juandayz Posted March 31, 2017 Author Report Share Posted March 31, 2017 1 hour ago, oldmatechoc said: its only showing after being released :/ @juandayz 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; }; }; 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 @Cherdenko or another variant, to execute automatically a user menu if the player have the knife to cut the rope Spoiler private["_msg","_camDistance","_camera","_body","_positionp","_stick","_waitTime","_hastools","_inventory","_break_free","_waitcut"]; _body = _this select 0; _waitTime = 60; _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]; [player,10,true,(getPosATL player)] spawn player_alertZombies; ///CAMERA EFFECT _msg = format["You've been tied up! %1,",format["%1", name player]]; _camDistance = 60; showCinemaBorder true; camUseNVG false; _camera = "camera" camCreate [(position player select 0)-2, position player select 1,(position player select 2)+_camDistance]; _camera cameraEffect ["internal","back"]; _camera camSetFOV 2.000; _camera camCommit 0; waitUntil {camCommitted _camera}; // playsound "";//add sound _camera camSetTarget vehicle player; _camera camSetRelPos [0,0,2]; _camera camCommit 12; cutText [_msg, "PLAIN DOWN"]; waitUntil {camCommitted _camera}; _camera cameraEffect ["terminate","back"]; camDestroy _camera; if (_hastools) then { ropecut = [ ["Confirmation",true], ["Wanna Cut?", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["No", [2], "", -5, [["expression", "cut_answer=false;"]], "1", "1"], ["Yes", [3], "", -5, [["expression", "cut_answer=true;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [-1], "", -3, [["expression", "cut_answer=false;"]], "1", "1"] ]; showCommandingMenu "#USER:ropecut"; waitUntil {((!isNil 'cut_answer')||(commandingMenu == ""))}; if (isNil 'cut_answer') then {cut_answer=false;}; if (cut_answer) then { deleteVehicle _stick; cutText ["Releasing you now!", "PLAIN DOWN"]; // disableuserinput false;disableuserinput false;disableuserinput false; player setVariable ["dayz_tieup",false]; // call dayz_resetSelfActions; }; } else { // disableuserinput true; disableuserinput true; disableuserinput true; // player playMove "AmelPercMstpSnonWnonDnon_zasah6hlava"; sleep _waitTime; deleteVehicle _stick; cutText ["Releasing you now!", "PLAIN DOWN"]; // disableuserinput false;disableuserinput false;disableuserinput false; player setVariable ["dayz_tieup",false]; // call dayz_resetSelfActions; }; }; gernika and oldmatechoc 2 Link to comment Share on other sites More sharing options...
gernika Posted March 31, 2017 Report Share Posted March 31, 2017 This advances at full speed!!!!!!! waiting for the final release Link to comment Share on other sites More sharing options...
juandayz Posted March 31, 2017 Author Report Share Posted March 31, 2017 13 minutes ago, gernika said: This advances at full speed!!!!!!! waiting for the final release yeah i kidnapped oldma´, hooty, sideshow,salival and cherdenko from the A-Team. Hooty and gernika 2 Link to comment Share on other sites More sharing options...
Hooty Posted April 1, 2017 Report Share Posted April 1, 2017 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 :( gernika 1 Link to comment Share on other sites More sharing options...
Hooty Posted April 1, 2017 Report Share Posted April 1, 2017 1 hour ago, 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 :( Ok dont use this animation lol Link to comment Share on other sites More sharing options...
