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Handcuff Script


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This might be a dumb question heh but if using infistar would I add "#USER:Investigation" to the "ALLOWED CMDMenus" section of the config and "PVDZ_ply_Arrst" and "Detain" to my public variables?

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 if ((player getVariable"humanity") >= 7000) then {
         if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal && !(_traderType in serverTraders)) then {
            if (s_player_arrest < 0) then {

                s_player_arrest = player addaction ['<t color=#0074E8">' + "Investigation Menu" + '</t>', "custom\Investigation\investigation.sqf","",100,false,true,"", "];
                };
        } else {
            player removeAction s_player_arrest;
            s_player_arrest = -1;
            };
    };

 

 

I think this line in green @MGT in the fn self actions dont copy paste the whole thing tho cause mine is set out of a custom folder

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I had found an extra part from someones server i joined but i havent tested if it works or not it would make sense if your dressed as a cop and have a copcar to load the detained into your vehicle for transport anyone can let us know if and how u can get it to work probably just make a Load_act.sqf and call it from fn self actions?>/>??

//does this load them into vehicles too i seen this somewhere?


// Load_act.sqf
// JULY 2010 - norrin

private ["_args","_dragger","_vcl","_victim"];
player removeAction s_player_load_in; // removing stop escort
_args = _this select 3;
_dragger = _args select 0;
_vcl = _args select 1;
_victim = _args select 2;
call fnc_usec_medic_removeActions;

if ((_vcl emptyPositions "cargo") > 0) then
{
detach _victim;
_dragger switchMove "";
_victim setVariable ["NORRN_LoadVcl", _vcl, true];
sleep 1;
[_victim] execVM "\z\addons\dayz_code\medical\load\load_wounded.sqf";
PVDZ_drg_RLact = _victim;
publicVariable "PVDZ_drg_RLact";
player removeAction load_in;
} else {
hint "No space left in vehicle";
};
NORRN_load_victim_action = true;

if (true) exitWith {}; 
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if ((player getVariable"humanity") >= 7000) then {

if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal && !(_traderType in serverTraders)) then {

if (s_player_arrest < 0) then {

s_player_arrest = player addaction ['<t color=#0074E8">' + "Investigation Menu" + '</t>', "custom\Investigation\investigation.sqf","",100,false,true,"", "];

};

} else {

player removeAction s_player_arrest;

s_player_arrest = -1;

};

};

I think this line in green @MGT in the fn self actions dont copy paste the whole thing tho cause mine is set out of a custom folder

Stopped traders from working, when I'm home later I'll try and figure it.

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A lot of the addactions in fn_selfactions make the destictions quite easy. For example, to tame a dog:

if (_isDog && _isAlive && (_hasRawMeat) && _ownerID == "0" && player getVariable ["dogID", 0] == 0) then {

This checks if the dog has the array, raw meat and if the ID is 0. 

Just check for items, more specifically, something maybe every player has, like bandage or similar. That's a very cheap work around.

 

You could also check for CharID or PlayerUID and set it to => or <=, =/=. That could also work since traders don't have those ID's if I recall

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I'd love to see a mod similar to ACE wounds and some of the ACE tools. Wouldn't have to be ACE, just saying it would be an awesome addition to the game imo.

I feel like morphine shouldn't be used to heal a broken leg. Making a splint from wood and burlap or canvas would even be a step in the right direction. Then morphine could be used to alleviate pain (maybe 500 blood plus restore blood like being full of food but for longer).

Just a thought.

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Thank you, I realize it is in my fn_selfActions.sqf. I was able to fix it just now.

 

There were two posts existing so I updated them both. Easier in the future for others when they are searching. Didn't think it was such a crime.  :ph34r: 

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