Anhor Posted May 21, 2017 Report Share Posted May 21, 2017 As everybody knows, theres a function to drag a wounded unconsius player out of the danger zone. My question is now, and I´m sure it´s stupid, is there a chance to do that with a fallen comrad too? Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 21, 2017 Report Share Posted May 21, 2017 as in drag a dead body? or revive a dead player? @Anhor Link to comment Share on other sites More sharing options...
0 Anhor Posted May 21, 2017 Author Report Share Posted May 21, 2017 @oldmatechoc you kidding me? Theres allready a mod for it? Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 21, 2017 Report Share Posted May 21, 2017 not that i know of. yet :P I'm trying to pin point what your looking for Anhor and JohnnyBravo666 2 Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 21, 2017 Report Share Posted May 21, 2017 which one are you looking for? drag dead body (should be fairly easy) or or revive dead body. (dont think so) Link to comment Share on other sites More sharing options...
0 Anhor Posted May 21, 2017 Author Report Share Posted May 21, 2017 @oldmatechoc drag death body should be ok Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 21, 2017 Report Share Posted May 21, 2017 @Anhor Ill see what i can come up with. Ill report back soon :D Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 21, 2017 Report Share Posted May 21, 2017 I can drag the dead, just having trouble letting them go xD getting there though @Anhor JohnnyBravo666 1 Link to comment Share on other sites More sharing options...
0 juandayz Posted May 21, 2017 Report Share Posted May 21, 2017 @Anhor in fn_selfaction.sqf below this: Spoiler //Towing with tow truck /* if(_typeOfCursorTarget == "TOW_DZE") then { if (s_player_towing < 0) then { if(!(_cursorTarget getVariable ["DZEinTow", false])) then { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true]; } else { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true]; }; }; } else { player removeAction s_player_towing; s_player_towing = -1; }; */ paste: _drag = _cursorTarget getVariable["drag",false]; _isZombie = _cursorTarget isKindOf "zZombie_base"; if (_isMan and !_isAlive and !_isZombie and !_drag) then { if (s_player_drag < 0) then { s_player_drag = player addAction [format["<t color='#0096ff'>drag body</t>"], "scripts\dragbody.sqf",_cursorTarget,0, false,true]; }; } else { player removeAction s_player_drag; s_player_drag = -1; }; if (_drag) then { if (s_player_drag2 < 0) then { s_player_drag2 = player addAction [format["<t color='#0096ff'>detach body</t>"], "scripts\detachbody.sqf",_cursorTarget,0, true,true]; }; } else { player removeAction s_player_drag2; s_player_drag2 = -1; }; }; below } else { //Engineering paste: player removeAction s_player_drag2; s_player_drag2 = -1; player removeAction s_player_drag; s_player_drag = -1; Spoiler create into mp'missions\your instance\scripts\ dragbody.sqf Spoiler _bbody = _this select 3; _drag = _bbody getVariable["drag",false]; if(!_drag) then { _bbody attachTo [player, [0, 0, 0]]; _bbody setVariable["drag",true,true]; systemChat("draging a body"); }; detachbody.sqf Spoiler _bbody = _this select 3; _drag = _bbody getVariable["drag",true]; if(_drag) then { detach _bbody; systemChat("body release"); _bbody setVariable["drag",false,false]; }; Anhor and oldmatechoc 2 Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 21, 2017 Report Share Posted May 21, 2017 @juandayz beat me to it! haha dont forget the variables.sqf s_player_drag2 = -1; s_player_drag = -1; under s_player_manageDoor = -1; Anhor and juandayz 2 Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 21, 2017 Report Share Posted May 21, 2017 Got it working. But juan beat me lol @Anhor @juandayz Hooty, juandayz and JohnnyBravo666 3 Link to comment Share on other sites More sharing options...
