2 Primary Weapon Slots. Assign your primary to secondary which auto places into your backpack and “Quickswitch” between them with Shift + F!
dayz_spaceInterrupt
QuoteQuote
private ["_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
Question
lucho
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
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