DayZ 1.8.0.3 handcuff player help


Are you sure you've set it up right? I don't have the stop escort function in my setup as i had the same issue, if you set it up in the exact same way i have there will be no issues, with the escorting i can escort a player, they can stand or crouch, can't move, they can try to but don't go any where, the person who is escorting can walk or run with the person they are escorting, this bit of code is what prevents you doing any of the actions to traders
Code:
 && !(_traderType in serverTraders)) then {
in this line
Code:
if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal && !(_traderType in serverTraders)) then {
that will basically check if the person you are looking at has a skin in server_traders.sqf, if they do then don't display the scroll wheel options, thats about all i can say as i haven't looked into any other scripts
 
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your files are in my custom\investigation
this is not working at all
where does it show required magazine like partgeneric ?????
did I need this part from my former install I commented the two lines out since it was not in your instructions


Code:
// hintsilent _typeOfCursorTarget;

    _isVehicle = _cursorTarget isKindOf "AllVehicles";
    // _side = side _cursorTarget == west; //so only Players can be detained
    // _string = "PartGeneric" in magazines player;
    _isVehicletype = _typeOfCursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"];
    _isnewstorage = _typeOfCursorTarget in DZE_isNewStorage;


UPPER fn_selfActions.sqf
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;
    };

    //Player Deaths
    if(_typeOfCursorTarget == "Info_Board_EP1") then {

LOWER fn_selfActions.sqf
Code:
// arrest
    player removeAction s_player_information;
    s_player_information = -1;

    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;

    player removeAction s_player_fillgen;
    s_player_fillgen = -1;
 
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man there are so many pages and corrections this is almost impossible to get correctly.
can anyone please just post the working script from beginning to the end without having to say go to here and copy so and so's instructions. please just post a clean working script from beginning to end
thanks in advance from the noobs
 
thanks the problem is the traders can still be escorted away. a clean script with good directions would be very much appreciated.
 
Well that should be a simple fix. Does it work for you otherwise?
If so we. An just add a token to the traders that is checked before allowing them to be controlled
 
man there are so many pages and corrections this is almost impossible to get correctly.
can anyone please just post the working script from beginning to the end without having to say go to here and copy so and so's instructions. please just post a clean working script from beginning to end
thanks in advance from the noobs
thanks the problem is the traders can still be escorted away. a clean script with good directions would be very much appreciated.

Read my posts on this and previous page, its not as simple as 1 line of code, you need to add several lines and change path/file directories, calamitys quote on this page has the download link in it, if thats too much here it is again http://www.mediafire.com/download/7uf4aydqpm5r0xw/Investigation.zip follow my steps and give it a go, worst case pop on to my teamspeak and I will help you all out, ts.xexgaming.com I'm usually about, if not just send me a message here and I'll arrange a time with you or you can send me your mission files and I'll set it all up correctly for you, free of charge of course helping the community is what I like to do best now.

~KamikazeXeX
 
KamikazeXeX thank you for your contribution, I love the script. I have 1 question and 1 issue if I may:

1) How would I make this humanity dependent? "Super" Hero/Bandit only? I have tried this statement in fn_selfActions.sqf but it doesnt work: if (player getVariable"humanity") >= 10000 then {

2) There is an exploit where someone can "detain" a friend and "escort" him through a door or wall and drop them there. Anyway to prevent them from dropping within 1-2m of a wall?

Thank you! :)
 
KamikazeXeX or anyone have an idea for the previous post? ^^
Sorry for the late reply, I assume you're running Epoch? If so this could work, I've not actually tried it and I'm by no means an expert but try replacing the first line to this:
if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal && !(_traderType in serverTraders) && !(player distance _isModular < 2) then {

Or if you have separate if statements for the addactions try jsut adding this to the release addaction, I'm not sure what version of this you're running so I can't be sure :p && !(player distance _isModular < 2) this'll only work on Epoch though as _isModular corresponds to the items used in the building system so cinder and wood walls/doors would be included as defined by this line in fn_selfactions.sqf _isModular = _cursorTarget isKindOf "ModularItems";
 
Sorry for the late reply, I assume you're running Epoch? If so this could work, I've not actually tried it and I'm by no means an expert but try replacing the first line to this:
if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal && !(_traderType in serverTraders) && !(player distance _isModular < 2) then {

Or if you have separate if statements for the addactions try jsut adding this to the release addaction, I'm not sure what version of this you're running so I can't be sure :p && !(player distance _isModular < 2) this'll only work on Epoch though as _isModular corresponds to the items used in the building system so cinder and wood walls/doors would be included as defined by this line in fn_selfactions.sqf _isModular = _cursorTarget isKindOf "ModularItems";
Seeing as it took me ages to sift thru this thread to find a working version I thought I wold ask if I can release the working version to make it easier for others to find, it's for epoch, as always all credits to the original authors
 
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