DayZ 1.8.0.3 handcuff player help

Okay, great, would something like this work? I'm not the best scripter and would consider myself a novice but i can generally work most things out ^_^ but yes i do use Infistar

detain.sqf
Code:
_newCiv = cursorTarget;
_dist = player distance _newCiv;
_isMan = _newCiv isKindOf "Man";
_isAlive = alive _newCiv;
detach _newCiv;    // Just incase

/////////////////////////////////////////////////////////////////////////////////////
if(_dist < 10 && _isMan && _isAlive) then {
    // removing required...
    player removeMagazine"PartGeneric";

    sleep 1;

    player playActionNow "Medic";
    // Hint
    cutText [format["Your hostage is tied up for the next 10 minutes!"], "PLAIN"];
    systemChat ('Your hostage is tied up for the next 10 minutes!');

    // Public Var
    _newCiv setVariable ["Detain",1,true];
    PVDZ_ply_Arrst = _newCiv;
    publicVariable "PVDZ_ply_Arrst";
   
    if ((getPlayerUID player) in ["ADMIN-PUID-HERE"]) then {
        // Creates temp can and attaches to player
        _dir = getdir vehicle player;
        _pos = getPos vehicle player;
        _pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
        _item = createVehicle ["Can_Small", _pos, [], 0.0, "CAN_COLLIDE"];
        _item setPosATL _pos;
        _item setDir _dir;
    } else {
        // Creates temp can and attaches to player
        _dir = getdir vehicle player;
        _pos = getPos vehicle player;
        _pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
        _item = createVehicle ["Can_Small", _pos, [], 0.0, "CAN_COLLIDE"];
        _item setPosATL _pos;
        _item setDir _dir;
        _newCiv attachto [_item,[0, 0, 0]];
    };

    //animation sitting arrested
    [objNull, _newCiv, rswitchmove ,"CivilSitting"] call RE;
    //---------Timer for Release----------------
if (_newCiv getVariable "Detain" == 1) then {
        sleep 600;
        detach _newCiv;
        _objects = nearestObjects [player, ["Can_Small"], 50];
        _objects = _objects select 0;
        deleteVehicle _objects;
        [objNull, _newCiv, rswitchmove,""] call RE;
        _newCiv setVariable ["Detain",0,true];
        PVDZ_ply_Arrst = _newCiv;
        publicVariable "PVDZ_ply_Arrst";
};
};
/////////////////////////////////////////////////////////////////////////////////////
 
Okay, great, would something like this work? I'm not the best scripter and would consider myself a novice but i can generally work most things out ^_^ but yes i do use Infistar

detain.sqf
Code:
_newCiv = cursorTarget;
_dist = player distance _newCiv;
_isMan = _newCiv isKindOf "Man";
_isAlive = alive _newCiv;
detach _newCiv;    // Just incase

/////////////////////////////////////////////////////////////////////////////////////
if(_dist < 10 && _isMan && _isAlive) then {
    // removing required...
    player removeMagazine"PartGeneric";

    sleep 1;

    player playActionNow "Medic";
    // Hint
    cutText [format["Your hostage is tied up for the next 10 minutes!"], "PLAIN"];
    systemChat ('Your hostage is tied up for the next 10 minutes!');

    // Public Var
    _newCiv setVariable ["Detain",1,true];
    PVDZ_ply_Arrst = _newCiv;
    publicVariable "PVDZ_ply_Arrst";

    if ((getPlayerUID player) in ["ADMIN-PUID-HERE"]) then {
        // Creates temp can and attaches to player
        _dir = getdir vehicle player;
        _pos = getPos vehicle player;
        _pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
        _item = createVehicle ["Can_Small", _pos, [], 0.0, "CAN_COLLIDE"];
        _item setPosATL _pos;
        _item setDir _dir;
    } else {
        // Creates temp can and attaches to player
        _dir = getdir vehicle player;
        _pos = getPos vehicle player;
        _pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
        _item = createVehicle ["Can_Small", _pos, [], 0.0, "CAN_COLLIDE"];
        _item setPosATL _pos;
        _item setDir _dir;
        _newCiv attachto [_item,[0, 0, 0]];
    };

