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[Making Tie Up] with a lil help of my friends.


juandayz

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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 :laugh:

 

I think use the old knock out system  as base to write it:

BASE MODS:

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INSTALLING: (WORKING): (07/3/17)

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  On 3/30/2017 at 6:06 AM, 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.

 

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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?

 

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  On 3/30/2017 at 2:08 PM, Cherdenko said:

also another thing @juandayz you should maybe restrict tying up in safezones

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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!!!!:smile:

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ok so the tie_up2.sqf stop to work here:

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so maybe this line   [player] attachTo [_stick, [0, 2, 0]];

 

 _body attachTo [_stick, [0, 2, 0]];

 

 

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  On 3/30/2017 at 4:05 PM, 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!

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NICE!! TNKS FOR THE TEST MATE!!!!!

also another suggestion by @Cherdenko  restrict the safezones in fn_selfactions

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and the update for tie_up2.sqf  with a variation on detach

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  On 3/30/2017 at 4:10 PM, 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

 

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you also can try your way for safezones here is that you send me

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NICE WORK @oldmatechoc the script looks beauty now, love the fn_Selfaction first line. :biggrin:  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:

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  On 3/31/2017 at 4:29 PM, 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

 

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nice! about the infistar safezone, i guess i need made another option for users like me, who dsnt have infistar :biggrin:. but nice work mate

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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

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@oldmatechoc

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take care about the mouse disabled

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