0 juandayz Posted May 21, 2017 Report Share Posted May 21, 2017 @Anhor @oldmatechoc you also can load the bodys in vehicles... like attach zeds mod _allowedVehicles = [ "hilux1_civil_3_open_DZE", "datsun1_civil_3_open_DZE", "hilux1_civil_1_open_DZE", "datsun1_civil_1_open_DZE", "V3S_Open_TK_CIV_EP1", "V3S_Open_TK_EP1", "KamazOpen_DZE" ]; _bbody = _this select 3; _drag = _bbody getVariable["drag",false]; if (!_drag) then { if (player distance _objects < 10) then { if (_zbody distance _objects < 10) then { _objects = nearestObjects [getPos player, _allowedVehicles, 10]; _objects = _objects select 0; _bbody attachTo [_objects, [0, -1.5, -1]]; _bbody setVariable["drag",true,true]; }; }; }; Anhor 1 Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 21, 2017 Report Share Posted May 21, 2017 hahahaha i think im going to have some fun with this :P @juandayz juandayz 1 Link to comment Share on other sites More sharing options...
0 Anhor Posted May 22, 2017 Author Report Share Posted May 22, 2017 @juandayz and @oldmatechoc, thx to both off you! juandayz 1 Link to comment Share on other sites More sharing options...
0 oldmatechoc Posted May 22, 2017 Report Share Posted May 22, 2017 not a problem :D heres the one in the video. juans is probably better though haha fn_selfActions.sqf Spoiler // ------------------------------------------------------------------// if (_isMan && {!_isAlive} && {!_isAnimal} && {!_isZombie} && {player distance _cursorTarget < 5}) then { if (s_player_dragdead < 0) then { s_player_dragdead = player addAction ["<t color='#D4909B'>Drag Corpse</t>", "PATHTOYOUR\player_dragcorpse.sqf", _cursorTarget, 2, false]; }; } else { player removeAction s_player_dragdead; s_player_dragdead = -1; }; // ------------------------------------------------------------------// player_dragcorpse.sqf Spoiler private ["_unit","_dragee","_pos","_dir","_addAction"]; _dragee = _this select 3; _unit = player; _addAction = false; if (isNull _dragee) exitWith {}; r_drag_sqf = true; while {r_drag_sqf} do { if (!_addAction) then { _unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon"; uiSleep 2; _dragee attachto [_unit,[0.1, 1.01, 0]]; uiSleep 0.02; _dragee setDir 180; call fnc_usec_medic_removeActions; drop_corpse = player addAction ["<t color='#D4909B'>Drop Corpse</t>", "\z\addons\dayz_code\medical\drop_body.sqf",_dragee, 0, false, true]; uiSleep 1; _addAction = true; }; if (!r_drag_sqf) exitWith {}; uiSleep 0.001; }; player_dropcorpse.sqf Spoiler _dragee = _this select 3; player removeAction drop_corpse; r_drag_sqf = false; r_carry_sqf = false; r_action = false; _unit = player; detach _unit; detach _dragee; _unit switchMove ""; _dragee switchMove ""; force_dropBody = false; if (true) exitWith {}; this is just a modified version of dayz_code/medical/drag.sqf juandayz 1 Link to comment Share on other sites More sharing options...
0 Anhor Posted May 22, 2017 Author Report Share Posted May 22, 2017 15 hours ago, juandayz said: @Anhor @oldmatechoc you also can load the bodys in vehicles... like attach zeds mod _allowedVehicles = [ "hilux1_civil_3_open_DZE", "datsun1_civil_3_open_DZE", "hilux1_civil_1_open_DZE", "datsun1_civil_1_open_DZE", "V3S_Open_TK_CIV_EP1", "V3S_Open_TK_EP1", "KamazOpen_DZE" ]; _bbody = _this select 3; _drag = _bbody getVariable["drag",false]; if (!_drag) then { if (player distance _objects < 10) then { if (_zbody distance _objects < 10) then { _objects = nearestObjects [getPos player, _allowedVehicles, 10]; _objects = _objects select 0; _bbody attachTo [_objects, [0, -1.5, -1]]; _bbody setVariable["drag",true,true]; }; }; }; @juandayz In fn_selfaction.sqf? And is the vehicle driveable after that? Link to comment Share on other sites More sharing options...
