Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
If you add a side check in each script that should solve it, I think players are the only ones on side west. Theres another way to do it, I just can't remember it at the moment. Hopefully tomorrow I'll put together an install for all the different variations as well as for epoch and regular dayz. Been busy with work and running my servers so I haven't had time yet, but I do have a couple days off coming up.Any way to keep it so players can't mess with the traders?
Anything added since last version?I've put together a folder with all the possible files needed. Just need to make a readme on how to install each one -,-
Just one thing to Gravers version for epoch. Added checks in each file making sure its a man, not a trader, and is alive. That way there is no bugs of escorting buildings... escorting and detaining traders ect.Anything added since last version?![]()
Gravers script doesn't have a check for if they are AI. Schwede added a check for side west which pretty much is only players.Escorting and detaining AI bots is a nice way to "lead" them away from fellow players who yet dont have the humanity to be friendly to them but dont want to end up killing them to survive![]()
Can confirm and translate, detain a person, escort him and walk up a stair or down and he won't be able to be targeted by the person escorting him. Can Only stop escort or release escorted person when walking back to same altitude as when the escort was started.Have a problem the hostage is on a roof or 2nd story. He is gets tied up put goes to the 1st floor.
Probably need to add some elevation setter or something
I think I fixed that issue now, I hadn't thought about anyone arresting someone in a building so I just left the height set to ground level. I think it should now match the players height from the ground which could be weird on slopes.Have a problem the hostage is on a roof or 2nd story. He is gets tied up put goes to the 1st floor.
Probably need to add some elevation setter or something
Not much you can do to fix that since the player is literally attached to you like towing a vehicle, or at least to my knowledge.Can confirm and translate, detain a person, escort him and walk up a stair or down and he won't be able to be targeted by the person escorting him. Can Only stop escort or release escorted person when walking back to same altitude as when the escort was started.
_pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
_pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),(_pos select 2)];
Ok will try this later, thanks againIn detain.sqf and stop_escort.sqf find this line:
Code:_pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
and change it to this.
Code:_pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),(_pos select 2)];
That way it is using your height from where you are instead of just 0 meaning ground level. Not sure how this will effect the visibility of the can used to attach the player to the ground so they are unable to move and access gear tho.
Since im using Gravers Stop_Escort.sqf i dont have this line. here is Gravers stop escort script:In detain.sqf and stop_escort.sqf find this line:
Code:_pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),0];
and change it to this.
Code:_pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),(_pos select 2)];
That way it is using your height from where you are instead of just 0 meaning ground level. Not sure how this will effect the visibility of the can used to attach the player to the ground so they are unable to move and access gear tho.
player removeAction act4;
player forceWalk false;
_newCiv = cursorTarget;
_dist = player distance _newCiv;
_newCiv setVariable ["Detain",0,true];
sleep 1;
detach _newCiv;
_newCiv setVariable ["Detain",1,true];
PVDZ_ply_Arrst = _newCiv;
publicVariable "PVDZ_ply_Arrst";
[objNull, _newCiv, rswitchmove ,"ActsPsitMstpSnonWunaDnon_sceneNikitinDisloyalty_Sykes"] call RE;
[objNull, _newCiv, rDisableuserinput,true] call RE;
player removeAction act4; // removing stop escort
_newCiv = cursorTarget;
_isMan = _newCiv isKindOf "Man";
sleep 1;
if (_isMan) then {
detach _newCiv; // Just in case
// Public Var
PVDZ_ply_Arrst = _newCiv;
publicVariable "PVDZ_ply_Arrst";
// 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];
_pos = [(_pos select 0)+1.5*sin(_dir),(_pos select 1)+1.5*cos(_dir),(_pos select 2)];
_item = createVehicle ["Can_Small", _pos, [], 0.0, "CAN_COLLIDE"];
_item setPosATL _pos;
_item setDir _dir;
_newCiv attachto [_item,[0, 0, 0]];
player forceWalk False;
// Animation Sitting
[objNull, _newCiv, rswitchmove ,"CivilSitting"] call RE;
};