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TheGamingChief

Untitled

Jul 25th, 2016
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  1. _weapons = weapons player - nonlethalweapons;
  2. _mags = magazines player;
  3. _holder = createVehicle ["weaponholder", getPosATL player, [], 0, "CAN_COLLIDE" ];
  4.  
  5. if (count _weapons > 0) then
  6. {
  7. {player removeWeapon _x} forEach _weapons};
  8.  
  9. if (count _mags > 0) then
  10. {
  11. {player removeMagazine _x} forEach _mags};
  12.  
  13. {
  14. _holder addWeaponCargoGlobal [_x,1];
  15. }forEach _weapons;
  16. {
  17. _holder addMagazineCargoGlobal [_x,1];
  18. }forEach _mags;
  19.  
  20. if ((count(HolsterArr select 0) >= 1)) then {
  21. private ["_i","_c","_class","_amount","_a79tmp"];
  22. _a79tmp = + (HolsterArr);
  23. for [{_i = 0}, {_i < count(_a79tmp select 0)}, {_i = _i + 1}] do {
  24. _class = (_a79tmp select 0) select _i;
  25. _holder addWeaponCargoGlobal [_class,1];
  26. HolsterArr = [];
  27. RL_PrimHWep = "empty";
  28. RL_PrimHolstered = false;
  29. RL_PH = false;
  30. };
  31. };
  32.  
  33. _Pistol = (saveWeaponPistol select 0);
  34. _holder addWeaponCargoGlobal [_Pistol,1];
  35. player removeAction unholsterPistol;
  36. saveWeaponPistol set [1,false];
  37. holsterPistol = player addAction ["Holster Pistol","pistolControl.sqf",[true]];
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