Hooty Posted April 1, 2017 Report Share Posted April 1, 2017 10 hours ago, juandayz said: @oldmatechoc @Cherdenko or another variant, to execute automatically a user menu if the player have the knife to cut the rope Reveal hidden contents private["_msg","_camDistance","_camera","_body","_positionp","_stick","_waitTime","_hastools","_inventory","_break_free","_waitcut"]; _body = _this select 0; _waitTime = 60; _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]; [player,10,true,(getPosATL player)] spawn player_alertZombies; ///CAMERA EFFECT _msg = format["You've been tied up! %1,",format["%1", name player]]; _camDistance = 60; showCinemaBorder true; camUseNVG false; _camera = "camera" camCreate [(position player select 0)-2, position player select 1,(position player select 2)+_camDistance]; _camera cameraEffect ["internal","back"]; _camera camSetFOV 2.000; _camera camCommit 0; waitUntil {camCommitted _camera}; // playsound "";//add sound _camera camSetTarget vehicle player; _camera camSetRelPos [0,0,2]; _camera camCommit 12; cutText [_msg, "PLAIN DOWN"]; waitUntil {camCommitted _camera}; _camera cameraEffect ["terminate","back"]; camDestroy _camera; if (_hastools) then { ropecut = [ ["Confirmation",true], ["Wanna Cut?", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["No", [2], "", -5, [["expression", "cut_answer=false;"]], "1", "1"], ["Yes", [3], "", -5, [["expression", "cut_answer=true;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [-1], "", -3, [["expression", "cut_answer=false;"]], "1", "1"] ]; showCommandingMenu "#USER:ropecut"; waitUntil {((!isNil 'cut_answer')||(commandingMenu == ""))}; if (isNil 'cut_answer') then {cut_answer=false;}; if (cut_answer) then { deleteVehicle _stick; cutText ["Releasing you now!", "PLAIN DOWN"]; // disableuserinput false;disableuserinput false;disableuserinput false; player setVariable ["dayz_tieup",false]; // call dayz_resetSelfActions; }; } else { // disableuserinput true; disableuserinput true; disableuserinput true; // player playMove "AmelPercMstpSnonWnonDnon_zasah6hlava"; sleep _waitTime; deleteVehicle _stick; cutText ["Releasing you now!", "PLAIN DOWN"]; // disableuserinput false;disableuserinput false;disableuserinput false; player setVariable ["dayz_tieup",false]; // call dayz_resetSelfActions; }; }; Infastar users need to add #USER:ropecut Link to comment Share on other sites More sharing options...
Hooty Posted April 1, 2017 Report Share Posted April 1, 2017 Im just testing some since you all did so much already juandayz 1 Link to comment Share on other sites More sharing options...
Hooty Posted April 1, 2017 Report Share Posted April 1, 2017 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 56 minutes ago, 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. Reveal hidden contents private["_breakfree","_breakfreechance","_body","_positionp","_stick","_TieupTimer","_hastools","_inventory","_TieupTimerMsg","_Done"]; _body = _this select 0; _inventory = items player; _BreakFree = round(random 10); _Done = false; //----------------------------------------------------// Config _TieUpTimer = 30; _HasTools = "ItemKnife" in _inventory; _BreakFreeChance = 5; _TieupTimerMsg = "You will be released %1 seconds!"; //----------------------------------------------------// Config End Tie_Countdown= { while{!_done} do { if(_TieUpTimer > 0) then { cutText [format[_TieupTimerMsg,_TieUpTimer], "PLAIN DOWN"]; sleep 1; _TieUpTimer = _TieUpTimer - 1; _Done = _TieUpTimer <= 0; }; }; }; //----------------------------------------------------// diag_log("tie up attempt on:" + str(_body) + " and I am: " + str(player) ); //----------------------------------------------------// if (_body == player) then { diag_log("tied up!"); _body switchMove "boundCaptive_loop"; // _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]; [player,10,true,(getPosATL player)] spawn player_alertZombies; sleep 5; //----------------------------------------------------// if (_hastools) then { ropecut = [ ["Confirmation",true], ["Try to break free?", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["No", [2], "", -5, [["expression", "cut_answer=false;"]], "1", "1"], ["Yes", [3], "", -5, [["expression", "cut_answer=true;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [-1], "", -3, [["expression", "cut_answer=false;"]], "1", "1"] ]; showCommandingMenu "#USER:ropecut"; waitUntil {((!isNil 'cut_answer')||(commandingMenu == ""))}; if (isNil 'cut_answer') then {cut_answer=false;}; if (cut_answer) then { if (_breakfree < _breakfreechance) exitWith { cutText ["Fuck! Dropped the knife!", "PLAIN DOWN"]; disableuserinput true;disableuserinput true;disableuserinput true; _body switchMove "boundCaptive_loop"; player removeWeapon "ItemKnife"; call Tie_Countdown; sleep _TieupTimer; // deleteVehicle _stick; disableuserinput false;disableuserinput false;disableuserinput false; _body switchMove "amovpsitmstpsraswrfldnon_amovpercmstpslowwrfldnon"; cutText ["Releasing you