0 Anhor Posted May 22, 2017 Author Report Share Posted May 22, 2017 Something went wrong ........ No function but no errors in server RPT. And, it breaks my bury & butcher body, my check wallet and the vehicle Hifi ....... I´m confused. Part of my fn_selfaction.sqf Spoiler //Towing with tow truck /* if(_typeOfCursorTarget == "TOW_DZE") then { if (s_player_towing < 0) then { if(!(_cursorTarget getVariable ["DZEinTow", false])) then { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true]; } else { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true]; }; }; } else { player removeAction s_player_towing; s_player_towing = -1; }; */ _drag = _cursorTarget getVariable["drag",false]; _isZombie = _cursorTarget isKindOf "zZombie_base"; if (_isMan and !_isAlive and !_isZombie and !_drag) then { if (s_player_drag < 0) then { s_player_drag = player addAction [format["<t color='#0096ff'>drag body</t>"], "scripts\dragbody.sqf",_cursorTarget,0, false,true]; }; } else { player removeAction s_player_drag; s_player_drag = -1; }; if (_drag) then { if (s_player_drag2 < 0) then { s_player_drag2 = player addAction [format["<t color='#0096ff'>detach body</t>"], "scripts\detachbody.sqf",_cursorTarget,0, true,true]; }; } else { player removeAction s_player_drag2; s_player_drag2 = -1; }; }; if (!_isAlive && {!(_cursorTarget isKindOf "zZombie_base")} && {!(_cursorTarget isKindOf "Animal")} && {_canDo} && {_isMan}) then { _isButchered = _cursorTarget getVariable ["bodyButchered",false]; if (!_isButchered) then { if ("ItemEtool" in _itemsPlayer) then { if (s_player_bury_human < 0) then { s_player_bury_human = player addAction ["<t color='#0096ff'>Bury Human</t>","scripts\buryActions.sqf",[_cursorTarget,"bury"],0,false,true]; } } else { player removeAction s_player_bury_human; s_player_bury_human = -1; }; if ({_x in ["ItemKnife","ItemKnife5","ItemKnife4","ItemKnife3","ItemKnife2","ItemKnifeBlunt"]} count _itemsPlayer > 0) then { if (s_player_butcher_human < 0) then { s_player_butcher_human = player addAction ["<t color='#0096ff'>Butcher Human</t>","scripts\buryActions.sqf",[_cursorTarget,"butcher"],0,false,true]; }; } else { player removeAction s_player_butcher_human; s_player_butcher_human = -1; }; }; }; Second part of fn_selfaction.sqf Spoiler //Engineering player removeAction s_player_drag2; s_player_drag2 = -1; player removeAction s_player_drag; s_player_drag = -1; player removeAction s_player_plot_boundary; s_player_plot_boundary = -1; player removeAction s_player_plotManagement; s_player_plotManagement = -1; {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = []; player removeAction s_player_repair_crtl; s_player_repair_crtl = -1; dayz_myCursorTarget = objNull; player removeAction s_player_flipveh; s_player_flipveh = -1; player removeAction s_player_sleep; s_player_sleep = -1; player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; player removeAction s_player_cook; s_player_cook = -1; player removeAction s_player_boil; s_player_boil = -1; player removeAction s_player_fireout; s_player_fireout = -1; player removeAction s_player_packtent; s_player_packtent = -1; player removeAction s_player_packtentinfected; s_player_packtentinfected = -1; player removeAction s_player_fillfuel; s_player_fillfuel = -1; player removeAction s_player_studybody; s_player_studybody = -1; //fuel player removeAction s_player_fillfuel210; s_player_fillfuel210 = -1; player removeAction s_player_fillfuel20; s_player_fillfuel20 = -1; player removeAction s_player_fillfuel5; s_player_fillfuel5 = -1; //Allow player to siphon vehicle fuel player removeAction s_player_siphonfuel; s_player_siphonfuel = -1; //Allow player to gather player removeAction s_player_gather; s_player_gather = -1; player removeAction s_player_destroytent; s_player_destroytent = -1; // player removeAction s_player_attach_bomb; // s_player_attach_bomb = -1; player removeAction s_player_upgradestorage; s_player_upgradestorage = -1; /* //Unlock,Lock // Vanilla base building currently not