Hmm, why not make it :D
in fn_selfActions.sqf add somewhere:
//DANCE
if (inflamed cursorTarget and _canDo) then {
if (s_player_dance < 0) then {
s_player_dance = player addAction ["Dance!","dance\dance.sqf",cursorTarget, 0, false, true, "",""];
}...
Ok. So your running Taviana @ DayZ.ST?
Dunno what kind of build those guys are using.
You probably using fnc_plyrHit.sqf instead of server_playerHit.sqf
Soo...
Right at the bottom add of player_switchModel.sqf add:
// Add MPEventHandler
player addMPEventHandler ["MPHit", {_this spawn...
Hmmm, that actually gave me and Idea... ;)
Problem is that the DeathScreen probably overlaps all the cuttext's, hint's etc. But we can do this the other way.
in player_death.sqf after:
TitleText[localize "str_player_12","PLAIN DOWN",5];
Add something like this:
_deathtxt = "<t...
This is not a bug in SilverShot's salvage script, but DayZ 1.7.6.1 itself. Although the Epoch script has a built in failure chance based on the damage percentage of the part which is very nice.
Jeez...
https://github.com/vbawol/DayZ-Epoch/blob/master/dayz_code/compile/fn_selfActions.sqf
The code is public. Read it, compare it and make the changes you want.
I would suggest making all of the changes via separate statements:
if (_humanity >= -120000 and _timeOut > 5) then
if (_humanity <= -60000 and _timeOut > 5) then
etc.
Also define who/what is a bandit/hero or whatever Tavi uses:
...
_debug = getMarkerpos "respawn_west";
//_isBandit =...
if ((dayz_myCursorTarget != cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage cursorTarget < 1)) then {
if (s_player_repair_crtl < 0) then {
_vehicle = cursorTarget;
dayz_myCursorTarget = _vehicle;
_menu = dayz_myCursorTarget...
I've actually tried to code this just for kicks and learning purposes but i somehow failed :p
My attempt was to modify the player_spawn_2.sqf file and add this:
_regen = 100;
if (_timeOut > 150) then {
_timeOut = 0;
if (r_player_blood < r_player_bloodTotal) then {...
It's restricted for a reason - to prevent regular players from accessing the ARMA2 DS Admin Panel.
Same as #67 (lobby access)
Dunno if it's possible to remove this completely since this is a pure ARMA feature.
I would suggest warning you players not to abuse this and punish them appropriately if...
This is done via mission file. Just replace player_onPause.sqf path in descrition.ext
http://www.tunngle.net/community/topic/112181-activecombat-10-script-for-anti-combat-logging-needs/
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