juandayz Posted March 29, 2017 Report Share Posted March 29, 2017 Hey few days ago i posted a new and stupid mod "whistle" ,but from here comes the idea to made a tie up players and whistle zeds to come and eat the player tied up. I ask for help of everyone here, can be nice made a new script/mod thogeters Spoiler @theduke, @BigEgg @Cherdenko @Grahame @Hooty @oldmatechoc @icomrade @Michal.esl94 @ebayShopper @NoxSicarius @Bricktop @salival @killerkiwi @Richie @Shawn @SideShowFreak @WagnerMello @seelenapparat @Payden @everyone here I think use the old knock out system as base to write it: BASE MODS: Spoiler INSTALLING: (WORKING): (07/3/17) Spoiler First create this path: mpmissions\your_insstance\dayz_code\actions\ Player_Restrain.sqf .sqf (drop in the new path) Spoiler private["_hasitem","_body"]; _body = _this select 3; _hasitem = "equip_rope" in magazines player; if (!_hasitem) exitWith { systemChat("You need Rope to tie up another Player"); }; if (_hasitem) then { dayz_tieup = [_body,3.5]; player removeMagazine "equip_rope"; publicVariable "dayz_tieup"; player playActionNow "Medic"; sleep 1; }; Player_Restrained .sqf (drop in the new path) Spoiler private["_DisableInput","_AttachtoStick","_TieupTimerMsg","_TieUpTimer","_Done","_GiveBackRope","_positionp","_stick","_breakfree","_BreakFreeFailChance","_body","_hastools","_inventory","_TieUpTimer"]; _body = _this select 0; _inventory = items player; _BreakFree = round(random 10); _Done = false; //-----------------------Config-----------------------------// _DisableInput = false; // Disable thier mouse and keyboard? >:D _AttachtoStick = true; // Stick them to a stick? _GiveBackRope = true; // If player didnt try cut the rope give it to the victim? _TieUpTimer = 60; //How long do we want to be tied up for? _TieupTimerMsg = "Trying to get free, I'll have it in %1 seconds"; _HasTools = "ItemKnife" in _inventory; // Tools needed to cut free _BreakFreeFailChance = 3; // 5/10 to fail. 9/10 Hard 1/10 Easy //-----------------------End-----------------------------// //-----------------------Functions-----------------------------// // Countdown Tie_Countdown= { while{!_done} do { if(_TieUpTimer > 0) then { cutText [format[_TieupTimerMsg,_TieUpTimer], "PLAIN DOWN"]; sleep 1; _TieUpTimer = _TieUpTimer - 1; _Done = _TieUpTimer <= 0; }; }; }; // Tie Up Player_Tiedup = { if (_DisableInput) then {disableuserinput true;disableuserinput true;disableuserinput true;}; _body switchMove "boundCaptive_loop"; call Tie_Countdown; sleep _TieupTimer; if (_AttachtoStick) then {deleteVehicle _stick; }; if (_DisableInput) then {disableuserinput false;disableuserinput false;disableuserinput false;}; _body switchMove "amovpsitmstpsraswrfldnon_amovpercmstpslowwrfldnon"; //Getup cutText ["You've wriggled free", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; }; //-----------------------Functions End-----------------------------// //----------------------------------------------------// diag_log("Player Tied Up:" + str(_body) + " was tied up by: " + str(player) ); //----------------------------------------------------// if (_body == player) then { diag_log("TIED UP!"); _body switchMove "boundCaptive_loop"; if (_AttachtoStick) then { _positionp = [player] call FNC_GetPos; _stick = createVehicle ["Plastic_Pole_EP1",_positionp, [], 0, "CAN_COLLIDE"]; _body attachTo [_stick]; }; player setVariable ["dayz_tieup",true]; [player,10,true,(getPosATL player)] spawn player_alertZombies; sleep 5; // If player has knife if (_hastools) then { cut = 0; ropecut = [ ["Confirmation",true], ["Try to break