"], 50]; // If player is not in a vehicle and is in combat, player forced into first person. if (((vehicle player) == player) && (dayz_combat == 1)) then { player switchCamera "INTERNAL"; }; // If player is in a vehicle and near objects within _countCPC, player forced into third person. if (((vehicle player) != player) && (_countCPC > 0)) then { (vehicle player) switchCamera "EXTERNAL"; }; // If player is not in a vehicle and is near objects within _countCPC, player forced into first person. if (((vehicle player) == player) && (_countCPC > 0)) then { player switchCamera "INTERNAL"; }; // Allow third person while building. In current state can be exploited to use third person while no intention to build, not recommended. /* if (((vehicle player) == player) && (DZE_ActionInProgress)) then { player switchCamera "EXTERNAL"; }; */ sleep 0.1; }; }; }; Works. Link to comment Share on other sites More sharing options...
ToejaM Posted August 30, 2014 Report Share Posted August 30, 2014 Updated with the four lockable doors + plot pole. This way if people want to exploit my change they have to remove all their entrances with locks on to aswell as removing their plot pole allowing others to build in their base. Link to comment Share on other sites More sharing options...
ToejaM Posted August 30, 2014 Report Share Posted August 30, 2014 Just realised the date on this thread and OPs last active date, will make a new thread to keep it updated. Link to comment Share on other sites More sharing options...
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