used in Epoch player removeAction s_player_setCode; s_player_setCode = -1; player removeAction s_player_lockhouse; s_player_lockhouse = -1; player removeAction s_player_unlockhouse; s_player_unlockhouse = -1; player removeAction s_player_openGate; s_player_openGate = -1; player removeAction s_player_CloseGate; s_player_CloseGate = -1; player removeAction s_player_breakinhouse; s_player_breakinhouse = -1; player removeAction s_player_BuildUnLock; s_player_BuildUnLock = -1; player removeAction s_player_BuildLock; s_player_BuildLock = -1;*/ {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull]; {player removeAction _x} count s_player_parts;s_player_parts = []; s_player_parts_crtl = -1; {player removeAction _x} count s_player_lockunlock;s_player_lockunlock = []; s_player_lockUnlock_crtl = -1; player removeAction s_player_SurrenderedGear; s_player_SurrenderedGear = -1; player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_force; s_player_maintain_area_force = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; player removeAction s_player_tamedog; s_player_tamedog = -1; 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; player removeAction s_player_unlockvault; s_player_unlockvault = -1; player removeAction s_player_packvault; s_player_packvault = -1; player removeAction s_player_lockvault; s_player_lockvault = -1; player removeAction s_player_information; s_player_information = -1; player removeAction s_player_fillgen; s_player_fillgen = -1; player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; player removeAction s_player_maint_build; s_player_maint_build = -1; player removeAction s_player_downgrade_build; s_player_downgrade_build = -1; player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; player removeAction s_player_manageDoor; s_player_manageDoor = -1; // Take Clothes by Zabn player removeAction s_player_clothes; s_player_clothes = -1; // bury and butcher player removeAction s_player_bury_human; s_player_bury_human = -1; player removeAction s_player_butcher_human; s_player_butcher_human = -1; // Custom below player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; player removeAction s_bank_dialog; s_bank_dialog = -1; player removeAction s_player_checkWallet; s_player_checkWallet = -1; }; and my variables.sqf Spoiler // EPOCH ADDITIONS s_player_packvault = -1; s_player_lockvault = -1; s_player_unlockvault = -1; s_player_attack = -1; s_player_callzombies = -1; s_player_showname = -1; s_player_pzombiesattack = -1; s_player_pzombiesvision = -1; s_player_pzombiesfeed = -1; s_player_tamedog = -1; s_player_parts_crtl = -1; s_player_movedog = -1; s_player_speeddog = -1; s_player_calldog = -1; s_player_feeddog = -1; s_player_waterdog = -1; s_player_staydog = -1; s_player_trackdog = -1; s_player_barkdog = -1; s_player_warndog = -1; s_player_followdog = -1; s_player_information = -1; s_player_fuelauto = -1; s_player_fuelauto2 = -1; s_player_fillgen = -1; s_player_upgrade_build = -1; s_player_maint_build = -1; s_player_downgrade_build = -1; s_player_towing = -1; s_halo_action = -1; s_player_SurrenderedGear = -1; s_player_maintain_area = -1; s_player_maintain_area_force = -1; s_player_maintain_area_preview = -1; s_player_heli_lift = -1; s_player_heli_detach = -1; s_player_lockUnlock_crtl = -1; s_player_lockUnlockInside_ctrl = -1; s_player_toggleSnap = -1; s_player_toggleSnapSelect = -1; s_player_toggleSnapSelectPoint = []; snapActions = -1; s_player_plot_boundary = -1; s_player_plotManagement = -1; s_player_toggleDegree = -1; s_player_toggleDegrees=[]; degreeActions = -1; s_player_toggleVector = -1; s_player_toggleVectors=[]; vectorActions = -1; s_player_manageDoor = -1; s_player_clothes = -1; // Zabns take clothes s_player_butcher_human = -1; s_player_bury_human = -1; s_player_drag2 = -1; // Drag death body s_player_drag = -1; // Drag death body // Custom below s_givemoney_dialog = -1; s_bank_dialog = -1; s_player_checkWallet = -1; Link to comment Share on other sites More sharing options...