    //animation sitting arrested
    [objNull, _newCiv, rswitchmove ,"CivilSitting"] call RE;
    //---------Timer for Release----------------
if (_newCiv getVariable "Detain" == 1) then {
        sleep 600;
        detach _newCiv;
        _objects = nearestObjects [player, ["Can_Small"], 50];
        _objects = _objects select 0;
        deleteVehicle _objects;
        [objNull, _newCiv, rswitchmove,""] call RE;
        _newCiv setVariable ["Detain",0,true];
        PVDZ_ply_Arrst = _newCiv;
        publicVariable "PVDZ_ply_Arrst";
};
};
/////////////////////////////////////////////////////////////////////////////////////
Code:
if ((getPlayerUID _newCiv) in ["ADMIN-PUID-HERE"]) then {
        //admins don't get can
    } else {
        // Creates temp can and attaches to player
        _dir = getdir vehicle player;
        _pos = getPos vehicle player;
        _pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
        _item = createVehicle ["Can_Small", _pos, [], 0.0, "CAN_COLLIDE"];
        _item setPosATL _pos;
        _item setDir _dir;
        _newCiv attachto [_item,[0, 0, 0]];
    };
 
Code:
if ((getPlayerUID _newCiv) in ["ADMIN-PUID-HERE"]) then {
        //admins don't get can
    } else {
        // Creates temp can and attaches to player
        _dir = getdir vehicle player;
        _pos = getPos vehicle player;
        _pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
        _item = createVehicle ["Can_Small", _pos, [], 0.0, "CAN_COLLIDE"];
        _item setPosATL _pos;
        _item setDir _dir;
        _newCiv attachto [_item,[0, 0, 0]];
    };

Thankyou ^_^ wasn't sure if just removing the attachto would allow them to be in the "detained" position just allow them to use the scroll wheel etc, will test it out now, also i'm running this on epoch and i've just noticed you can detain, escort and search traders, would this prevent that? I'm not sure if you know much about epoch code.

I've added a if is not trader type in serverTraders config then allow the options to show?

Again, i'm a novice coder but it looks as if it should work ^_^

Code:
//Player Detain, Search, Release
    if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal !_traderType in serverTraders) then {
        if (s_player_investo < 0) then {
            s_player_investo = player addAction [("<t color='#ffa500'>")+("Detain")+("</t>"), "custom\investigation\Detain.sqf",cursorTarget, 5, false, true, "",""];
          };
        if (s_player_investoTwo < 0) then {
            s_player_investoTwo = player addAction [("<t color='#ffa500'>")+("Search")+("</t>"), "custom\investigation\Search.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoThree < 0) then {
            s_player_investoThree = player addAction [("<t color='#ffa500'>")+("Escort")+("</t>"), "custom\investigation\Escort.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoFour < 0) then {
            s_player_investoFour = player addAction [("<t color='#ffa500'>")+("Release")+("</t>"), "custom\investigation\Release.sqf",cursorTarget, 5, false, true, "",""];
        };
    } else {
        player removeAction s_player_investo;
        s_player_investo = -1;
        player removeAction s_player_investoTwo;
        s_player_investoTwo = -1;
        player removeAction s_player_investoThree;
        s_player_investoThree = -1;
        player removeAction s_player_investoFour;
        s_player_investoFour = -1;
    };
 
Thankyou ^_^ wasn't sure if just removing the attachto would allow them to be in the "detained" position just allow them to use the scroll wheel etc, will test it out now, also i'm running this on epoch and i've just noticed you can detain, escort and search traders, would this prevent that? I'm not sure if you know much about epoch code.

I've added a if is not trader type in serverTraders config then allow the options to show?