now!", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; }; _body switchMove "amovpsitmstpsraswrfldnon_amovpercmstpslowwrfldnon"; cutText ["Releasing you now!", "PLAIN DOWN"]; sleep 3; // deleteVehicle _stick; disableuserinput false;disableuserinput false;disableuserinput false; player setVariable ["dayz_tieup",false]; }; } else { //----------------------------------------------------// disableuserinput true;disableuserinput true;disableuserinput true; _body switchMove "boundCaptive_loop"; call Tie_Countdown; sleep _TieupTimer; // deleteVehicle _stick; disableuserinput false;disableuserinput false;disableuserinput false; _body switchMove "amovpsitmstpsraswrfldnon_amovpercmstpslowwrfldnon"; cutText ["Releasing you now!", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; }; }; 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) Only things I noticed. Rest of it seems works perfect. juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 1, 2017 Author Report Share Posted April 1, 2017 @oldmatechoc @Hooty very glad with the new way of the script (love the stick but i also imagine that an animation gonna looks better). Cannot see it but imagine how its looks. gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 1, 2017 Author Report Share Posted April 1, 2017 @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. tie_up2.sqf Spoiler private["_breakfree","_breakfreechance","_body","_seconds","_maxSeconds","_countdown","_hastools","_inventory","_time"]; _body = _this select 0; _inventory = items player; _BreakFree = round(random 10); //----------------------------------------------------// Config _HasTools = "ItemKnife" in _inventory; _BreakFreeChance = 5; _time = 40; //----------------------------------------------------// Config End //----------------------------------------------------// diag_log("tie up attempt on:" + str(_body) + " and I am: " + str(player) ); //----------------------------------------------------// if (_body == player) then { diag_log("tied up!"); _body switchMove "boundCaptive_loop"; player setVariable ["dayz_tieup",true]; [player,10,true,(getPosATL player)] spawn player_alertZombies; sleep 5; //----------------------------------------------------// if (_hastools) then { ropecut = [ ["Confirmation",true], ["Try to break free?", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["No", [2], "", -5, [["expression", "cut_answer=false;"]], "1", "1"], ["Yes", [3], "", -5, [["expression", "cut_answer=true;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [-1], "", -3, [["expression", "cut_answer=false;"]], "1", "1"] ]; showCommandingMenu "#USER:ropecut"; waitUntil {((!isNil 'cut_answer')||(commandingMenu == ""))}; if (isNil 'cut_answer') then {cut_answer=false;}; if (cut_answer) then { if (_breakfree < _breakfreechance) exitWith { cutText ["Fuck! Dropped the knife!", "PLAIN DOWN"]; disableuserinput true;disableuserinput true;disableuserinput true; _body switchMove "boundCaptive_loop"; player removeWeapon "ItemKnife"; sleep _time; disableuserinput false;disableuserinput false;disableuserinput false; _body switchMove "amovpsitmstpsraswrfldnon_amovpercmstpslowwrfldnon"; cutText ["Releasing you now!", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; }; disableuserinput false;disableuserinput false;disableuserinput false; _body switchMove "amovpsitmstpsraswrfldnon_amovpercmstpslowwrfldnon"; cutText ["Releasing you now!", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; } else { //----------------------------------------------------// /////COUNT////////////// _countdown = true; _maxSeconds = 40; _seconds = 0; while {true} do { if(_countdown) then { systemChat format["COUNTDOWN: %1",_maxSeconds - _seconds]; //countdown in chat }; ////EXIT FROM LOOP AREA//// if (_seconds >= _maxSeconds) exitWith { _body switchMove "amovpsitmstpsraswrfldnon_amovpercmstpslowwrfldnon"; cutText ["Releasing you now!", "PLAIN DOWN"]; disableuserinput false;disableuserinput false;disableuserinput false; player setVariable ["dayz_tieup",false]; }; ///////////////////// _seconds = _seconds + 1; sleep 1; }; }; }; gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 1, 2017 Author Report Share Posted April 1, 2017 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 Spoiler ropecut = [ ["Confirmation",true], ["Try to break free?", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["No", [2], "", -5, [["expression", "cut_answer=false;"]], "1", "1"], ["Yes", [3], "", -5, [["expression", "cut_answer=true;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [-1], "", -3, [["expression", "cut_answer=false;"]], "1", "1"] ]; showCommandingMenu "#USER:ropecut"; waitUntil {((!isNil 'cut_answer')||(commandingMenu == ""))}; if (isNil 'cut_answer') then {cut_answer=false;}; if (cut_answer) then { and about the animation: Quote from what i tested i couldn't interrupt that animation. 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. gernika 1 Link to comment Share on other sites More sharing options...
