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- //Knock out, this is experimental and yeah...
- case 34:
- {
- if(_shift) then {_handled = true;};
- if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then
- {
- if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then
- {
- [cursorTarget] spawn life_fnc_knockoutAction;
- if("ItemRadio" in assignedItems cursorTarget) then {
- cursorTarget removeweapon "ItemRadio";
- hint "Le telephone de la personne est tombé par terre";
- _defenceplace1 = "Item_ItemRadio" createVehicle (player modelToWorld[0,0,0]);}
- else { hint "La personne n'a pa de téléphone!"};
- if("ItemMap" in assignedItems cursorTarget) then {
- cursorTarget removeweapon "ItemMap";}
- if("ItemGps" in assignedItems cursorTarget) then {
- cursorTarget removeweapon "ItemGps";}
- };
- };
- };
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