free?", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["YES", [], "", -5, [["expression", "cut=1;"]], "1", "1"], ["NO", [], "", -5, [["expression", "cut=0;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"] ]; showCommandingMenu "#USER:ropecut"; WaitUntil{commandingMenu == ""}; if(cut != 0) then { if (_BreakFree < _BreakFreeFailChance) exitWith { cutText ["Fuck! Dropped the knife!", "PLAIN DOWN"]; if (_DisableInput) then {disableuserinput true;disableuserinput true;disableuserinput true;}; _body switchMove "boundCaptive_loop"; player removeWeapon "ItemKnife"; call Tie_Countdown; sleep _TieUpTimer; call Player_Tiedup; }; if (_DisableInput) then {disableuserinput false;disableuserinput false;disableuserinput false;}; _body switchMove "amovpsitmstpsraswrfldnon_amovpercmstpslowwrfldnon"; //Getup cutText ["You've cut yourself free", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; } else { // If the player likes the bondage. call Tie_Countdown; sleep _TieUpTimer; call Player_Tiedup; if (_GiveBackRope) then {player addMagazine "equip_rope";}; }; // End of break free } else { // If player doesnt have a knive proceed call Tie_Countdown; sleep _TieUpTimer; call Player_Tiedup; if (_GiveBackRope) then {player addMagazine "equip_rope";}; }; }; In a custom fn_Selfactions.sqf Spoiler if (_isAlive && {_typeOfCursorTarget in AllPlayers} && {isPlayer _cursorTarget} && !isInTraderCity) then { if (s_player_tu < 0) then { s_player_tu = player addAction [("<t color=""#FF9800"">" + ("Tie Up!") + "</t>"), "dayz_code\actions\player_restrain.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_tu; s_player_tu = -1; }; below of if (dayz_tameDogs) then { //Dog _hasRawMeat = {_x in Dayz_meatraw} count _magazinesPlayer > 0; if (_isDog && {_hasRawMeat} && {_isAlive} && {_ownerID == "0"} && {player getVariable ["dogID",0] == 0}) then { if (s_player_tamedog < 0) then { s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\dog\tame_dog.sqf", _cursorTarget, 1, false, true]; }; } else { player removeAction s_player_tamedog; s_player_tamedog = -1; }; if (_isDog && {_ownerID == _id} && {_isAlive}) then { if (s_player_feeddog < 0 && _hasRawMeat) then { s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true]; }; if (s_player_waterdog < 0 && _hasbottleitem) then { s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true]; }; if (s_player_staydog < 0) then { if (_dogHandle getFSMVariable "_actionLieDown") then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; }; s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true]; }; if (s_player_trackdog < 0) then { s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true]; }; if (s_player_barkdog < 0) then { s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", _cursorTarget, 3, false, true]; }; if (s_player_warndog < 0) then { _warn = _dogHandle getFSMVariable "_watchDog"; if (_warn) then { _text = localize "str_epoch_player_247"; _warn = false; } else { _text = localize "str_epoch_player_248"; _warn = true; }; s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true]; }; if (s_player_followdog < 0) then { s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true]; }; } else { player removeAction s_player_feeddog; s_player_feeddog = -1; player removeAction s_player_waterdog; s_player_waterdog = -1; player removeAction s_player_staydog; s_player_staydog = -1; player removeAction s_player_trackdog; s_player_trackdog = -1; player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; }; }; now find: } else { //Engineering below add player removeAction s_player_tu; s_player_tu = -1; in your mission.sqm check if u have the class sensors for trade cities Spoiler class