Jump to content
Sign in to follow this  
Purzel

Condition: If player/unit has its weapon in his/its hand, then...

Recommended Posts

Hi there,

can anyone tell me what to write into the condition field, if a player/unit has ist weapon in his/its hands...?

I need this for an undercover-mission.

When the units have drawn their weapons, they should be engaged by enemy units.

My undercover-unit is set to "this setcaptive true".

I did a .sqf-file where the unit will be set to "setcaptive false" for 3 minutes, wenn shots are fired by my units.

if Shots are fired:

{_x addEventHandler['Fired',{shotIsFired = true}]} forEach (units group this);

then:

UC1 setcaptive false;
UC2 setcaptive false;
UC3 setcaptive false;
sleep 180;
UC1 setcaptive true;
UC2 setcaptive true;
UC3 setcaptive true;

now I want the same, if they have their weapons in their hands instead of their backpacks.

I just need the condition for that...

THX a lot!

Greetz Purzel

Share this post


Link to post
Share on other sites

Please help, i´ve no idea how this works...

I´m the "copy & paste" scripter..., but I don´t understand anything about scripting..

I need this as a condition... I don´t know, how to change those codes to a working condition.

Edited by Purzel

Share this post


Link to post
Share on other sites

Ok no worries, note, what appears below depends on what you want to do, if you want to make it so that when weapons are dropped you will go back to being captive then include the DeAct line and set the trigger to be repeatable, if you want to make it so that when you're holding weapons your cover is blown and you will be permanently regarded as the enemy leave the trigger as once and don't include the DeAct line.

Condition: !(currentWeapon UC1 == "")

On Act: UC1 setCaptive false;

On DeAct: UC1 setCaptive true;

This is the simplest way, but some mods allow you to holster your weapon, and have no weapons in your hand meaning that you could have a machine gun on your back but that wouldn't activate the trigger. So the other way is

Condition: !(PrimaryWeapon UC1=="") or !(SecondaryWeapon UC1=="") or !(HandgunWeapon UC1=="")

OnAct: UC1 setCaptive false;

DeAct: UC1 setCaptive true;

Share this post


Link to post
Share on other sites

Great!

Tomorrow i will test this!

Share this post


Link to post
Share on other sites

Great it works...!

Unfortunatly its working too, when I was throwing a chemlight... hahaha!

But I guess, this will not be changeable... :-(

A big "Thanks!" for your help!

Greetings Purzel

Share this post


Link to post
Share on other sites
On 7/24/2014 at 8:01 PM, Jona33 said:

Ok no worries, note, what appears below depends on what you want to do, if you want to make it so that when weapons are dropped you will go back to being captive then include the DeAct line and set the trigger to be repeatable, if you want to make it so that when you're holding weapons your cover is blown and you will be permanently regarded as the enemy leave the trigger as once and don't include the DeAct line.

  Quote

Condition: !(currentWeapon UC1 == "")

On Act: UC1 setCaptive false;

On DeAct: UC1 setCaptive true;

This is the simplest way, but some mods allow you to holster your weapon, and have no weapons in your hand meaning that you could have a machine gun on your back but that wouldn't activate the trigger. So the other way is

  Quote

Condition: !(PrimaryWeapon UC1=="") or !(SecondaryWeapon UC1=="") or !(HandgunWeapon UC1=="")

OnAct: UC1 setCaptive false;

DeAct: UC1 setCaptive true;

 

Hello,

it doesn't work for me. 😢

I made a cideo so you can see : https://streamable.com/pr7ayx

I still get shot

 

Share this post


Link to post
Share on other sites

Hey @Poupoko, i've wrote a little incognito script a few months ago. I don't use setCaptive, but joinSilent to civilian side :

 

//Undercover by P.Milkman - 2023
//bob is your player

//1. Place a trigger on the map of any size.

//2. Set type and activation to "NONE"

//3. Set it to trigger "Repeatedly"

//4. In the condition field place the following:

currentWeapon bob == "" && secondaryWeapon bob == "" 

// you can add a lot of condition about gears too with : 
&& vest bob == "" && headgear bob == "" or headgear bob == "H_Booniehat_oli" etc... //to select autorized gears

//5. In the "On Act." field place:

[bob] joinSilent createGroup civilian; 
hint "You're undercover !";

//6. In the "On Dea." field :

[bob] joinSilent createGroup west;
hint "You're hostile !";

I hope it will help you 😁

 

Share this post


Link to post
Share on other sites
7 hours ago, Necropaulo said:

Hey @Poupoko, i've wrote a little incognito script a few months ago. I don't use setCaptive, but joinSilent to civilian side :

 


//Undercover by P.Milkman - 2023
//bob is your player

//1. Place a trigger on the map of any size.

//2. Set type and activation to "NONE"

//3. Set it to trigger "Repeatedly"

//4. In the condition field place the following:

currentWeapon bob == "" && secondaryWeapon bob == "" 

// you can add a lot of condition about gears too with : 
&& vest bob == "" && headgear bob == "" or headgear bob == "H_Booniehat_oli" etc... //to select autorized gears

//5. In the "On Act." field place:

[bob] joinSilent createGroup civilian; 
hint "You're undercover !";

//6. In the "On Dea." field :

[bob] joinSilent createGroup west;
hint "You're hostile !";

I hope it will help you 😁

 

Hey man that's really cool thank you ! 

But I spent the evening trying to make on the other script workand finally managed to get it done ! Just toise 0 or 1 instead of true or false 🥲

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×