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sasas

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Aug 14th, 2019
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  1. //Axt und Pickaxe
  2. if (!melee_swing
  3. && {_code isEqualTo 0}
  4. && {_weapon in ["ASN_Melee_Pickaxe", "ASN_Melee_Axe"]}) exitWith {
  5.  
  6. melee_swing = true;
  7. private _obj = cursorObject;
  8.  
  9. player playAction "ASN_Swing_Pickaxe";
  10.  
  11. if (!isnull _obj
  12. && {typeOf _obj in ["uLife_Rocks_4","uLife_Rocks_7","uLife_Rocks_5","uLife_Rocks_3","uLife_Rocks","uLife_Rocks_9","a3mt_wood"]}
  13. && {(getposatl player) distance (getposatl _obj) < 3}
  14. ) then {
  15. [_obj] spawn life_fnc_gathermelee;
  16. } else {
  17. private _obj = objNull;
  18. private _objects = (player nearEntities ["man",20]) select {!(_x isEqualTo player) && {isPlayer _x} && {!isObjectHidden _x} && {!(lineIntersects [eyePos player, aimPos _x, player, _x])} && {(player getRelDir _x) <= 15 || {(player getRelDir _x >= 355)}}};
  19. if !(_objects isEqualTo []) then {
  20. _obj = _objects # 0;
  21. };
  22.  
  23. if (!dialog
  24. && {!isNull _obj}
  25. && {alive _obj}
  26. && {!life_knockout}
  27. && {!life_istazed}
  28. && {!life_isknocked}
  29. && {player distance _obj < 3}
  30. && {speed _obj < 1}
  31. && {!((animationState _obj) isEqualTo "Incapacitated")}
  32. ) then {
  33. life_knockout = true;
  34. [_obj] remoteExec ["life_fnc_knockedOut",_obj];
  35.  
  36. [] spawn {
  37. uisleep 3;
  38. life_knockout = false;
  39. melee_swing = false;
  40. };
  41. } else {
  42. [] spawn {
  43. uisleep 1;
  44. melee_swing = false;
  45. };
  46. };
  47. };
  48.  
  49. false
  50. };
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