Finish Medical and Sleep to UiSleep

This commit is contained in:
icomrade
2016-03-05 22:34:09 -05:00
parent eadb3566c4
commit 68da397c52
87 changed files with 1320 additions and 1056 deletions

View File

@@ -2,58 +2,59 @@
CARRY BODY SCRIPT
Allows players to carry unconscious bodies
Allows players to carry unconscious bodies
JULY 2010 - norrin
*****************************************************************************************************************************
Start carry.sqf
*/
private ["_unit","_dragee","_anim_name","_can_be_revived","_can_be_revived_2"];
_dragee = _this select 3;
_can_be_revived = NORRN_revive_array select 20;
_can_be_revived_2 = NORRN_revive_array select 21;
_unit = player;
r_carry_sqf = true;
r_drag_sqf = false;
_unit removeAction Norrn_carryAction;
if (isNull _dragee) exitWith {};
_dragee setVariable ["NORRN_unit_dragged", true, true];
detach _dragee;
uiSleep 1.5;
// public EH
norrnRACarUp = _dragee;
publicVariable "norrnRACarUp";
_dragee switchMove "ainjpfalmstpsnonwrfldnon_carried_up";
norrnRAPicUp = _unit;
publicVariable "norrnRAPicUp";
_unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon";
uiSleep 10;
_dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_still";
_dragee attachto [_unit,[-0.2, 0.2, 0]];
while {r_carry_sqf} do
{
_anim_name = animationstate _unit;
if (!(_dragee getVariable "NORRN_unconscious")) exitWith
{
detach _dragee;
_unit switchMove "";
player removeAction Norrn_dropAction;
r_carry_sqf = false;
};
//check that dragged unit still exists
if (!alive _unit || _anim_name != "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon" && _anim_name != "acinpercmstpsraswrfldnon" && _anim_name != "acinpercmrunsraswrfldf") exitWith
{
player removeAction NORRN_dropAction;
detach _dragee;
_unit switchMove "";
r_carry_sqf = false;
};
uiSleep 0.1;
};
_dragee playActionNow "Die";
// private ["_unit","_dragee","_pos","_dir"];
// _dragee = _this select 3;
// _can_be_revived = NORRN_revive_array select 20;
// _can_be_revived_2 = NORRN_revive_array select 21;
// _unit = player;
// r_carry_sqf = true;
// r_drag_sqf = false;
//
// _unit removeAction Norrn_carryAction;
// if (isNull _dragee) exitWith {};
// _dragee setVariable ["NORRN_unit_dragged", true, true];
// detach _dragee;
// uiSleep 1.5;
// // public EH
// PVDZ_drg_RACarUp = _dragee;
// publicVariable "PVDZ_drg_RACarUp";
// _dragee switchMove "ainjpfalmstpsnonwrfldnon_carried_up";
// PVDZ_drg_RAPicUp = _unit;
// publicVariable "PVDZ_drg_RAPicUp";
// _unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon";
// uiSleep 10;
// _dragee switchmove "ainjpfalmstpsnonwrfldnon_carried_still";
// _dragee attachto [_unit,[-0.2, 0.2, 0]];
//
//
// while {r_carry_sqf} do
// {
// _anim_name = animationstate _unit;
// if (!(_dragee getVariable "NORRN_unconscious")) exitWith
// {
// detach _dragee;
// _unit switchMove "";
// player removeAction Norrn_dropAction;
// r_carry_sqf = false;
// };
//
// //check that dragged unit still exists
// if (!alive _unit || _anim_name != "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon" && _anim_name != "acinpercmstpsraswrfldnon" && _anim_name != "acinpercmrunsraswrfldf") exitWith
// {
// player removeAction NORRN_dropAction;
// detach _dragee;
// _unit switchMove "";
// r_carry_sqf = false;
// };
// uiSleep 0.1;
// };
// _dragee playActionNow "Die";
// if (true) exitWith {};
//