NateDayZ Posted May 20, 2017 Report Share Posted May 20, 2017 Hi, Is there anything out there that would make it so if a player is laying prone it forces them into first person view? Link to comment Share on other sites More sharing options...
0 juandayz Posted May 20, 2017 Report Share Posted May 20, 2017 dont know what is "player is laying".. the translator said a stupid thing in spanish that not have sense.. but first person code is 3rdPersonView=0; Link to comment Share on other sites More sharing options...
0 Hooty Posted May 20, 2017 Report Share Posted May 20, 2017 1 hour ago, juandayz said: dont know what is "player is laying".. the translator said a stupid thing in spanish that not have sense.. but first person code is 3rdPersonView=0; going prone Link to comment Share on other sites More sharing options...
0 juandayz Posted May 20, 2017 Report Share Posted May 20, 2017 27 minutes ago, Hooty said: going prone ohh like "intolerable" or "annoying"? Hooty 1 Link to comment Share on other sites More sharing options...
0 SryImAnooB Posted May 20, 2017 Report Share Posted May 20, 2017 Hooty and juandayz 2 Link to comment Share on other sites More sharing options...
0 juandayz Posted May 20, 2017 Report Share Posted May 20, 2017 Just now, SryImAnooB said: camper!!! haaha Hooty 1 Link to comment Share on other sites More sharing options...
0 juandayz Posted May 20, 2017 Report Share Posted May 20, 2017 3 minutes ago, SryImAnooB said: SryImAnooB and Hooty 2 Link to comment Share on other sites More sharing options...
0 Relentless Posted May 20, 2017 Report Share Posted May 20, 2017 For now there is no specific command to check whether a player is proning so you have to workaround it. This is not tested but I guess this should work: /* Description: AmovPpneMstpSrasWpstDnon - Proning with Pistol AmovPpneMstpSrasWrflDnon - Proning with Rifle */ private ["_unit","_initialDelay","_delay","_tolerance","_isProning","_timer"]; _unit = _this select 0; _initialDelay = _this select 1; _delay = _this select 2; _tolerance = _this select 3; _isProning = false; _timer = 0; sleep _initialDelay; while {_counter <= _delay} do { if ((animationState _unit != "AmovPpneMstpSrasWrflDnon") && (animationState _unit != "AmovPpneMstpSrasWpstDnon")) then { sleep _tolerance; _timer = _timer + _tolerance; if ((animationState _unit != "AmovPpneMstpSrasWrflDnon") && (animationState _unit != "AmovPpneMstpSrasWpstDnon")) then { _isProning = true; }; }; } else { sleep 1; _isProning = false; _timer = _timer + 1; }; Link to comment Share on other sites More sharing options...
0 NateDayZ Posted May 20, 2017 Author Report Share Posted May 20, 2017 I got a good laugh from reading all that :P Thank you damnrelentless ill try it out. I was just asking as I played another server awhile ago where if you went prone on a building it would force you into first person and if you tried going back into third person three times it would force you to stand up and put your hands behind your head. Link to comment Share on other sites More sharing options...
0 Relentless Posted May 20, 2017 Report Share Posted May 20, 2017 I don't know why you want that but actually you can use this code I posted as a scriptbase for the prone-check. You just have to add the third and first person checks and this warning system that you automatically stand up or if you still have the mission of the server you could take a look into that and see how they made that. :) Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 20, 2017 Report Share Posted May 20, 2017 1 hour ago, DAmNRelentless said: I don't know why you want that but actually you can use this code I posted as a scriptbase for the prone-check. You just have to add the third and first person checks and this warning system that you automatically stand up or if you still have the mission of the server you could take a look into that and see how they made that. :) forcing first person near buildings is to stop players looking through and over walls usually. :) Relentless 1 Link to comment Share on other sites More sharing options...
0 juandayz Posted May 21, 2017 Report Share Posted May 21, 2017 If we hang he in the middle of stary? _unit = _this select 0; _initialDelay = _this select 1; _delay = _this select 2; _tolerance = _this select 3; _isProning = false; _timer = 0; sleep _initialDelay; while {_counter <= _delay} do { if ((animationState _unit != "AmovPpneMstpSrasWrflDnon") && (animationState _unit != "AmovPpneMstpSrasWpstDnon")) then { sleep _tolerance; _timer = _timer + _tolerance; if ((animationState _unit != "AmovPpneMstpSrasWrflDnon") && (animationState _unit != "AmovPpneMstpSrasWpstDnon")) then { _isProning = true; }; }; } else { sleep 1; _isProning = false; _timer = _timer + 1; }; if (_isProning) then { _playerpos = getposATL player; _starytrader_pos = [6325,7807,0]; _stick = createVehicle ["FlagCarrierINS",_starytrader_pos, [], 0, "CAN_COLLIDE"]; _unit attachTo [_stick 0,0,0]; systemchat ("you was attached cuz i hate the way you play att. an adm"); sleep 60; detach _unit; deletevehicle _stick; player setpos _playerpos; }; Link to comment Share on other sites More sharing options...
