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May 23rd, 2019
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  1. /*
  2. STILL WIP!!!!!!
  3.  
  4. Aufruf bspw. in init.sqf
  5. {
  6. if (side _x == east) then {
  7. [_x] spawn compile preprocessFileLineNumbers "fn_knowDown.sqf"
  8. }
  9. } foreach AllUnits;
  10.  
  11. oder:
  12. [VarNameDesTypsDerNiedergeschlagenWerdenSoll] call compile preprocessFileLineNumbers "fn_knowDown.sqf";
  13.  
  14. */
  15.  
  16. _object = _this select 0;
  17. /// Action
  18. _action_hit = [
  19. "Knock Down",
  20. "Knock Down",
  21. "",
  22. {
  23. Params ["_target", "_player", "_actionParams"];
  24.  
  25. // Platzhalter
  26. [1, "BLACK", 0, 1] remoteExec ["BIS_fnc_fadeEffect", _player];
  27. //[1, "BLACK",0 ,1] spawn BIS_fnc_fadeEffect;
  28.  
  29.  
  30.  
  31. // Sound for "Everybody"
  32. [_player, ["pruegel", 5, 5]] remoteExecCall ["say3d", 0];
  33.  
  34.  
  35. _target setDammage 1;
  36. //[_target, true, 99999, true] call ace_medical_fnc_setUnconscious;
  37.  
  38. // Platzhalter
  39. //[0, "BLACK", 0, 1] spawn BIS_fnc_fadeEffect;
  40. [0, "BLACK", 0, 1] remoteExec ["BIS_fnc_fadeEffect", _player];
  41.  
  42. },
  43. {
  44. true
  45. },
  46. {
  47. },
  48. [
  49. ],
  50. [0,0,0],
  51. 100
  52. ] call ace_interact_menu_fnc_createAction;
  53. [_object, 0, ["ACE_MainActions"], _action_hit] call ace_interact_menu_fnc_addActionToObject;
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