Sensors { items=6; #define TRGDEF a=100;b=100;activationBy="WEST";repeating=1;interruptable=1;age="UNKNOWN";class Effects{}; class Item0 { position[]={6325,304,7807}; TRGDEF name="zonestary"; expCond="(player distance zonestary) < 100;"; expActiv="[""trader city Stary"",true,""enter""] call player_traderCity;"; expDesactiv="[""trader city Stary"",true,""leave""] call player_traderCity;"; }; class Item1 { position[]={4063,365,11664}; TRGDEF name="zonebash"; expCond="(player distance zonebash) < 100;"; expActiv="[""trader city Bash"",true,""enter""] call player_traderCity;"; expDesactiv="[""trader city Bash"",true,""leave""] call player_traderCity;"; }; class Item2 { position[]={11447,317,11364}; TRGDEF name="zoneklen"; expCond="(player distance zoneklen) < 100;"; expActiv="[""trader city Klen"",true,""enter""] call player_traderCity;"; expDesactiv="[""trader city Klen"",true,""leave""] call player_traderCity;"; }; class Item3 { position[]={1606,289,7803}; TRGDEF name="zonebandit"; expCond="(player distance zonebandit) < 100;"; expActiv="[""Bandit Trader"",false,""enter""] call player_traderCity;"; expDesactiv="[""Bandit Trader"",false,""leave""] call player_traderCity;"; }; class Item4 { position[]={12944,210,12766}; TRGDEF name="zonehero"; expCond="(player distance zonehero) < 100;"; expActiv="[""Hero Trader"",false,""enter""] call player_traderCity;"; expDesactiv="[""Hero Trader"",false,""leave""] call player_traderCity;"; }; class Item5 { position[]={12060,158,12638}; TRGDEF name="zoneaircraft"; expCond="(player distance zoneaircraft) < 100;"; expActiv="[""Aircraft Trader"",false,""enter""] call player_traderCity;"; expDesactiv="[""Aircraft Trader"",false,""leave""] call player_traderCity;"; }; }; }; in variables.sqf (custom) Spoiler find canPickup = false;above add dayz_tieup = []; in a custom publicEH.sqf Spoiler fnd "PVDZ_obj_Fire" addPublicVariableEventHandler {(_this select 1) spawn BIS_Effects_Burn}; below "dayz_tieup" addPublicVariableEventHandler {(_this select 1) execVM "dayz_code\actions\player_restrained.sqf"}; @Hooty Infistar Filters Spoiler Add ,"#USER:ropecut" to the end of infistar's _cMenu in AHconfig.sqf @Cherdenko BE filters Spoiler !="dayz_tieup" to your first line of your publicvariable.txt oldmatechoc, Bricktop, S4M and 4 others 7 Link to comment Share on other sites More sharing options...
Hooty Posted March 30, 2017 Report Share Posted March 30, 2017 Bout to try it on a fresh server i put together last night with only coins and garage installed. Looks like you got the whole DayZ army on this one @juandayz xD juandayz 1 Link to comment Share on other sites More sharing options...
SideShowFreak Posted March 30, 2017 Report Share Posted March 30, 2017 Got my test server up last night will get cracking tonight after work. :) juandayz 1 Link to comment Share on other sites More sharing options...
Cherdenko Posted March 30, 2017 Report Share Posted March 30, 2017 like i said im still not sure but if you get kicked for tieng ppl up try to add this !="dayz_tieup" to your first line of your publicvariable.txt juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 30, 2017 Author Report Share Posted March 30, 2017 7 hours ago, oldmatechoc said: tieup 2 missing a ; [player,10,true,(getPosATL player)] spawn player_alertZombies [player,10,true,(getPosATL player)] spawn player_alertZombies; Creates the pole but not sticking the player to it just yet. so the main idea works? the scroll option appear on the other player to tie up? the pole spawns, but the player is not attached? gernika 1 Link to comment Share on other sites More sharing options...