0 Hooty Posted May 21, 2017 Report Share Posted May 21, 2017 57 minutes ago, juandayz said: If we hang he in the middle of stary? _unit = _this select 0; _initialDelay = _this select 1; _delay = _this select 2; _tolerance = _this select 3; _isProning = false; _timer = 0; sleep _initialDelay; while {_counter <= _delay} do { if ((animationState _unit != "AmovPpneMstpSrasWrflDnon") && (animationState _unit != "AmovPpneMstpSrasWpstDnon")) then { sleep _tolerance; _timer = _timer + _tolerance; if ((animationState _unit != "AmovPpneMstpSrasWrflDnon") && (animationState _unit != "AmovPpneMstpSrasWpstDnon")) then { _isProning = true; }; }; } else { sleep 1; _isProning = false; _timer = _timer + 1; }; if (_isProning) then { _playerpos = getposATL player; _starytrader_pos = [6325,7807,0]; _stick = createVehicle ["FlagCarrierINS",_starytrader_pos, [], 0, "CAN_COLLIDE"]; _unit attachTo [_stick 0,0,0]; systemchat ("you was attached cuz i hate the way you play att. an adm"); sleep 60; detach _unit; deletevehicle _stick; player setpos _playerpos; }; HAHAHA I can see a new tie up script in the work lol. Hang_Player.sqf Link to comment Share on other sites More sharing options...
0 Relentless Posted May 21, 2017 Report Share Posted May 21, 2017 8 hours ago, oldmatechoc said: forcing first person near buildings is to stop players looking through and over walls usually. :) Thanks for the info but why only when going to prone? :D Link to comment Share on other sites More sharing options...
0 Relentless Posted May 21, 2017 Report Share Posted May 21, 2017 @juandayz I like the idea but you should make a quite huge delay for that so they don't get attached every time they lay down xD Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 21, 2017 Report Share Posted May 21, 2017 56 minutes ago, DAmNRelentless said: Thanks for the info but why only when going to prone? :D yeah im not too sure his reasoning why on when prone. But it would be good in some instances. eg. Lingor Islands has nice jungles with lots of grass. players can lay down in a ghillie suit and can barely be seen. if they were forced into first person mode it would make it so they couldn't 3rd person to spot players. Bit more realistic I think. Link to comment Share on other sites More sharing options...
0 Anhor Posted May 21, 2017 Report Share Posted May 21, 2017 1 hour ago, DAmNRelentless said: Thanks for the info but why only when going to prone? :D A not too bad idea would force 1st person when you in combat mode (red blinking weapon)? Link to comment Share on other sites More sharing options...
0 salival Posted May 21, 2017 Report Share Posted May 21, 2017 I wrote this code, it's pretty simple, all it does is check for if the player is alive, if they are it checks to see if they are in the prone animation, if they are it forces them to first person view, if they switch out to external view they will switch back. Pretty simple, you can mess with the uiSleep timer to make it more faster switching so they can't keep pushing enter. while {alive player} do { if (animationState player == "amovppnemstpsraswrfldnon") then { if (cameraView != "INTERNAL") then {vehicle player switchCamera "INTERNAL";}; }; uiSleep 0.5; }; oldmatechoc 1 Link to comment Share on other sites More sharing options...
0 Relentless Posted May 21, 2017 Report Share Posted May 21, 2017 8 hours ago, salival said: I wrote this code, it's pretty simple, all it does is check for if the player is alive, if they are it checks to see if they are in the prone animation, if they are it forces them to first person view, if they switch out to external view they will switch back. Pretty simple, you can mess with the uiSleep timer to make it more faster switching so they can't keep pushing enter. while {alive player} do { if (animationState player == "amovppnemstpsraswpstdnon") then { if (cameraView != "INTERNAL") then {vehicle player switchCamera "INTERNAL";}; }; uiSleep 0.5; }; I thought amovppnemstpsraswpstdnon is only proning with a pistol, that's why I added the animation for proning with a rifle to my code. But I think you tested this already and if it's working it's fine. I am just wondering. Link to comment Share on other sites More sharing options...
0 salival Posted May 21, 2017 Report Share Posted May 21, 2017 1 hour ago, DAmNRelentless said: I thought amovppnemstpsraswpstdnon is only proning with a pistol, that's why I added the animation for proning with a rifle to my code. But I think you tested this already and if it's working it's fine. I am just wondering. To be honest, you very well could be right, I think I did all my testing with the pistol out. I will test correctly and update my post. *edit* I checked and you are correct, have updated my post. Link to comment Share on other sites More sharing options...
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NateDayZ
Hi, Is there anything out there that would make it so if a player is laying prone it forces them into first person view?
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