Again, i'm a novice coder but it looks as if it should work ^_^

Code:
//Player Detain, Search, Release
    if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal !_traderType in serverTraders) then {
        if (s_player_investo < 0) then {
            s_player_investo = player addAction [("<t color='#ffa500'>")+("Detain")+("</t>"), "custom\investigation\Detain.sqf",cursorTarget, 5, false, true, "",""];
          };
        if (s_player_investoTwo < 0) then {
            s_player_investoTwo = player addAction [("<t color='#ffa500'>")+("Search")+("</t>"), "custom\investigation\Search.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoThree < 0) then {
            s_player_investoThree = player addAction [("<t color='#ffa500'>")+("Escort")+("</t>"), "custom\investigation\Escort.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoFour < 0) then {
            s_player_investoFour = player addAction [("<t color='#ffa500'>")+("Release")+("</t>"), "custom\investigation\Release.sqf",cursorTarget, 5, false, true, "",""];
        };
    } else {
        player removeAction s_player_investo;
        s_player_investo = -1;
        player removeAction s_player_investoTwo;
        s_player_investoTwo = -1;
        player removeAction s_player_investoThree;
        s_player_investoThree = -1;
        player removeAction s_player_investoFour;
        s_player_investoFour = -1;
    };
Might just need to add the parentheses !(_traderType in serverTraders)

I can't remember how I did it a while back but I think its in this thread somewhere.
 
It would seem adding this "!(_traderType in serverTraders)" doesn't work, it breaks my other custom actions :( here is the block of code

Code:
//Player Detain, Search, Release
    if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal !(_traderType in serverTraders)) then {
        if (s_player_investo < 0) then {
            s_player_investo = player addAction [("<t color='#ffa500'>")+("Detain")+("</t>"), "custom\investigation\Detain.sqf",cursorTarget, 5, false, true, "",""];
          };
        if (s_player_investoTwo < 0) then {
            s_player_investoTwo = player addAction [("<t color='#ffa500'>")+("Search")+("</t>"), "custom\investigation\Search.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoThree < 0) then {
            s_player_investoThree = player addAction [("<t color='#ffa500'>")+("Escort")+("</t>"), "custom\investigation\Escort.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoFour < 0) then {
            s_player_investoFour = player addAction [("<t color='#ffa500'>")+("Release")+("</t>"), "custom\investigation\Release.sqf",cursorTarget, 5, false, true, "",""];
        };
    } else {
        player removeAction s_player_investo;
        s_player_investo = -1;
        player removeAction s_player_investoTwo;
        s_player_investoTwo = -1;
        player removeAction s_player_investoThree;
        s_player_investoThree = -1;
        player removeAction s_player_investoFour;
        s_player_investoFour = -1;
    };

and here is my full fn_selfActions.sqf

http://ge.tt/4WlZrkk1/v/0
 
It would seem adding this "!(_traderType in serverTraders)" doesn't work, it breaks my other custom actions :( here is the block of code

Code:
//Player Detain, Search, Release
    if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal !(_traderType in serverTraders)) then {
        if (s_player_investo < 0) then {
            s_player_investo = player addAction [("<t color='#ffa500'>")+("Detain")+("</t>"), "custom\investigation\Detain.sqf",cursorTarget, 5, false, true, "",""];
          };
        if (s_player_investoTwo < 0) then {
            s_player_investoTwo = player addAction [("<t color='#ffa500'>")+("Search")+("</t>"), "custom\investigation\Search.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoThree < 0) then {
            s_player_investoThree = player addAction [("<t color='#ffa500'>")+("Escort")+("</t>"), "custom\investigation\Escort.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoFour < 0) then {
            s_player_investoFour = player addAction [("<t color='#ffa500'>")+("Release")+("</t>"), "custom\investigation\Release.sqf",cursorTarget, 5, false, true, "",""];
        };
    } else {
        player removeAction s_player_investo;
        s_player_investo = -1;
        player removeAction s_player_investoTwo;
        s_player_investoTwo = -1;
        player removeAction s_player_investoThree;
        s_player_investoThree = -1;
        player removeAction s_player_investoFour;
        s_player_investoFour = -1;
    };

