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Knock out

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Oct 31st, 2014
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  1. //Knock out, this is experimental and yeah...
  2. case 34:
  3. {
  4. if(_shift) then {_handled = true;};
  5. if(_shift && playerSide == civilian && !isNull cursorTarget && cursorTarget isKindOf "Man" && isPlayer cursorTarget && alive cursorTarget && cursorTarget distance player < 4 && speed cursorTarget < 1) then
  6. {
  7. if((animationState cursorTarget) != "Incapacitated" && (currentWeapon player == primaryWeapon player OR currentWeapon player == handgunWeapon player) && currentWeapon player != "" && !life_knockout && !(player getVariable["restrained",false]) && !life_istazed) then
  8. {
  9. [cursorTarget] spawn life_fnc_knockoutAction;
  10. if("ItemRadio" in assignedItems cursorTarget) then {
  11. cursorTarget removeweapon "ItemRadio";
  12. hint "Le telephone de la personne est tombé par terre";
  13. _defenceplace1 = "Item_ItemRadio" createVehicle (player modelToWorld[0,0,0]);}
  14. else { hint "La personne n'a pa de téléphone!"};
  15. if("ItemMap" in assignedItems cursorTarget) then {
  16. cursorTarget removeweapon "ItemMap";}
  17. if("ItemGps" in assignedItems cursorTarget) then {
  18. cursorTarget removeweapon "ItemGps";}
  19. };
  20. };
  21. };
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