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Bury Body ?


midnightflms85

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Out of curiousity, why would you like to do this? The point of that script is to bury the body you are looking at. Having it as a right-click option would null that script of its primary point of bury THAT body you are looking at. Not trying to knock your question, just trying to understand the basis for the question. If you wouldnt mind elaborating you may find more help.

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1 hour ago, DAmNRelentless said:

You could do that anyways, even if it's done with a cursor target. You could bind the function to the etool and then use the nearest body as the body you want to bury.

which wouldnt be hard to code just trying to understand the reasoning (makes someone reading more likely to help is all). And quite possibly he may not even want it for a body. 

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6 hours ago, ViktorReznov said:

which wouldnt be hard to code just trying to understand the reasoning (makes someone reading more likely to help is all). And quite possibly he may not even want it for a body. 

Guess the sense of it is because you normally need a shovel or a spade to bury a body so he wants to keep it more realistic.

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Just now, DAmNRelentless said:

Guess the sense of it is because you normally need a shovel or a spade to bury a body so he wants to keep it more realistic.

Oh I have used eTools to bury bodies. Dig a foxhole with one of those. FML

Hopefully he comes back with answers, its become more of a personal msg between you and me m8! lol

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20 hours ago, DAmNRelentless said:

Guess the sense of it is because you normally need a shovel or a spade to bury a body so he wants to keep it more realistic.

Exactly you NEED an Etool to bury bodys with the "normal" script allready. If you have no Etool you do not get the option.

Same with slaughter a body ...... no knive, no option.

 

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dont like so much the idea.. but i guess can be work using _cursortarget as select 3 into the buryActions.sqf

_cursorTarget = _this select 3;

some defines at top:

_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder);
_cursorTarget = _this select 3;
_isAlive = alive _cursorTarget;
_isMan = _cursorTarget isKindOf "Man"; //includes animals and zombies
_itemsPlayer = items player;
_isButchered = _cursorTarget getVariable ["bodyButchered",false];


if (!_isAlive && {!(_cursorTarget isKindOf "zZombie_base")} && {!(_cursorTarget isKindOf "Animal")} && {_canDo} && {_isMan}) then {
if ((!_isButchered)&&("ItemEtool" in _itemsPlayer)) then {

 

 

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