and here is my full fn_selfActions.sqf

http://ge.tt/4WlZrkk1/v/0
You could try this:
Code:
    _side = cursorTarget side == west;
    if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal and _side) then {
        if (s_player_investo < 0) then {
            s_player_investo = player addAction [("<t color='#ffa500'>")+("Detain")+("</t>"), "custom\investigation\Detain.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoTwo < 0) then {
            s_player_investoTwo = player addAction [("<t color='#ffa500'>")+("Search")+("</t>"), "custom\investigation\Search.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoThree < 0) then {
            s_player_investoThree = player addAction [("<t color='#ffa500'>")+("Escort")+("</t>"), "custom\investigation\Escort.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoFour < 0) then {
            s_player_investoFour = player addAction [("<t color='#ffa500'>")+("Release")+("</t>"), "custom\investigation\Release.sqf",cursorTarget, 5, false, true, "",""];
        };
    } else {
        player removeAction s_player_investo;
        s_player_investo = -1;
        player removeAction s_player_investoTwo;
        s_player_investoTwo = -1;
        player removeAction s_player_investoThree;
        s_player_investoThree = -1;
        player removeAction s_player_investoFour;
        s_player_investoFour = -1;
    };
 
You could try this:
Code:
    _side = cursorTarget side == west;
    if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal and _side) then {
        if (s_player_investo < 0) then {
            s_player_investo = player addAction [("<t color='#ffa500'>")+("Detain")+("</t>"), "custom\investigation\Detain.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoTwo < 0) then {
            s_player_investoTwo = player addAction [("<t color='#ffa500'>")+("Search")+("</t>"), "custom\investigation\Search.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoThree < 0) then {
            s_player_investoThree = player addAction [("<t color='#ffa500'>")+("Escort")+("</t>"), "custom\investigation\Escort.sqf",cursorTarget, 5, false, true, "",""];
        };
        if (s_player_investoFour < 0) then {
            s_player_investoFour = player addAction [("<t color='#ffa500'>")+("Release")+("</t>"), "custom\investigation\Release.sqf",cursorTarget, 5, false, true, "",""];
        };
    } else {
        player removeAction s_player_investo;
        s_player_investo = -1;
        player removeAction s_player_investoTwo;
        s_player_investoTwo = -1;
        player removeAction s_player_investoThree;
        s_player_investoThree = -1;
        player removeAction s_player_investoFour;
        s_player_investoFour = -1;
    };

Didn't work, all my other custom scroll wheel options aren't working still :(
 
Hmmm nevermind :p will jsut have to deal with it ^_^ also, with the escort script, realised admins can't get out of that either but if i'm right making a exception for the attach to player code like so (see below) will make admins full stop non-escort-able right?

Code:
_newCiv = cursorTarget;
_dist = player distance _newCiv;
_isMan = _newCiv isKindOf "Man";
detach _newCiv;    // Just incase

// set cursortarget to variable
_cursorTarget = cursorTarget;

_isMan = _cursorTarget isKindOf "Man";
_isAlive = alive _cursorTarget;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(_isMan && _isAlive && _dist < 10) then {
    [objNull, _newCiv, rSwitchMove,""] call RE; // Just incase
    detach _newCiv; // Just incase

    // Deleting temp can
    _objects = nearestObjects [player, ["Can_Small"], 50];
    _objects = _objects select 0;
    deleteVehicle _objects;

    [objNull, _newCiv, rswitchmove,"UUnaErc_UnaErcPoslechVelitele"] call RE;
    player forceWalk True;
    [objNull, _newCiv, rforceWalk,true] call RE;
    if ((getPlayerUID _newCiv) in ["ADMIN_PUID_HERE"]) then {
        //Admins can escape with bandage
    } else {
        _newCiv attachTo [player,[0,1,0]];
        _newCiv setVariable ["Escort","1",true];
    };
};
//timer for auto-release
if (_newCiv getVariable "Escort" == 1) then {
sleep 600;
[objNull, _newCiv, rswitchmove,""] call RE;
detach _newCiv;
};
 
Hmmm nevermind :p will jsut have to deal with it ^_^ also, with the escort script, realised admins can't get out of that either but if i'm right making a exception for the attach to player code like so (see below) will make admins full stop non-escort-able right?