Hooty Posted April 2, 2017 Report Share Posted April 2, 2017 Sorry @oldmatechoc and @juandayz been at work. Just got off bout to start testing again. Good news is im about to move so ill have more free time on my hands after that. gernika and juandayz 2 Link to comment Share on other sites More sharing options...
juandayz Posted April 2, 2017 Author Report Share Posted April 2, 2017 @oldmatechoc @Hooty @Cherdenko this must be work Spoiler private["_breakfree","_breakfreechance","_body","_seconds","_maxSeconds","_countdown","_hastools","_inventory","_time"]; _body = _this select 0; _inventory = items player; _BreakFree = round(random 10); //----------------------------------------------------// Config _HasTools = "ItemKnife" in _inventory; _BreakFreeChance = 5; _time = 10; //----------------------------------------------------// Config End //----------------------------------------------------// diag_log("tie up attempt on:" + str(_body) + " and I am: " + str(player) ); //----------------------------------------------------// if (_body == player) then { diag_log("tied up!"); _body playMove "boundCaptive_loop"; //start animate player setVariable ["dayz_tieup",true]; [player,10,true,(getPosATL player)] spawn player_alertZombies; sleep 5; //----------------------------------------------------// 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 < _breakfreechance) exitWith { cutText ["Fuck! Dropped the knife!", "PLAIN DOWN"]; disableuserinput true;disableuserinput true;disableuserinput true; _body switchMove "boundCaptive_loop"; player removeWeapon "ItemKnife"; sleep _time; disableuserinput false;disableuserinput false;disableuserinput false; cutText ["Releasing you now!", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; }; cutText ["Releasing you now!", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; _body switchMove "boundCaptive_loop"; } else { //----------------------------------------------------// /////COUNT////////////// _countdown = true; _maxSeconds = 40; _seconds = 0; while {true} do { if(_countdown) then { systemChat format["COUNTDOWN: %1",_maxSeconds - _seconds]; //countdown in chat }; ////EXIT FROM LOOP AREA//// if (_seconds >= _maxSeconds) exitWith { _body switchMove "boundCaptive_loop"; cutText ["Releasing you now!", "PLAIN DOWN"]; disableuserinput false;disableuserinput false;disableuserinput false; player setVariable ["dayz_tieup",false]; }; ///////////////////// _seconds = _seconds + 1; sleep 1; }; }; }; the exit syntax from user menu is diferent oldmatechoc, Hooty and gernika 3 Link to comment Share on other sites More sharing options...
juandayz Posted April 3, 2017 Author Report Share Posted April 3, 2017 @oldmatechoc use _body playMove "boundCaptive_loop"; below of diag_log("tied up!"); and try use playMove everytime you launch the first animation and switchmove to try to stop them. gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 5, 2017 Author Report Share Posted April 5, 2017 10 hours ago, 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) ok, your the boss friend gernika 1 Link to comment Share on other sites More sharing options...
gernika Posted April 5, 2017 Report Share Posted April 5, 2017 any advance guys? Link to comment Share on other sites More sharing options...
juandayz Posted April 6, 2017 Author Report Share Posted April 6, 2017 @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: 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 = true; // Disable thier mouse and keyboard? >:D //If true, you must attach to stick or player can stand up and walk away. _AttachtoStick = false; // Stick them to a stick? _GiveBackRope = true; // If player didnt try cut the rope give it to the victim? _TieUpTimer = 30; //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 = 5; // 5/10 to fail. 9/10 Hard 1/10 Easy //-----------------------End-----------------------------// /////////////////////////OLDMATECHO 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; }; }; }; //////////////////////////////DETACH PLAYER TIEDUP////////////////////////////// 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"; cutText ["You've wriggled free", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; }; ////////////////////////////////END OF FUNCTIONS////////////////////////////////////////////// ////////////////////////////START PLAYER TO BE TIED UP diag_log("tie up attempt on:" + str(_body) + " and I am: " + 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; ///////////////////////////////END OF TIE UP//////////////////////// ///////////////////////////CHECK IF PLAYER TIE UP HAD A KNIFE TO TRY TO CUT THE ROPE////////////////// 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 PLAYER HAVE KNIFE BUT HE DONT WANNA CUT THE ROPE/////// call Tie_Countdown; sleep _TieUpTimer; call Player_Tiedup; if (_GiveBackRope) then {player addMagazine "equip_rope";}; }; ////////////////////////END OF KNIFE CHECK//////////////// } else { ///////////////////////////PROCEED IF PLAYER DSNT HAVE KNIFE call Tie_Countdown; sleep _TieUpTimer; call Player_Tiedup; if (_GiveBackRope) then {player addMagazine "equip_rope";}; }; }; gernika and oldmatechoc 2 Link to comment Share on other sites More sharing options...