0 juandayz Posted May 22, 2017 Report Share Posted May 22, 2017 YOu need merge takeclothes bury and drag this 3 mods check the same in selfactions. If is a death player Link to comment Share on other sites More sharing options...
0 Anhor Posted May 22, 2017 Author Report Share Posted May 22, 2017 3 minutes ago, juandayz said: YOu need merge takeclothes bury and drag this 3 mods check the same in selfactions. If is a death player My brain want do that at the moment Link to comment Share on other sites More sharing options...
0 juandayz Posted May 22, 2017 Report Share Posted May 22, 2017 Haha im in my cellphone now and need to work but later an do it..or oldma can do it, is just made one single check if is !alive and is not zombie.... then ..and below goes the check for each mods. Same as plot pole made the checks for his diferents options Link to comment Share on other sites More sharing options...
0 juandayz Posted May 22, 2017 Report Share Posted May 22, 2017 fn_Selfactions.sqf merged bury-butcher-take clothes-drag body if (!_isAlive && {!(_cursorTarget isKindOf "zZombie_base")} && {!(_cursorTarget isKindOf "Animal")} && {_canDo} && {_isMan}) then { //drag body _drag = _cursorTarget getVariable["drag",false]; if (!_drag) then { if (s_player_drag < 0) then { s_player_drag = player addAction [format["<t color='#0096ff'>drag body</t>"], "scripts\dragbody.sqf",_cursorTarget,0, false,true]; }; } else { player removeAction s_player_drag; s_player_drag = -1; }; //release body if (_drag) then { if (s_player_drag2 < 0) then { s_player_drag2 = player addAction [format["<t color='#0096ff'>detach body</t>"], "scripts\detachbody.sqf",_cursorTarget,0, true,true]; }; } else { player removeAction s_player_drag2; s_player_drag2 = -1; }; //bury butch _isButchered = _cursorTarget getVariable ["bodyButchered",false]; if (!_isButchered) then { if ("ItemEtool" in _itemsPlayer) then { if (s_player_bury_human < 0) then { s_player_bury_human = player addAction ["<t color='#0096ff'>Bury Human</t>","scripts\buryActions.sqf",[_cursorTarget,"bury"],0,false,true]; } } else { player removeAction s_player_bury_human; s_player_bury_human = -1; }; if ({_x in ["ItemKnife","ItemKnife5","ItemKnife4","ItemKnife3","ItemKnife2","ItemKnifeBlunt"]} count _itemsPlayer > 0) then { if (s_player_butcher_human < 0) then { s_player_butcher_human = player addAction ["<t color='#0096ff'>Butcher Human</t>","scripts\buryActions.sqf",[_cursorTarget,"butcher"],0,false,true]; }; } else { player removeAction s_player_butcher_human; s_player_butcher_human = -1; }; };//butcher end ///////TAKE CLOTHES _clothesTaken = _cursorTarget getVariable["clothesTaken",false]; if (!_clothesTaken) then { if (s_player_clothes < 0) then { s_player_clothes = player addAction [format["<t color='#0096ff'>Take Clothes</t>"], "clothes\takeClothes.sqf",_cursorTarget,0, false,true]; }; } else { player removeAction s_player_clothes; s_player_clothes = -1; };//takeclothes end };//global check end Anhor 1 Link to comment Share on other sites More sharing options...
0 Relentless Posted May 22, 2017 Report Share Posted May 22, 2017 @oldmatechoc Lol, this animation though! I love it because it looks so damn awkward :D oldmatechoc 1 Link to comment Share on other sites More sharing options...
