Lx0n_Leon Schick einmal bitte deine fn_tazed.sqf und fn_handleDamage.sqf
Lx0n_Leon Wieso ist da so ein großer unterschied zwischen deiner fn_handleDamage.sqf und der vom Tutorial ?
Deine Datei:
Code Alles anzeigen#include "..\..\script_macros.hpp" /* File: fn_handleDamage.sqf Author: Bryan "Tonic" Boardwine Description: Handles damage, specifically for handling the 'tazer' pistol and nothing else. */ params [ ["_unit",objNull,[objNull]], ["_part","",[""]], ["_damage",0,[0]], ["_source",objNull,[objNull]], ["_projectile","",[""]], ["_index",0,[0]] ]; //Handle the tazer first (Top-Priority). if (!isNull _source) then { if (_source != _unit) then { if (currentWeapon _source in ["DDOPP_X26","DDOPP_X26_b"]) then { if (side _source isEqualTo west && playerSide isEqualTo civilian || playerSide isEqualTo independent || playerSide isEqualTo east || playerSide isEqualTo west || playerSide isEqualTo civilian) then { _damage = 0; if (alive player && !life_istazed && !life_isknocked && !(_unit getVariable ["restrained",false])) then { private ["_distance"]; _distance = 35; //if (_projectile == "B_556x45_dual") then {_distance = 100;}; if (_unit distance _source < _distance) then { if (vehicle player != player) then { if (typeOf (vehicle player) == "B_Quadbike_01_F") then { player action ["Eject",vehicle player]; [_unit,_source] spawn life_fnc_tazed; }; } else { [_unit,_source] spawn life_fnc_tazed; }; }; }; }; //Temp fix for super tasers on cops. if (side _source isEqualTo west && playerSide isEqualTo civilian || playerSide isEqualTo independent || playerSide isEqualTo east || playerSide isEqualTo west || playerSide isEqualTo civilian) then { _damage = 0; }; }; }; }; // [] spawn life_fnc_hudUpdate; _damage;
Die Datei aus dem Tutorial:
Code Alles anzeigen#include <macro.h> /* File: fn_handleDamage.sqf Author: Bryan "Tonic" Boardwine Description: Handles damage, specifically for handling the 'tazer' pistol and nothing else. */ private["_unit","_damage","_source","_projectile","_part","_curWep"]; _unit = SEL(_this,0); _part = SEL(_this,0); _damage = SEL(_this,0); _source = SEL(_this,0); _projectile = SEL(_this,0); //Handle the tazer first (Top-Priority). if(!isNull _source) then { if(_source != _unit) then { _curWep = currentWeapon _source; if(_projectile in ["DDOPP_B_Taser"] && _curWep in ["DDOPP_X26"]) then { if(side _source == west && playerSide != west) then { private["_distance","_isVehicle","_isQuad"]; _distance = if(_projectile == "DDOPP_B_Taser") then {100} else {35}; _isVehicle = if(vehicle player != player) then {true} else {false}; _isQuad = if(_isVehicle) then {if(typeOf (vehicle player) == "B_Quadbike_01_F") then {true} else {false}} else {false}; _damage = false; if(_unit distance _source < _distance) then { if(!life_istazed && !(_unit GVAR ["restrained",false])) then { if(_isVehicle && _isQuad) then { player action ["Eject",vehicle player]; [_unit,_source] spawn life_fnc_tazed; } else { [_unit,_source] spawn life_fnc_tazed; }; }; }; }; //Temp fix for super tasers on cops. if(playerSide == west && side _source == west) then { _damage = false; }; }; }; }; if(vehicle _source isKindOf "LandVehicle") then { if(_source != _unit AND {alive _unit} AND {isPlayer _source}) then { _damage = 0.001; }; }; [] call life_fnc_hudUpdate; _damage;
Wir habe aktuell einen anderen Taser weshalb ich die config nach test wieder resetet habe