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Jun 19th, 2017
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  1. //Holster / recall weapon. (Shift + H)
  2. case 35: {
  3. if (_shift && !_ctrlKey && !(currentWeapon player isEqualTo "")) then {
  4. life_curWep_h = currentWeapon player;
  5. player action ["SwitchWeapon", player, player, 100];
  6. player switchCamera cameraView;
  7. };
  8.  
  9. if (!_shift && _ctrlKey && !isNil "life_curWep_h" && {!(life_curWep_h isEqualTo "")}) then {
  10. if (life_curWep_h in [primaryWeapon player,secondaryWeapon player,handgunWeapon player]) then {
  11. player selectWeapon life_curWep_h;
  12. };
  13. };
  14. if (playerSide isEqualTo west && {vehicle player != player} && {!life_siren_active}) then {
  15. [] spawn {
  16. life_siren_active = true;
  17. sleep 7;
  18. life_siren_active = false;
  19. };
  20. _veh = vehicle player;
  21. titleText ["Ansage ist raus!", "plain"]; titleFadeOut 2;
  22. [_veh,"rpMsg"] remoteExec ["life_fnc_say3D",RANY];
  23. };
  24. if (playerSide isEqualTo independent && {vehicle player != player} && {!life_siren_active}) then {
  25. [] spawn {
  26. life_siren_active = true;
  27. sleep 2.9;
  28. life_siren_active = false;
  29. };
  30. _veh = vehicle player;
  31. if (isNil {_veh getVariable "siren3"}) then {_veh setVariable ["siren3",false,true];};
  32. if ((_veh getVariable "siren3")) then {
  33. titleText ["Warnung AUS","PLAIN"]; titleFadeOut 2;
  34. _veh setVariable ["siren3",false,true];
  35. } else {
  36. titleText ["Warnung AN","PLAIN"]; titleFadeOut 2;
  37. _veh setVariable ["siren3",true,true];
  38. [_veh] remoteExec ["life_fnc_medicHorn",RCLIENT];
  39. };
  40. };
  41. };
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