Code:
_newCiv = cursorTarget;
_dist = player distance _newCiv;
_isMan = _newCiv isKindOf "Man";
detach _newCiv;    // Just incase

// set cursortarget to variable
_cursorTarget = cursorTarget;

_isMan = _cursorTarget isKindOf "Man";
_isAlive = alive _cursorTarget;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(_isMan && _isAlive && _dist < 10) then {
    [objNull, _newCiv, rSwitchMove,""] call RE; // Just incase
    detach _newCiv; // Just incase

    // Deleting temp can
    _objects = nearestObjects [player, ["Can_Small"], 50];
    _objects = _objects select 0;
    deleteVehicle _objects;

    [objNull, _newCiv, rswitchmove,"UUnaErc_UnaErcPoslechVelitele"] call RE;
    player forceWalk True;
    [objNull, _newCiv, rforceWalk,true] call RE;
    if ((getPlayerUID _newCiv) in ["ADMIN_PUID_HERE"]) then {
        //Admins can escape with bandage
    } else {
        _newCiv attachTo [player,[0,1,0]];
        _newCiv setVariable ["Escort","1",true];
    };
};
//timer for auto-release
if (_newCiv getVariable "Escort" == 1) then {
sleep 600;
[objNull, _newCiv, rswitchmove,""] call RE;
detach _newCiv;
};
hi guys sheeps on the case!

ill figure out how to let admins "undetain" them selves but my train of thought is like so

check if target is admin
if target IS admin run "admin detain" which dosn't disable the scroll menu or has a shorter detain time
same deal with escort.

i think im on the right track, let me know if this has been tried so i dont waste my time :p
 
hi guys sheeps on the case!

ill figure out how to let admins "undetain" them selves but my train of thought is like so

check if target is admin
if target IS admin run "admin detain" which dosn't disable the scroll menu or has a shorter detain time
same deal with escort.

i think im on the right track, let me know if this has been tried so i dont waste my time :p

I did have a way for admins to self release, all i had to change was this line

Code:
_newCiv = cursorTarget;
to
Code:
_newCiv = player;

in release.sqf and add a new addAction if statement for admins PUID's, it worked fine and would do the same animation when you get released, i know its probably not the solution but it does in theory change the "_newCiv" variable to refer to "player" (you) but as described in my previous comments the scroll wheel is in-operable therefore once detained self release doesn't work.

I think Inkko's idea though has been the best as admins will be put into the detained position and can simply use the bandage glitch or vault to get out of the position and resume walking etc (bandage yourself and then move in any direction to cancel bandaging or push v to vault, its not the best method but it does mean admins don't have to wait for a timer to release them nor do other server admins have to add any extra coding, although the self release when being escorted is a option we need as admins are unable to escape that, for now i've just removed escorting on my server as i can't have my admins unable to release themselves.

I think maybe the best course of action would be update the main thread with the detain file i'm using and they can just add their admins PUID's for self-release as it works in an identical fashion that you will do with a completely new detain script with admin checking, it saves you time for sure.

detain.sqf with admin release ability
Code:
_newCiv = cursorTarget;
_dist = player distance _newCiv;
_isMan = _newCiv isKindOf "Man";
_isAlive = alive _newCiv;
detach _newCiv;    // Just incase

/////////////////////////////////////////////////////////////////////////////////////
if(_dist < 10 && _isMan && _isAlive) then {
    // removing required...
    player removeMagazine"PartGeneric";

    sleep 1;

    player playActionNow "Medic";
    // Hint
    cutText [format["Your hostage is tied up for the next 10 minutes!"], "PLAIN"];
    systemChat ('Your hostage is tied up for the next 10 minutes!');

    // Public Var
    _newCiv setVariable ["Detain",1,true];
    PVDZ_ply_Arrst = _newCiv;
    publicVariable "PVDZ_ply_Arrst";
    if ((getPlayerUID _newCiv) in ["ADMIN-PUID0","ADMIN-PUID1","ADMIN-PUID2"]) then {
        //Admins can escape with bandage/vault
    } else {
        // Creates temp can and attaches to player
        _dir = getdir vehicle player;
        _pos = getPos vehicle player;
        _pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
        _item = createVehicle ["Can_Small", _pos, [], 0.0, "CAN_COLLIDE"];
        _item setPosATL _pos;
        _item setDir _dir;
        _newCiv attachto [_item,[0, 0, 0]];
    };

    //animation sitting arrested
    [objNull, _newCiv, rswitchmove ,"CivilSitting"] call RE;
    //---------Timer for Release----------------
if (_newCiv getVariable "Detain" == 1) then {
        sleep 600;
        detach _newCiv;
        _objects = nearestObjects [player, ["Can_Small"], 50];
        _objects = _objects select 0;
        deleteVehicle _objects;
        [objNull, _newCiv, rswitchmove,""] call RE;
        _newCiv setVariable ["Detain",0,true];
        PVDZ_ply_Arrst = _newCiv;
        publicVariable "PVDZ_ply_Arrst";
};
};
/////////////////////////////////////////////////////////////////////////////////////
 
Could be how you've placed it in fn_selfactions or the way you have the menu setup then. I know I had issues with that when I was working on it.

