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1 | private ["_un","_bp","_Vest","_itS","_itP","_group","_da","_pP","_hat","_uni","_typeOf","_we","_ma","_uI","_vI"]; | |
2 | _vI = vestItems _this; | |
3 | _uI = uniformItems _this; | |
4 | _bp = Backpack _this; | |
5 | _mag = primaryWeaponMagazine _this; | |
6 | _mag2 = secondaryWeaponMagazine _this; | |
7 | removeBackpack _this; | |
8 | //_ma = + (magazines _this); | |
9 | _we = + (weapons _this); | |
10 | //if (handgunWeapon _this != "") then {_we = _we - [handgunWeapon _this];}; | |
11 | //_pM = handgunMagazine _this; | |
12 | //if (count _pM > 0) then {while {(_pM select 0) in _ma} do {_ma = _ma - _pM;};}; | |
13 | _typeOf = typeOf _this; | |
14 | _uni = uniform _this; | |
15 | _hat = headgear _this; | |
16 | _pP = getposATL player; | |
17 | _da= damage _this; | |
18 | _Vest = Vest _this; | |
19 | //NEW UNIT | |
20 | _group = [[(_pP select 0)+10-(random 20),(_pP select 1)+10-(random 20),0], WEST, [_typeOf],[],[],[0.9,1.0]] call BIS_fnc_spawnGroup; | |
21 | _un = leader _group; | |
22 | removeallweapons _un; | |
23 | removeHeadgear _un; | |
24 | removeVest _un; | |
25 | //COPY SKILL | |
26 | {_un setSkill [_x,(_this skill _x)];} foreach ["general","commanding","reloadSpeed","courage","spotTime","spotDistance","endurance","aimingSpeed","aimingShake","aimingAccuracy"]; | |
27 | ||
28 | _itP = if (!isNil{primaryWeaponItems _this}) then {primaryWeaponItems _this} else {[]}; | |
29 | _itS = if (!isNil{secondaryWeaponItems _this}) then {secondaryWeaponItems _this} else {[]}; | |
30 | ||
31 | ||
32 | _un addUniform _uni; | |
33 | ||
34 | ||
35 | if (!isNil"_hat") then { | |
36 | _un addHeadgear _hat; | |
37 | }; | |
38 | if (!isNil"_Vest") then { | |
39 | _un addVest _Vest; | |
40 | }; | |
41 | ||
42 | ||
43 | removeallweapons _un; | |
44 | {if (_x != "" && {isClass(configFile >> "cfgWeapons" >> _x)}) then {_un addweapon _x;};} foreach _we; | |
45 | ||
46 | if (!isNil"_bp") then { | |
47 | removeBackpack _un; | |
48 | _un addBackpack _bp; | |
49 | }; | |
50 | ||
51 | ||
52 | ||
53 | removeAllPrimaryWeaponItems _un; | |
54 | { | |
55 | if (_x != "") then { | |
56 | _un addPrimaryWeaponItem _x; | |
57 | }; | |
58 | } foreach _itP; | |
59 | { | |
60 | if (_x != "") then { | |
61 | _un addSecondaryWeaponItem _x; | |
62 | }; | |
63 | } foreach _itS; | |
64 | ||
65 | { | |
66 | if (_x != "") then { | |
67 | if (isClass(configFile >> "cfgWeapons" >> _x)) then { | |
68 | _un addItem _x; | |
69 | } else {_un addmagazine _x;}; | |
70 | }; | |
71 | } foreach _vI + _uI; | |
72 | ||
73 | _un setDamage _da; | |
74 | ||
75 | _un setName (name _this); | |
76 | _un setFace (face _this); | |
77 | /* | |
78 | { | |
79 | if (_x != "" && {isClass(configFile >> "cfgMagazines" >> _x)}) then { | |
80 | _un addmagazine _x; | |
81 | }; | |
82 | } foreach _ma; | |
83 | */ | |
84 | ||
85 | ||
86 | if (count _mag > 0) then { | |
87 | _mag = _mag select 0; | |
88 | //_un addmagazine _mag; | |
89 | _un addmagazine _mag; | |
90 | //(_un) removeMagazines _mag; | |
91 | _t = 0; | |
92 | while {{_mag == _x} count (magazines (_un)) < 3 && {_t < 3}} do { | |
93 | _un addmagazine _mag; | |
94 | _t = _t + 1; | |
95 | }; | |
96 | }; | |
97 | ||
98 | ||
99 | if (count _mag2 > 0) then { | |
100 | _mag = _mag2 select 0; | |
101 | //_un addmagazine _mag; | |
102 | //(_un) removeMagazines _mag; | |
103 | _t = 0; | |
104 | while {{_mag == _x} count (magazines (_un)) < 1 && {_t < 1}} do { | |
105 | _un addmagazine _mag; | |
106 | _t = _t + 1; | |
107 | }; | |
108 | }; | |
109 | ||
110 | ||
111 | ||
112 | { | |
113 | - | if (isNil{_this getvariable _x}) then {_un setvariable [_x,(_this getvariable _x)];}; |
113 | + | if !(isNil{_this getvariable _x}) then {_un setvariable [_x,(_this getvariable _x)];}; |
114 | } foreach ["Relationship","Tired","Sickness","Mental","CKills","Kills","FKills"]; | |
115 | ||
116 | deletevehicle _this; | |
117 | [_un] joinSilent player; | |
118 | /* | |
119 | sleep 3; | |
120 | hint format ["%1", magazines _un]; | |
121 | */ |