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private ["_un","_bp","_Vest","_itS","_itP","_group","_da","_pP","_hat","_uni","_typeOf","_we","_ma","_uI","_vI"];
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_vI = vestItems _this;
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_uI = uniformItems _this;
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_bp = Backpack _this;
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_mag = primaryWeaponMagazine _this;
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_mag2 = secondaryWeaponMagazine _this;
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removeBackpack _this;
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//_ma = + (magazines _this);
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_we = + (weapons _this);
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//if (handgunWeapon _this != "") then {_we = _we - [handgunWeapon _this];};
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//_pM = handgunMagazine _this;
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//if (count _pM > 0) then {while {(_pM select 0) in _ma} do {_ma = _ma - _pM;};};
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_typeOf = typeOf _this;
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_uni = uniform _this;
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_hat = headgear _this;
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_pP = getposATL player;
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_da= damage _this;
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_Vest = Vest _this;
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//NEW UNIT
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_group = [[(_pP select 0)+10-(random 20),(_pP select 1)+10-(random 20),0], WEST, [_typeOf],[],[],[0.9,1.0]] call BIS_fnc_spawnGroup;
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_un = leader _group;
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removeallweapons _un;
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removeHeadgear _un;
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removeVest _un;
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//COPY SKILL
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{_un setSkill [_x,(_this skill _x)];} foreach ["general","commanding","reloadSpeed","courage","spotTime","spotDistance","endurance","aimingSpeed","aimingShake","aimingAccuracy"];
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_itP = if (!isNil{primaryWeaponItems _this}) then {primaryWeaponItems _this} else {[]};
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_itS = if (!isNil{secondaryWeaponItems _this}) then {secondaryWeaponItems _this} else {[]};
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_un addUniform _uni;
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if (!isNil"_hat") then {
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_un addHeadgear _hat;
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};
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if (!isNil"_Vest") then {
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_un addVest _Vest;
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};
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removeallweapons _un;
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{if (_x != "" && {isClass(configFile >> "cfgWeapons" >> _x)}) then {_un addweapon _x;};} foreach _we;
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if (!isNil"_bp") then {
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removeBackpack _un;
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_un addBackpack _bp;
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};
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removeAllPrimaryWeaponItems _un; 
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{
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if (_x != "") then {
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_un addPrimaryWeaponItem _x;
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};
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} foreach _itP;
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{
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if (_x != "") then {
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_un addSecondaryWeaponItem _x;
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};
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} foreach _itS;
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{
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if (_x != "") then {
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if (isClass(configFile >> "cfgWeapons" >> _x)) then {
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_un addItem _x;
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} else {_un addmagazine _x;};
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};
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} foreach _vI + _uI;
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_un setDamage _da;
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_un setName (name _this);
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_un setFace (face _this);
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/*
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{
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if (_x != "" && {isClass(configFile >> "cfgMagazines" >> _x)}) then {
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_un addmagazine _x;
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};
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} foreach _ma;
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*/
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if (count _mag > 0) then {
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_mag = _mag select 0;
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//_un addmagazine _mag;
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_un addmagazine _mag;
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//(_un) removeMagazines _mag;
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_t = 0;
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while {{_mag == _x} count (magazines (_un)) < 3 && {_t < 3}} do {
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_un addmagazine _mag;
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_t = _t + 1;
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};
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};
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if (count _mag2 > 0) then {
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_mag = _mag2 select 0;
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//_un addmagazine _mag;
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//(_un) removeMagazines _mag;
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_t = 0;
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while {{_mag == _x} count (magazines (_un)) < 1 && {_t < 1}} do {
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_un addmagazine _mag;
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_t = _t + 1;
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};
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};
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{
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if (isNil{_this getvariable _x}) then {_un setvariable [_x,(_this getvariable _x)];};
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if !(isNil{_this getvariable _x}) then {_un setvariable [_x,(_this getvariable _x)];};
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} foreach ["Relationship","Tired","Sickness","Mental","CKills","Kills","FKills"];
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deletevehicle _this;
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[_un] joinSilent player;
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/*
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sleep 3;
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hint format ["%1", magazines _un];
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*/