Cherdenko Posted March 30, 2017 Report Share Posted March 30, 2017 also another thing @juandayz you should maybe restrict tying up in safezones gernika and juandayz 2 Link to comment Share on other sites More sharing options...
juandayz Posted March 30, 2017 Author Report Share Posted March 30, 2017 5 minutes ago, Cherdenko said: also another thing @juandayz you should maybe restrict tying up in safezones yup youre right friend, but we need to know if main idea works, the rest is details. i think : 1-We need know if scroll menu to tie up appear on the other player. 2-if the tie_up2.sqf made something on the victim player 3-if tie_up2.sqf complete well his script secuense. 4-safezones restrictions 5-filters. any way this is only an idea. and many tnks for take the call guys!!!! Cherdenko and gernika 2 Link to comment Share on other sites More sharing options...
Cherdenko Posted March 30, 2017 Report Share Posted March 30, 2017 well i would test it, but my friends aren´t online atm and i can´t test it alone :D juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 30, 2017 Author Report Share Posted March 30, 2017 ok so the tie_up2.sqf stop to work here: Spoiler private["_body","_positionp","_stick"]; _body = _this select 0; diag_log("tie up attempt on:" + str(_body) + " and I am: " + str(player) ); if (_body == player) then { diag_log("tied up!"); _positionp = [player] call FNC_GetPos; _stick = createVehicle ["FlagCarrierINS",_positionp, [], 0, "CAN_COLLIDE"]; //STOP TO WORK HERE [player] attachTo [_stick, [0, 2, 0]]; cutText ["You've been tied up! This is not good!", "PLAIN DOWN"]; [player,10,true,(getPosATL player)] spawn player_alertZombies; sleep 10; detach [player]; deleteVehicle _stick; }; so maybe this line [player] attachTo [_stick, [0, 2, 0]]; _body attachTo [_stick, [0, 2, 0]]; gernika 1 Link to comment Share on other sites More sharing options...
Cherdenko Posted March 30, 2017 Report Share Posted March 30, 2017 try detach _body; since its not using player anymore Link to comment Share on other sites More sharing options...
juandayz Posted March 30, 2017 Author Report Share Posted March 30, 2017 Just now, oldmatechoc said: yep! we are attached! but a little too high. You get attached to about halfway up the flagpole. Detach doesn't/ delete doesn't seem to work either. Progress! NICE!! TNKS FOR THE TEST MATE!!!!! also another suggestion by @Cherdenko restrict the safezones in fn_selfactions Spoiler private ["_safezones","_safezonesRad","_inSafezone","_player"]; _safezones = [[6325,7807,0],[4063,11664,0],[11447,11364,0],[1606,7803,0],[12944,12766,0],[4361.4937,2259.9526,0], [12060,12640,0]]; _safezonesRad = 150; _inSafezone = false; _player = player; if (_player distance _x < _safezonesRad) then { _inSafezone = true; }; } forEach _safezones; //tie up if (!_insafezone && (_isMan and _isAlive and !_isZombie)) then { if (s_player_tu < 0) then { s_player_tu = player addAction [("<t color=""#FF9800"">" + ("Tie Up!") + "</t>"), "tieup\tie_up.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_tu; s_player_tu = -1; }; and the update for tie_up2.sqf with a variation on detach Spoiler private["_body","_positionp","_stick"]; _body = _this select 0; diag_log("tie up attempt on:" + str(_body) + " and I am: " + str(player) ); if (_body == player) then { diag_log("tied up!"); _positionp = [player] call FNC_GetPos; _stick = createVehicle ["FlagCarrierINS",_positionp, [], 0, "CAN_COLLIDE"]; _body attachTo [_stick, [0, 1, 0]]; cutText ["You've been tied up! This is not good!", "PLAIN DOWN"]; [player,10,true,(getPosATL player)] spawn player_alertZombies; sleep 10; detach _body; deleteVehicle _stick; }; gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 30, 2017 Author Report Share Posted March 30, 2017 and the up or down position of attach to flag is setted here. _body attachTo [_stick, [0, 1, 0]]; [0,1,0] and i guess we need put a more beauty object than a flag Link to comment Share on other sites More sharing options...
