nagyszebi07 5 Posted January 3, 2020 Hello! Eject Air vehicle scripts avalaible? https://imgur.com/a/xGd37nD Thanks Info! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted January 3, 2020 Hello there nagyszebi07 ! try to add this in your initplayerlocal.sqf , though i'm not sure if it's working with exile : GF_Eject = { unassignvehicle _this; moveOut _this; private _data = [backpack _this,backpackitems _this]; removeBackpack _this; _this addBackPack "B_parachute"; cutText ["", "BLACK FADED",999]; [_this]spawn{ private "_unit"; _unit = _this select 0; uisleep 0.5; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [8]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 6; cutText ["", "BLACK IN", 3]; }; waitUntil {animationState _this == "para_pilot"}; enableCamShake true; addCamShake [5, 5, 25]; setAperture 0.05; setAperture -1; "DynamicBlur" ppEffectEnable true; "DynamicBlur" ppEffectAdjust [8.0]; "DynamicBlur" ppEffectCommit 0.01; uisleep 1; "DynamicBlur" ppEffectAdjust [0.0]; "DynamicBlur" ppEffectCommit 3; uisleep 3; "DynamicBlur" ppEffectEnable false; "RadialBlur" ppEffectAdjust [0.0, 0.0, 0.0, 0.0]; "RadialBlur" ppEffectCommit 1.0; "RadialBlur" ppEffectEnable false; enableCamShake false; [_this,_data] spawn { private ["_unit","_data"]; _unit = _this select 0; _data = _this select 1; waitUntil {uisleep 1; isTouchingGround _unit or (position _unit select 2) < 1 }; uisleep 1; removeBackpack _unit; _unit addbackpack (_data select 0); {_unit additemtobackpack _x;} foreach (_data select 1); }; }; player addAction ["<t size='1.2' font='RobotoCondensedBold' color='#FF9933'>'Eject</t><br/><img size='4' image='\a3\ui_f\data\gui\cfg\CommunicationMenu\supplydrop_ca.paa'/>", "player call GF_Eject", [], -1, false, false, "", "_target iskindof 'AIR' && { driver (vehicle _target) == _this} && {(position _target select 2) > 100} "]; Share this post Link to post Share on other sites
nagyszebi07 5 Posted January 4, 2020 Hello! I copy initplayerlocal.sqf - unfortunately it doesn't work 😞 is there another solution? Big Thanks @GEORGE FLOROS GR 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted January 4, 2020 I don't know if it's going to work with exile but , try this in the init : if(hasInterface)then{ GF_Eject = { unassignvehicle _this; moveOut _this; private _data = [backpack _this,backpackitems _this]; removeBackpack _this; _this addBackPack "B_parachute"; cutText ["", "BLACK FADED",999]; [_this]spawn{ private "_unit"; _unit = _this select 0; uisleep 0.5; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [8]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 6; cutText ["", "BLACK IN", 3]; }; waitUntil {animationState _this == "para_pilot"}; enableCamShake true; addCamShake [5, 5, 25]; setAperture 0.05; setAperture -1; "DynamicBlur" ppEffectEnable true; "DynamicBlur" ppEffectAdjust [8.0]; "DynamicBlur" ppEffectCommit 0.01; uisleep 1; "DynamicBlur" ppEffectAdjust [0.0]; "DynamicBlur" ppEffectCommit 3; uisleep 3; "DynamicBlur" ppEffectEnable false; "RadialBlur" ppEffectAdjust [0.0, 0.0, 0.0, 0.0]; "RadialBlur" ppEffectCommit 1.0; "RadialBlur" ppEffectEnable false; enableCamShake false; [_this,_data] spawn { private ["_unit","_data"]; _unit = _this select 0; _data = _this select 1; waitUntil {uisleep 1; isTouchingGround _unit or (position _unit select 2) < 1 }; uisleep 1; removeBackpack _unit; _unit addbackpack (_data select 0); {_unit additemtobackpack _x;} foreach (_data select 1); }; }; addMissionEventHandler ["PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; player addAction ["<t size='1.2' font='RobotoCondensedBold' color='#FF9933'>'Eject</t><br/><img size='4' image='\a3\ui_f\data\gui\cfg\CommunicationMenu\supplydrop_ca.paa'/>", "player call GF_Eject", [], -1, false, false, "", "_target iskindof 'AIR' && { driver (vehicle _target) == _this} && {(position _target select 2) > 100} "]; }]; addMissionEventHandler ["EntityRespawned", { params ["_entity", "_corpse"]; if!(isPlayer _entity)exitWith{}; _entity addAction ["<t size='1.2' font='RobotoCondensedBold' color='#FF9933'>'Eject</t><br/><img size='4' image='\a3\ui_f\data\gui\cfg\CommunicationMenu\supplydrop_ca.paa'/>", "player call GF_Eject", [], -1, false, false, "", "_target iskindof 'AIR' && { driver (vehicle _target) == _this} && {(position _target select 2) > 100} "]; }]; }; do you know about the exile forum here ? Share this post Link to post Share on other sites
nagyszebi07 5 Posted January 4, 2020 I copied initplayerlocal.sqf - Not worked,probably test Yes,joined club! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted January 4, 2020 2 minutes ago, nagyszebi07 said: I copied initplayerlocal.sqf in the init.sqf Share this post Link to post Share on other sites
nagyszebi07 5 Posted January 4, 2020 first tried it there but it doesn't work Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted January 4, 2020 the action will appear above 100 meters Share this post Link to post Share on other sites