ja du musst das in der fn_handleDamage.sqf anpassen
Code
#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 ["hgun_P07_snds_F","arifle_SDAR_F"] && _projectile in ["B_9x21_Ball","B_556x45_dual"]) then {
if (side _source in [west,civilian] && playerSide in [west,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 !(isNull objectParent 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 west || playerSide isEqualTo independent)) then {
// _damage = 0;
// };
};
};
};
[] spawn life_fnc_hudUpdate;
_damage;
Alles anzeigen