0 azzdayz Posted May 23, 2017 Report Share Posted May 23, 2017 On 5/21/2017 at 10:55 AM, juandayz said: @Anhor in fn_selfaction.sqf below this: Reveal hidden contents //Towing with tow truck /* if(_typeOfCursorTarget == "TOW_DZE") then { if (s_player_towing < 0) then { if(!(_cursorTarget getVariable ["DZEinTow", false])) then { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true]; } else { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true]; }; }; } else { player removeAction s_player_towing; s_player_towing = -1; }; */ paste: _drag = _cursorTarget getVariable["drag",false]; _isZombie = _cursorTarget isKindOf "zZombie_base"; if (_isMan and !_isAlive and !_isZombie and !_drag) then { if (s_player_drag < 0) then { s_player_drag = player addAction [format["<t color='#0096ff'>drag body</t>"], "scripts\dragbody.sqf",_cursorTarget,0, false,true]; }; } else { player removeAction s_player_drag; s_player_drag = -1; }; if (_drag) then { if (s_player_drag2 < 0) then { s_player_drag2 = player addAction [format["<t color='#0096ff'>detach body</t>"], "scripts\detachbody.sqf",_cursorTarget,0, true,true]; }; } else { player removeAction s_player_drag2; s_player_drag2 = -1; }; }; below } else { //Engineering paste: player removeAction s_player_drag2; s_player_drag2 = -1; player removeAction s_player_drag; s_player_drag = -1; Reveal hidden contents create into mp'missions\your instance\scripts\ dragbody.sqf Reveal hidden contents _bbody = _this select 3; _drag = _bbody getVariable["drag",false]; if(!_drag) then { _bbody attachTo [player, [0, 0, 0]]; _bbody setVariable["drag",true,true]; systemChat("draging a body"); }; detachbody.sqf Reveal hidden contents _bbody = _this select 3; _drag = _bbody getVariable["drag",true]; if(_drag) then { detach _bbody; systemChat("body release"); _bbody setVariable["drag",false,false]; }; I was able to get this one to work, but what would need to be done to put the player in crouch position so they cannot just up and run off with the body, LOL I noticed the other one one here has something like that, but I couldn't get that one to work :/ Link to comment Share on other sites More sharing options...
0 juandayz Posted May 23, 2017 Report Share Posted May 23, 2017 41 minutes ago, azzdayz said: I was able to get this one to work, but what would need to be done to put the player in crouch position so they cannot just up and run off with the body, LOL I noticed the other one one here has something like that, but I couldn't get that one to work :/ i think wwe need write a distance restriction.. same as when you gonna put a wall into your plot area... x distance to carry the body to a nearest vehicle and load it in there., something like this _bbody = _this select 3; _drag = _bbody getVariable["drag",false]; if(!_drag) then { _bbody attachTo [player, [0, 0, 0]]; _bbody setVariable["drag",true,true]; _location = [_bbody] call FNC_GetPos; _distance = 20; while {true} do { if (_location > _distance) exitWith {systemchat ("too far"); detach _bbody; //if u leave the script here. the body cannot be draged again cuz was set as _bbody setVariable["drag",true,true]; }; }; }; Link to comment Share on other sites More sharing options...
0 azzdayz Posted May 23, 2017 Report Share Posted May 23, 2017 27 minutes ago, juandayz said: i think wwe need write a distance restriction.. same as when you gonna put a wall into your plot area... x distance to carry the body to a nearest vehicle and load it in there., Maybe not a distance restriction, but maybe a speed restriction. Like the Vehicles in the infistar safezone script? My thoughts are your caring a dead body, you shouldn't be able to run. Link to comment Share on other sites More sharing options...
0 juandayz Posted May 23, 2017 Report Share Posted May 23, 2017 mmm you can try if this _bbody = _this select 3; _player = player; _drag = _bbody getVariable["drag",false]; if(!_drag) then { draggin = true; _bbody attachTo [player, [0, 0, 0]]; _bbody setVariable["drag",true,true]; _location = [_bbody] call FNC_GetPos; _distance = 20; while {draggin} do { _player playActionNow "grabDrag"; }; }; also check the oldmatechos way. few posts above Link to comment Share on other sites More sharing options...
Question
Anhor
As everybody knows, theres a function to drag a wounded unconsius player out of the danger zone.
My question is now, and I´m sure it´s stupid, is there a chance to do that with a fallen comrad too?
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