fortun 14 Posted May 10, 2013 Hello! Working on a really good idea i got yesterday. Problem is in this mission, that i want to disable the ability for me and my group/m8s to loot other players. Just use the things they have and use the things they find in boxes. But can't find anything about how to make that work. Anyone? In short terms, How to disable squad/group to loot killed AI players? Share this post Link to post Share on other sites
mecharius 2 Posted May 10, 2013 Just a thought - could you add an event handler when players die that removeAllWeapons their weapon and ammo? Something from http://community.bistudio.com/wiki/addEventHandler like: _EHkilledIdx = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}] EDIT: For multiplayer http://community.bistudio.com/wiki/addMPEventHandler Share this post Link to post Share on other sites
kremator 1065 Posted May 11, 2013 Didn't I hear that if you force a ragdoll animation the body can't be revived/looted? Maybe you could look into that. Share this post Link to post Share on other sites
Tuliq 2 Posted May 11, 2013 How do you force ragdoll? Share this post Link to post Share on other sites
Beerkan 71 Posted May 11, 2013 Hello! Working on a really good idea i got yesterday. Problem is in this mission, that i want to disable the ability for me and my group/m8s to loot other players. Just use the things they have and use the things they find in boxes. But can't find anything about how to make that work. Anyone?In short terms, How to disable squad/group to loot killed AI players? Put this in the init.sqf of your mission folder. {_x addeventhandler ["killed",{ _this spawn {_unit = _this select 0; removeallweapons _unit;removeallassigneditems _unit;clearmagazinecargo _unit;sleep 120; deletevehicle _unit}; }]; } forEach allUnits; this bit removes dead bodies after 120 seconds. Increase the timer to suit, or remove it completely if you don't want to use it. sleep 120; deletevehicle _unit Share this post Link to post Share on other sites
fortun 14 Posted May 12, 2013 Put this in the init.sqf of your mission folder. {_x addeventhandler ["killed",{ _this spawn {_unit = _this select 0; removeallweapons _unit;removeallassigneditems _unit;clearmagazinecargo _unit;sleep 120; deletevehicle _unit}; }]; } forEach allUnits; this bit removes dead bodies after 120 seconds. Increase the timer to suit, or remove it completely if you don't want to use it. sleep 120; deletevehicle _unit Many thanks for that script! Just some things I want to have so that the player don't even can loot the uniform/vest or anything from killed players, will look a bit ridicilous if i added removeuniform to the script, having the players "naked" when they are dead. Is there any other way i can do so weapons - vests can't be looted without having players naked when dead? Also, is it able to get the script so i still can loot my groups dead players for their gear? Share this post Link to post Share on other sites
fortun 14 Posted October 22, 2013 BUMP Any new idea on this how to do so the player can't pick up gear on dead people? I want my mission to be self-found in boxes and cargos only. Share this post Link to post Share on other sites
dzrealkiller 11 Posted November 13, 2015 I need something like this but for dead players... Basically I want to make something so when a player die they keep there Items on their body but players cant access the gear of the dead body.. The reason for this Is because I am making a mod that has medic classes that use MediKits to revive and heal players but I dont want players to loot dead players and pick it up... I also dont want the item to be deleted incase another medic revives the dead medic... cant have them medikits been deleted :S Share this post Link to post Share on other sites
shuko 59 Posted November 13, 2015 I need something like this but for dead players... Basically I want to make something so when a player die they keep there Items on their body but players cant access the gear of the dead body.. The reason for this Is because I am making a mod that has medic classes that use MediKits to revive and heal players but I dont want players to loot dead players and pick it up... I also dont want the item to be deleted incase another medic revives the dead medic... cant have them medikits been deleted :S Delete the item at the death. Re-add it at revive? Share this post Link to post Share on other sites
dzrealkiller 11 Posted November 13, 2015 How would you do that? Share this post Link to post Share on other sites
R3vo 2654 Posted November 13, 2015 How would you do that? For player units: onPlayerKilled.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; player removeItem "Medikit"; onPlayerRespawn.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; Share this post Link to post Share on other sites
dzrealkiller 11 Posted November 13, 2015 Thanks, Will give this a try :) Share this post Link to post Share on other sites
dzrealkiller 11 Posted November 13, 2015 Just tested this and its messed my Inventory selection script. Using the above now makes players spawn with a default loadout and not one they selected, I am guessing thats down to this section "call BIS_fnc_loadInventory;" anyway to avoid losing my custom loadouts? Here is how I use my loadouts: Loadout.sqf class WEST2 { displayName = "Engineer"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Mk20_GL_F", "launch_RPG32_F", "hgun_ACPC2_F", "Rangefinder" }; Backpack[] = { "B_TacticalPack_blk" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "MiniGrenade", "RPG32_F", "RPG32_F", "RPG32_F" }; items[] = { "ToolKit", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; linkedItems[] = { "V_PlateCarrier2_blk", "G_Combat", "H_Watchcap_blk", "acc_pointer_IR", "optic_Hamr" }; uniformClass = "U_I_G_resistanceLeader_F"; }; And here are the calls used: initServer.sqf: // Loadouts WaitUntil {Sleep 1; Local Player}; _gear = [west, "west1"] call BIS_fnc_addRespawnInventory; //Assault BluFor _gear = [west, "west2"] call BIS_fnc_addRespawnInventory; //Engineer BluFor _gear = [west, "west3"] call BIS_fnc_addRespawnInventory; //Sniper BluFor _gear = [west, "west4"] call BIS_fnc_addRespawnInventory; //Medic BluFor _gear = [west, "west5"] call BIS_fnc_addRespawnInventory; //Support BluFor _gear = [east, "east1"] call BIS_fnc_addRespawnInventory; //Assault OpFor _gear = [east, "east2"] call BIS_fnc_addRespawnInventory; //Engineer OpFor _gear = [east, "east3"] call BIS_fnc_addRespawnInventory; //Sniper OpFor _gear = [east, "east4"] call BIS_fnc_addRespawnInventory; //Medic OpFor _gear = [east, "east5"] call BIS_fnc_addRespawnInventory; //Support OpFor would I just replace call BIS_fnc with mine like "call BIS_fnc_addRespawnInventory;" Or something like that? 1 Share this post Link to post Share on other sites
dzrealkiller 11 Posted November 13, 2015 Ok just tried a few things and it seems to work as intended. Thought I would post this in case anybody ever want to do the same thing. onPlayerKilled.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; player removeItem "Medikit"; player removeItem "Toolkit"; onPlayerRespawn.sqf [player, [missionNamespace, "inventory_var"]] BIS_fnc_addRespawnInventory; Also the ToolKit does get deleted and I guess I will see if it get given back once revived later once I find a revive script. Thanks for helping :) Share this post Link to post Share on other sites