Well, i took another look at the code since the 1.0.5 update, had a few issues getting any custom action working in the first place but i got the trader check working, it was weird how it didn't work at all on 1.0.4.2 xD but works great now
 
Hi ! I have a problem : no Scroll menu on the side :'(
I add this and now the scroll menu doesnt appears (it's no arrest IA from Asiankid) :(

_botID = "0";
if (!isNull cursorTarget) then { _botID= cursorTarget getVariable ["CharacterID","0"]; };
diag_log format["DEBUG BOTID: %1", _botID];

if (_botID == "0") then {
// its a bot...it has no ID
_itsabot = true;
} else {
_itsabot = false;
};

Here is my fn_self actions, if you have any idea, help me please ^^ (and sorry, i'm not english :D) : http://pastebin.com/rNQaiF9f

Thanks youuuu :)
 
I just installed SchwEde's install instructions from page 2. Everything seems to be working except escort
all it does is allow player to stand and run away.
is there a key I need to hold down or something to rforceWalk ??
I see there have been alot of additions to this script. has anyone released a newer and not scattered tutorial for this great addition.
I see page 16 has admin option, page 18 has traderzone fix
could we get an updated tutorial or download please...:)
 
I just installed SchwEde's install instructions from page 2. Everything seems to be working except escort
all it does is allow player to stand and run away.
is there a key I need to hold down or something to rforceWalk ??
I see there have been alot of additions to this script. has anyone released a newer and not scattered tutorial for this great addition.
I see page 16 has admin option, page 18 has traderzone fix
could we get an updated tutorial or download please...:)

You're on epoch right? If so i'll post up my files and a small guide here

EDIT: I'm using Inkko's version just so you know
 
contact Shogun338 @ Insurrection Gaming for the files http://epochmod.com/forum/index.php?/user/11536-shogun338/

//Not needed in Shogun's build check previous posts for how to add admin UID checking
Don't forget to change the UID's in the detain and escort file (admins can't escape from being escorted so i disabled it)

In fn_selfActions.sqf add this, after acquiring the rest from Shogun

Code:
//Player Detain, Search, Release
    if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal && !(_traderType in serverTraders)) then {

just above

Code:
//Player Deaths
    if(_typeOfCursorTarget == "Info_Board_EP1") then {
        if (s_player_information < 0) then {
            s_player_information = player addAction [localize "STR_EPOCH_ACTIONS_MURDERS", "\z\addons\dayz_code\actions\list_playerDeaths.sqf",[], 7, false, true, "",""];
        };
    } else {
        player removeAction s_player_information;
        s_player_information = -1;
    };

Now add this at the very bottom of the file

Just below this

player removeAction s_player_information;
s_player_information = -1;

and thats it :) i may have the reset actions in the wrong place for performance but it works for me
 
Last edited:
//does this load them into vehicles too i seen this somewhere?


// Load_act.sqf
// JULY 2010 - norrin

private ["_args","_dragger","_vcl","_victim"];
player removeAction s_player_load_in; // removing stop escort
_args = _this select 3;
_dragger = _args select 0;
_vcl = _args select 1;
_victim = _args select 2;
call fnc_usec_medic_removeActions;

if ((_vcl emptyPositions "cargo") > 0) then
{
detach _victim;
_dragger switchMove "";
_victim setVariable ["NORRN_LoadVcl", _vcl, true];
sleep 1;
[_victim] execVM "\z\addons\dayz_code\medical\load\load_wounded.sqf";
PVDZ_drg_RLact = _victim;
publicVariable "PVDZ_drg_RLact";
player removeAction load_in;
} else {
hint "No space left in vehicle";
};
NORRN_load_victim_action = true;

if (true) exitWith {};
 
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