/* CARRY BODY SCRIPT 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; sleep 1.5; // public EH norrnRACarUp = _dragee; publicVariable "norrnRACarUp"; _dragee switchMove "ainjpfalmstpsnonwrfldnon_carried_up"; norrnRAPicUp = _unit; publicVariable "norrnRAPicUp"; _unit switchMove "acinpknlmstpsraswrfldnon_acinpercmrunsraswrfldnon"; sleep 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; }; sleep 0.1; }; _dragee playActionNow "Die";