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


juandayz

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  On 3/31/2017 at 5:45 PM, oldmatechoc said:

its only showing after being released :/ @juandayz

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private["_body","_positionp","_stick","_waitTime","_hastools","_inventory","_break_free","_waitcut"];
_body = _this select 0;
_waitTime = 60;
_waitcut =10;
_inventory = items player;
_hastools = "ItemKnife" in _inventory;

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, 0, 0]];
	player setVariable ["dayz_tieup",true];

if (_hastools) then {
	if (s_player_cut < 0) then {
		s_player_cut = player addaction [("<t color=""#C0A172"">" + ("cutoff") +"</t>"),"dayz_code\actions\player_breakfree.sqf","",5,false,true,"",""]; };	
				

		} else {
		player removeAction s_player_cut;
		s_player_cut = -1;
//	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];
//	call dayz_resetSelfActions;
		};

}; 

 

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@oldmatechoc @Cherdenko  or another variant, to execute automatically a user menu if the player have the knife to cut the rope

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  On 4/1/2017 at 7:13 AM, Hooty said:

If we use this animation awoppercmstpsoptwbindnon_awoppknlmstpsoptwbindnon_lnr  it should auto disable input if you have the rpg crash fix in. Also the player should stand still as well. Not sure I dont have a helper tonight on my end :(

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Ok dont use this animation lol 

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  On 3/31/2017 at 10:33 PM, juandayz said:

@oldmatechoc @Cherdenko  or another variant, to execute automatically a user menu if the player have the knife to cut the rope

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Infastar users need to add 

#USER:ropecut
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Tested with 2 other people once the tied up player breaks free, they are insta released next time tied up and so on until the player takes the knife out of inventory manually. Also shooting allows player to move and tp back once timer is up. 

@oldmatechoc 

  On 4/1/2017 at 10:12 AM, oldmatechoc said:

@juandayz @Hooty

This is what i have so far. Very happy with it!

Ive commented out adding in the stick and attaching players too it. its not needed with the animations and disabling user input.

Ive left it in for those wanting to allow user input, warning though. if a player has a gun they can exit the animation and shoot infront of themselves.

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Better animations. hands bound behind back, and get up when over.
Count down for how long youll be tied up for.
Removed attachment and stick.
50/50 chance to break free or drop your knife (removes knife)

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Only things I noticed. Rest of it seems works perfect. 

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@oldmatechoc @Hooty @Cherdenko

  Quote

Tested with 2 other people once the tied up player breaks free, they are insta released next time tied up and so on until the player takes the knife out of inventory manually. Also shooting allows player to move and tp back once timer is up. 

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tie_up2.sqf

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 if (_DisableInput) then {disableuserinput false;disableuserinput false;disableuserinput false;};

if this code are giving issues (love it) we can just remove it and add a

removeAllWeapons _body;

and other thing  @oldmatechoc about my bad englsish cannot understand so well..  the user menu are working bad?

this

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and about the animation:

  Quote

from what i tested i couldn't interrupt that animation.

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i see that youre not using playMove only switch.

so for example

   _body playMove "boundCaptive_loop"; //start animate
//bunch of code....
    _body switchMove "boundCaptive_loop";//stop animation

and if the animation still no longer be stoped.. press "V"

And another thing some time ago working on kumyrna town mod, i was proove  animations, and a lot of them never go back to a normal state.

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@oldmatechoc   @Hooty @Cherdenko  this must be work

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the exit syntax  from user menu is diferent

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  On 4/5/2017 at 5:31 AM, oldmatechoc said:

 

 _body playMove "boundCaptive_loop";

Doesnt work. Players just stand there and don't do the animation.

	_body playMove "amovpsitmstpsraswrfldnon_amovpercmstpslowwrfldnon";	//Getup

freezes players until they press the vault key (V)

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ok, your the boss friend :laugh:

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@oldmatechoc i made a lil change,, we forgot add what happend if player have a knife but select No cut the rope.

basically

if(cut != 0) then {

}else{

};

so now looks:

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so this is the new update in tie_up2  right?

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@oldmatechoc  @Hooty  @Cherdenko @gernika whats about if we use something like this in player_restrain.sqf

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  On 4/8/2017 at 6:09 AM, oldmatechoc said:

hahaha @juandayz

So spawn zeds in the area and tie them up? with humanity reductions? haha very nice.

Rewarding bandits?

player addMagazine "ItemBriefcase100oz";

i fear players would sit in their base and make themselves rich with this. otherwise i really like the humanity additions.

 

 

also typo in the main post, no biggie but someone might not read it correctly :P

Player_Restrain.sqf .sqf  (drop in the new path)

 

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spawns zeds in the tied up player area.. any way i thinks is better use something like a radio and integrate the boilt mod to call the zeds.

about the briefcase, yup you right.:laugh:

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