DayZ 1.8.0.3 handcuff player help

ok so im kinda new... so basically id add a call compile line in my init.sqf? liek this- call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf"; ?
 
ok so im kinda new... so basically id add a call compile line in my init.sqf? liek this- call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf"; ?
Yes or you replace compoles.sqf call with a copy of the original and add JAEM and other calls into the new custom one same as you do with the custom fn_selfactions.sqf
 
Panda, let me know if you still need help. I did a marathon session yesterday getting DayZEnd.com's server up and running so I was pretty beat and went to bed shortly after we talked.
 
escort w3orks perfect for me... only thing buggy is when you get in a vehicle...they stay in same spot until you get out of the vehicle...then they tele to you xD thanks everyone :)
 
_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;
_newCiv attachTo [player,[0,1,0]];
_newCiv setVariable ["Escort","1",true];
if (_newCiv getVariable "Escort" == 1) then {
sleep 600;
[objNull, _newCiv, rswitchmove,""] call RE;
detach _newCiv;
};
};


think this is it :O
 
Thanks for all the hard work guys its a very fun script to mess with. Just one thing, people are taking the traders hostage and moving them to there base any idea how to exclude them from the script?
 
Here is the fix for the AI.

Add this in the self action

Code:
_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;
};

Then make the action start off like this
Code:
 if (_isAlive and !_isZombie and !_isAnimal and _string and _isMan and _canDo and !_itsabot && _side) then {
 
Thanks very much for replying

Would you mind checking to see if this is right please?

Code:
 if ((player getVariable"humanity") >= 10000 or (player getVariable"humanity") <= -10000) then {
        if(_isMan && !_isZombie && _canDo && _isAlive) then {
            if (s_player_arrest < 0) then {
                s_player_arrest = player addaction ['<t color="#0074E8">' + "Investigation Menu" + '</t>', "custom\Investigation\investigation.sqf","",100,false,true,"", ""];
                };
        } else {
            player removeAction s_player_arrest;
            s_player_arrest = -1;
            };
   _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;
          };
    };
 
Post this some where in the self action

Code:
_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;
};

Then add this to the action
Code:
!_itsabot

Your line should be

Code:
if(_isMan && !_isZombie && _canDo && !_itsabot && _isAlive) then {
 
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