Cherdenko Posted March 30, 2017 Report Share Posted March 30, 2017 so im not too sure since my friends are still offline *forever alone* but it COULD be that the item that gets created when you get tied up also has to added to the createvehicle.txt juandayz 1 Link to comment Share on other sites More sharing options...
gernika Posted March 30, 2017 Report Share Posted March 30, 2017 i wanna help but dont know about write codes .. but waiting for this amazing script! Link to comment Share on other sites More sharing options...
juandayz Posted March 30, 2017 Author Report Share Posted March 30, 2017 @gernika dont worry if u cannot write codes (i also cant ) any kind of idea or tests or something is wellcome here mate. Main post updated with all oldmatecho´s tests. Link to comment Share on other sites More sharing options...
juandayz Posted March 30, 2017 Author Report Share Posted March 30, 2017 3 hours ago, oldmatechoc said: haha just what i was about to test! haha yeah i sent you an inbox about the safezone when you first posted aswell :P the other method i mentioned you also can try your way for safezones here is that you send me Spoiler if (!DZE_SafeZonePosArray && (_isMan and _isAlive and !_isZombie)) then { if (s_player_tu < 0) then { s_player_tu = player addAction [("<t color=""#FF9800"">" + ("Tie Up!") + "</t>"), "tieup\tie_up.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_tu; s_player_tu = -1; }; Link to comment Share on other sites More sharing options...
Cherdenko Posted March 30, 2017 Report Share Posted March 30, 2017 2 hours ago, juandayz said: @gernika dont worry if u cannot write codes (i also cant ) any kind of idea or tests or something is wellcome here mate. yep that gets proven all the time :D juandayz 1 Link to comment Share on other sites More sharing options...
salival Posted March 31, 2017 Report Share Posted March 31, 2017 It means you can't use sleep in that script. Link to comment Share on other sites More sharing options...
salival Posted March 31, 2017 Report Share Posted March 31, 2017 it's how the script is being executed not what the script executes juandayz 1 Link to comment Share on other sites More sharing options...
Hooty Posted March 31, 2017 Report Share Posted March 31, 2017 @oldmatechocThat's whats up. Straight outta Lingor Island! oldmatechoc 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 31, 2017 Author Report Share Posted March 31, 2017 NICE WORK @oldmatechoc the script looks beauty now, love the fn_Selfaction first line. have some questions. 1-In this line of selfactions if (_isAlive && {_typeOfCursorTarget in AllPlayers} && {isPlayer _cursorTarget} && !isInTraderCity) then { the isInTraderCity variable, is defined by the coords into DZE_safezonesposarray? so for example if an adm wanna add some custom safezones he will need a custom ConfigVariables.sqf to take the DZE_safezones? 2-This needs some infistar filter? 3-The altitude by the player in relation with the pole is fine or need be changed? _stick = createVehicle ["Plastic_Pole_EP1",_positionp, [], 0, "CAN_COLLIDE"]; _body attachTo [_stick, [0, 2, 0]]; 4.You can say "everything works"? to proceed to the merge with whistle mod? or maybe (i ask it to everyone) we can forgot the whistle and use the tie_up2.sqf to spawn some zeds near of the player tied up. something like: Spoiler private["_body","_positionp","_stick","_isTiedup","_rand","_setZedType","_zCreate","_zPos"]; _body = _this select 0; zTypes = ["zZombie_Base","z_villager1","z_villager2","z_villager3","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_soldier","z_soldier_heavy","z_soldier_pilot","z_policeman","z_teacher","z_doctor","z_hunter","z_priest"]; diag_log("tie up attempt on:" + str(_body) + " and I am: " + str(player) ); if (_body == player) then { diag_log("tied up!"); _positionp = [player] call FNC_GetPos; _stick = createVehicle ["Plastic_Pole_EP1",_positionp, [], 0, "CAN_COLLIDE"]; _body attachTo [_stick, [0, 2, 0]]; player playMove "AmelPercMstpSnonWnonDnon_zasah6hlava"; _rand = floor(random 600); if (_rand <= 70) then { zCount = 5; area = 5; }; if (_rand <= 100 && _rand > 71) then { zCount = 10; area = 10; }; _i = 1; for "_i" from 1 to zCount do { [zTypes] spawn { zTypes = _this select 0; _setZedType = zTypes call BIS_fnc_selectRandom; _zCreate = createAgent [_setZedType, _positionp, [], area, "NONE"]; _zPos = getPosATL _zCreate; [_zPos,_zCreate] execFSM "\z\addons\dayz_code\system\zombie_agent.fsm"; }; }; [player,10,true,(getPosATL player)] spawn player_alertZombies; cutText ["You've been tied up! You will be released in 20 seconds!", "PLAIN DOWN"]; sleep 20; deleteVehicle _stick; cutText ["Releasing you now!", "PLAIN DOWN"]; }; gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 31, 2017 Author Report Share Posted March 31, 2017 2 minutes ago, oldmatechoc said: @juandayz 1. isInTraderCity variable is triggered in the infistar safezone script most people use. 2. No infistar filters needed just the public variable one. 3. The player is stuck just infront of the pole. could be abit closer but its okay. 4. from what i tested yes all is working as intended without errors. :D nice! about the infistar safezone, i guess i need made another option for users like me, who dsnt have infistar . but nice work mate gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 31, 2017 Author Report Share Posted March 31, 2017 haah this is to much evil! love it @oldmatechoc disableuserinput true;disableuserinput true;disableuserinput true; also you can test with white screen to madee some kind of effect on victim player titleText ["", "WHITE IN"]; and would be nice, add a scroll menu if player have knife or a rc action to try to cut the rope and get safe gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 31, 2017 Author Report Share Posted March 31, 2017 add to tie_up2 waituntil {!isnull (finddisplay 46)}; sleep 15; cutoff = player addaction [("<t color=""#6599FF"">" + ("cutoff") +"</t>"),"path\cutoff.sqf","",5,false,true,"",""]; gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted March 31, 2017 Author Report Share Posted March 31, 2017 @oldmatechoc Spoiler private["_hasitem","_body","_inventory","_hasitem"]; _body = _this select 3; _hasitem = "equip_rope" in magazines player; _inventory = items player; _hastools = "ItemKnife" in _inventory; if (!_hasitem) exitWith { systemChat("needs a rope"); }; if (_hasitem) then { dayz_tieup = [_body,3.5]; player removeMagazine "equip_rope"; publicVariable "dayz_tieup"; player playActionNow "PutDown"; sleep 1; }; private["_body","_positionp","_stick","_waitTime"]; _body = _this select 0; _waitTime = 60; diag_log("tie up attempt on:" + str(_body) + " and I am: " + str(player) ); if (_body == player) then { diag_log("tied up!"); _positionp = [player] call FNC_GetPos; _stick = createVehicle ["Plastic_Pole_EP1",_positionp, [], 0, "CAN_COLLIDE"]; _body attachTo [_stick, [0.1, 0.1, 0.15]]; player setVariable ["dayz_tieup",true]; if (_hastools) then { waituntil {!isnull (finddisplay 46)}; sleep 15; cutoff = player addaction [("<t color=""#6599FF"">" + ("cutoff") +"</t>"),"path\cutoff.sqf","",5,false,true,"",""]; }; disableuserinput true; disableuserinput true; disableuserinput true; player playMove "AmelPercMstpSnonWnonDnon_zasah6hlava"; [player,10,true,(getPosATL player)] spawn player_alertZombies; cutText ["You've been tied up! You will be released in 1min!", "PLAIN DOWN"]; sleep _waitTime; deleteVehicle _stick; cutText ["Releasing you now!", "PLAIN DOWN"]; disableuserinput false;disableuserinput false;disableuserinput false; player setVariable ["dayz_tieup",false]; }; take care about the mouse disabled gernika 1 Link to comment Share on other sites More sharing options...
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