rss_adm Posted May 25, 2015 Report Share Posted May 25, 2015 Players reconnect to the server if nearby AI or zombies. I came up with the following code, but I don't know what to do next. Help if (nearestObjects [player, AI_BanditTypes, 1200]) then { player setVariable['startcombattimer', 1, true]; } else { player setVariable['startcombattimer', 0, true]; }; P.S. Sorry for my bad english :) rss_adm 1 Link to comment Share on other sites More sharing options...
0 SchwEde Posted May 25, 2015 Report Share Posted May 25, 2015 There already is somewhere a script which triggered on ESC and does not allow players to disconnect when someone is near them. Just search for it, even some Mods have this installed. it will be executed in description.ext under onPauseScript = ""; Link to comment Share on other sites More sharing options...
0 rss_adm Posted May 26, 2015 Author Report Share Posted May 26, 2015 There already is somewhere a script which triggered on ESC and does not allow players to disconnect when someone is near them. Just search for it, even some Mods have this installed. it will be executed in description.ext under onPauseScript = ""; I did a little differently. do you think it right? while {true} do { sleep 2; _playerPos = getPos player; _nearzed = nearestObject [_playerPos, ["zZombie_Base"], 50]; _nearbot = nearestObject [_playerPos, ["AI_BanditTypes"], 800]; _escMenu = findDisplay 49; if (!(isNull _nearzed || _nearbot) exitWith { titleText ["You can not leave the battle!", "PLAIN DOWN", 3]; systemchat "You can not leave the battle!"; _escMenu closedisplay 0; player setVariable['startcombattimer', 1, true]; }; }; Or editing player_onPause.sqf : private ["_display","_btnRespawn","_btnAbort","_timeOut","_timeMax","_btnAbortText"]; disableSerialization; waitUntil { _display = findDisplay 49; !isNull _display; }; _btnRespawn = _display displayCtrl 1010; _btnAbort = _display displayCtrl 104; _btnRespawn ctrlEnable false; _btnAbort ctrlEnable false; _btnAbortText = ctrlText _btnAbort; _timeOut = 0; _timeMax = diag_tickTime+10; dayz_lastCheckBit = time; // if(r_player_dead) exitWith {_btnAbort ctrlEnable true;}; if(r_fracture_legs && !r_player_dead) then {_btnRespawn ctrlEnable true;}; //force gear save if (!r_player_dead && time - dayz_lastCheckBit > 10) then { call dayz_forceSave; }; if (r_player_dead || (!alive player)) exitWith {_btnAbort ctrlEnable true; _btnAbort ctrlSetText _btnAbortText;}; _sleep = 1; while {!isNull _display} do { switch true do { case (!r_player_dead && {isPlayer _x} count (player nearEntities ["AllVehicles", 12]) > 1) : { _btnAbort ctrlEnable false; cutText [localize "str_abort_playerclose", "PLAIN DOWN"]; _sleep = 1; }; case (!r_player_dead && !canbuild) : { _btnAbort ctrlEnable false; cutText [(localize "str_epoch_player_12"), "PLAIN DOWN"]; _sleep = 1; }; case (!r_player_dead && player getVariable["combattimeout", 0] >= time) : { _btnAbort ctrlEnable false; //cutText ["Cannot Abort while in combat!", "PLAIN DOWN"]; cutText [localize "str_abort_playerincombat", "PLAIN DOWN"]; _sleep = 1; }; case (_timeOut < _timeMax) : { _btnAbort ctrlEnable false; _btnAbort ctrlSetText format["%1 (in %2)", _btnAbortText, (ceil ((_timeMax - diag_tickTime)*10)/10)]; cutText ["", "PLAIN DOWN"]; _sleep = 0.1; }; // ################################################################## case (nearestObject [player, ["AI_BanditTypes"], 800];) : { _btnAbort ctrlEnable false; cutText ["You can not leave if bandits mission nearby ", "PLAIN DOWN"]; _sleep = 0.1; }; case (nearestObject [player, ["zZombie_Base"], 50];) : { _btnAbort ctrlEnable false; cutText ["You can not leave if zombie nearby", "PLAIN DOWN"]; _sleep = 0.1; }; // ################################################################## default { _btnAbort ctrlEnable true; _btnAbort ctrlSetText _btnAbortText; cutText ["", "PLAIN DOWN"]; _sleep = 1; }; }; sleep _sleep; _timeOut = diag_tickTime; }; cutText ["", "PLAIN DOWN"]; I'm confused.. :blink: player_onPause.sqf unknown how to initialize.. Link to comment Share on other sites More sharing options...
0 SchwEde Posted May 26, 2015 Report Share Posted May 26, 2015 check this: it should give you some more help :) Link to comment Share on other sites More sharing options...
0 rss_adm Posted May 29, 2015 Author Report Share Posted May 29, 2015 I have not found in the subject reply Link to comment Share on other sites More sharing options...
Question
rss_adm
Players reconnect to the server if nearby AI or zombies.
I came up with the following code, but I don't know what to do next. Help
if (nearestObjects [player, AI_BanditTypes, 1200]) then {
player setVariable['startcombattimer', 1, true];
} else {
player setVariable['startcombattimer', 0, true];
};
P.S. Sorry for my bad english :)
Link to comment
Share on other sites
4 answers to this question
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now