gernika Posted April 7, 2017 Report Share Posted April 7, 2017 so this is the new update in tie_up2 right? 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 = true; // Disable thier mouse and keyboard? >:D //If true, you must attach to stick or player can stand up and walk away. _AttachtoStick = false; // Stick them to a stick? _GiveBackRope = true; // If player didnt try cut the rope give it to the victim? _TieUpTimer = 30; //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 = 5; // 5/10 to fail. 9/10 Hard 1/10 Easy //-----------------------End-----------------------------// /////////////////////////OLDMATECHO 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; }; }; }; //////////////////////////////DETACH PLAYER TIEDUP////////////////////////////// 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"; cutText ["You've wriggled free", "PLAIN DOWN"]; player setVariable ["dayz_tieup",false]; }; ////////////////////////////////END OF FUNCTIONS////////////////////////////////////////////// ////////////////////////////START PLAYER TO BE TIED UP diag_log("tie up attempt on:" + str(_body) + " and I am: " + 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; ///////////////////////////////END OF TIE UP//////////////////////// ///////////////////////////CHECK IF PLAYER TIE UP HAD A KNIFE TO TRY TO CUT THE ROPE////////////////// 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 PLAYER HAVE KNIFE BUT HE DONT WANNA CUT THE ROPE/////// call Tie_Countdown; sleep _TieUpTimer; call Player_Tiedup; if (_GiveBackRope) then {player addMagazine "equip_rope";}; }; ////////////////////////END OF KNIFE CHECK//////////////// } else { ///////////////////////////PROCEED IF PLAYER DSNT HAVE KNIFE call Tie_Countdown; sleep _TieUpTimer; call Player_Tiedup; if (_GiveBackRope) then {player addMagazine "equip_rope";}; }; }; juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 7, 2017 Author Report Share Posted April 7, 2017 @gernika yes, i guess.. but maybe @oldmatechoc have a new update. gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 7, 2017 Author Report Share Posted April 7, 2017 Quote // If the player likes the bondage. a week of LOL gonna update the main post with your new sqf names gernika and oldmatechoc 2 Link to comment Share on other sites More sharing options...
juandayz Posted April 7, 2017 Author Report Share Posted April 7, 2017 @oldmatechoc @Hooty @Cherdenko @gernika whats about if we use something like this in player_restrain.sqf Spoiler private["_hasitem","_body","_isHero","_isBandit","_setZedType","_rand","_positionp","_zCreate","_zPos"]; _body = _this select 3; _hasitem = "equip_rope" in magazines player; _isHero = (_body getVariable["humanity",0]) >= 5000; _isBandit = (_body getVariable["humanity",0]) <= 5000; //FN_createZeds fn_createZeds = { 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"]; zCount = 0; area = 0; _positionp = _body call FNC_GetPos; _rand = floor(random 100); 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"; }; }; }; //END FN 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; if (_isHero) then { [player,-300] call player_humanityChange; call fn_createZeds; }else{ if (_isBandit) then { call fn_createZeds; [player,100] call player_humanityChange; player addMagazine "ItemBriefcase100oz"; }else{ if (!_isHero && !_isBandit) then { [player,-100] call player_humanityChange; call fn_createZeds; }; }; }; }; gernika and Cherdenko 2 Link to comment Share on other sites More sharing options...
juandayz Posted April 8, 2017 Author Report Share Posted April 8, 2017 8 hours ago, 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) 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. gernika 1 Link to comment Share on other sites More sharing options...
juandayz Posted April 9, 2017 Author Report Share Posted April 9, 2017 another thing , we forgot restrict the disconection from server if player are tied up. we can set this player in combat to not allow this action _body setVariable ["startcombattimer", 0, true]; oldmatechoc, gernika and Hooty 3 Link to comment Share on other sites More sharing options...
Hooty Posted April 10, 2017 Report Share Posted April 10, 2017 Damn you all been busy. juandayz 1 Link to comment Share on other sites More sharing options...
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