DayZ 1.8.0.3 handcuff player help

The Script is not fully done yet ;)

Only tThings that work so far is
Detain, Search and Release

the Escort Part is still pretty buggy.
Im now done with my other projects and will see what i can do so far ;)
 
Any way to keep it so players can't mess with the traders?
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.
 
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I've put together a folder with all the possible files needed. Just need to make a readme on how to install each one -,-
 
Anything added since last version? :)
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.
 
About to go to bed now then when I wake up I'll be at work for a while but I got the next 2 days off to finish putting it all together. It'll be an install guide for gravers then mine and SchwEdes for 1.8.0.3 and epoch 1.0.4.2 so it'll be 4 install guides I guess lol?
 
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 :)
 
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 :)
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.
 
I put this on my PvP server and it works well enough to use. The escort is a bit buggy but arrest, detain, search, and release work just fine. This is on a 1042 Epoch server that is heavily modified with other scripting.

If I can help with logs, etc please don't hesitate to contact me.
 
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
 
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
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.

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.
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.
 
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.
 
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.
Ok will try this later, thanks again
 
There should be a script added to this
If the player has a hunting knife they can try to break free with a 10% change of getting out each try
 
Respectfully I disagree. Keep this as simple as possible so it won't conflict with other things/actions since it could have a lot of unintended consequences given what it's doing.

BTW, is there a way to cancel the timer once you are freed from being restrained? Weird shit happens when the 10 minute timer goes off even after you have went on playing the game. For instance I was showing the script to another of my admins and afterwards we went our separate ways. I was driving down the road when suddenly my character moved outside the car, still driving down the road. I switched positions to clear the issue but it was because the 10 minute timer elapsed right then. That's happened a couple of times now with odd results every time.
 
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.
Since im using Gravers Stop_Escort.sqf i dont have this line. here is Gravers stop escort script:

Code:
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;

replacing his code with yours and schwedes:
Code:
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;
};

see how this works :) (added new pos checks aswell)
 
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