Smee Posted June 10, 2016 Report Share Posted June 10, 2016 Title ^ say everything, if you got it ill make an offer. Link to comment
Scott Posted June 10, 2016 Report Share Posted June 10, 2016 Doesn't down on civ btw. Link to comment
KillZone Posted June 10, 2016 Report Share Posted June 10, 2016 (edited) Just now, Scott said: Doesn't down on civ btw. Lol why do people argue this , yes it does I had one 2 days ago. It does down. Edited June 10, 2016 by KillZone Link to comment
HotWings Posted June 10, 2016 Report Share Posted June 10, 2016 Just now, KillZone said: Lol why do people argue this , yes it does I had one 2 days ago. It does down. Because its not supposed to. Link to comment
Scott Posted June 10, 2016 Report Share Posted June 10, 2016 (edited) Just now, KillZone said: Lol why do people yes it does I had one 2 days ago. It does down. It only works for blufor. Trust me. unless it got changed since I last dug into the mission file. Edited June 10, 2016 by Scott Link to comment
KillZone Posted June 10, 2016 Report Share Posted June 10, 2016 (edited) 1 minute ago, Scott said: It only works for blufor. Trust me. unless it got changed since I last dug into the mission file. And you need to trust me man , I was downing people in donor 2 days ago with one , just don't take off the laser and try to put it back on Edited June 10, 2016 by KillZone Link to comment
Scott Posted June 10, 2016 Report Share Posted June 10, 2016 1 minute ago, KillZone said: And you need to trust me man , I was downing people in donor 2 days ago with one , just don't take off the laser and try to put it back on Yeah whatever you say bud Link to comment
KillZone Posted June 10, 2016 Report Share Posted June 10, 2016 Just now, Scott said: Yeah whatever you say bud Lol I'm seriouse man, plus I was getting downed by someone Tuesday in rodo with one . It seems to work. Not trying to belittle you, just saying it does work. Link to comment
KillZone Posted June 10, 2016 Report Share Posted June 10, 2016 4 minutes ago, Scott said: Yeah whatever you say bud I'll try to get my hands on another one today and make a video for errrrrrrrbody Link to comment
Pentax Posted June 10, 2016 Report Share Posted June 10, 2016 7 minutes ago, KillZone said: And you need to trust me man , I was downing people in donor 2 days ago with one , just don't take off the laser and try to put it back on Which means it's bugged. In the mision file it's clearly not designed to down for civs. Scott likes this Link to comment
KillZone Posted June 10, 2016 Report Share Posted June 10, 2016 Just now, Pentax said: Which means it's bugged. In the mision file it's clearly not designed to down for civs. Well than this is the case. Maybe make it to where civs can't grab ir laser because I took it off cause, fuck downing people , put it back on and I still killed . Link to comment
william Posted June 10, 2016 Report Share Posted June 10, 2016 18 minutes ago, Scott said: It only works for blufor. Trust me. unless it got changed since I last dug into the mission file. @Google™ Link to comment
KillZone Posted June 10, 2016 Report Share Posted June 10, 2016 I'm sorry I blew this thread clean off topic. Apologies Link to comment
TheRealLethal Posted June 10, 2016 Report Share Posted June 10, 2016 (edited) 17 minutes ago, Scott said: Yeah whatever you say bud its not suppose to work heres the script /* //IR Laser non-lethal if(side _source == west && "acc_pointer_IR" in (primaryWeaponItems _source)) then { if ((((getDammage _unit) + _damage) >= 0.90) || (_damage >= 0.95)) then { _damage = 0; [_source] spawn life_fnc_handleDowned; }; }; */ west=blufor so it is only suppose to work for cops Edited June 10, 2016 by TheRealLethal Link to comment
Scott Posted June 10, 2016 Report Share Posted June 10, 2016 Clearly got changed. Haven't tested in months since its not supposed to work, figured it wouldn't. My bad. Link to comment
JAY1HP Posted June 10, 2016 Report Share Posted June 10, 2016 I had one the other day with the laser on, and it killed my teammate not down...so not sure if they just changed it recently Link to comment
Pentax Posted June 10, 2016 Report Share Posted June 10, 2016 27 minutes ago, TheRealLethal said: its not suppose to work heres the script /* //IR Laser non-lethal if(side _source == west && "acc_pointer_IR" in (primaryWeaponItems _source)) then { if ((((getDammage _unit) + _damage) >= 0.90) || (_damage >= 0.95)) then { _damage = 0; [_source] spawn life_fnc_handleDowned; }; }; */ west=blufor so it is only suppose to work for cops Actually this isn't the one that handles mk1 downing. You can see this script qouted out with */ script /*, that makes script not to work. But the similar script is there though. Link to comment
Google™ Posted June 10, 2016 Report Share Posted June 10, 2016 46 minutes ago, Scott said: Yeah whatever you say bud Why so salty you are wrong? It's just a game why have to be mad? Link to comment
Scott Posted June 10, 2016 Report Share Posted June 10, 2016 Just now, Google™ said: Why so salty you are wrong? It's just a game why have to be mad? Its not a game. I'm not salty. I didn't believe him because 1. In the mission file its supposed to be cop only and 2. Last time I checked it didn't work. Go back to being the guy that nobody knows. Thanks. 29 minutes ago, Scott said: Clearly got changed. Haven't tested in months since its not supposed to work, figured it wouldn't. My bad. Link to comment
>k1w1z< Posted June 10, 2016 Report Share Posted June 10, 2016 Will you do 50k for one? Link to comment
Axe Posted June 10, 2016 Report Share Posted June 10, 2016 Just camp SWAT spawn. Not like anyone cares. Cops cry about Swat enough as it is. Just give them nothing to cry or argue about. Link to comment
Google™ Posted June 10, 2016 Report Share Posted June 10, 2016 3 minutes ago, Scott said: Its not a game. I'm not salty. I didn't believe him because 1. In the mission file its supposed to be cop only and 2. Last time I checked it didn't work. Go back to being the guy that nobody knows. Thanks. xD Link to comment
TheRealLethal Posted June 10, 2016 Report Share Posted June 10, 2016 39 minutes ago, Pentax said: Actually this isn't the one that handles mk1 downing. You can see this script qouted out with */ script /*, that makes script not to work. But the similar script is there though. You right fam. Didn't even realize it was inactive code. I literally was using the search function to find it, I'm assuming the actual script is the same but when they fixed the script they adjusted the numerical values a bit. Link to comment
Scott Posted June 10, 2016 Report Share Posted June 10, 2016 56 minutes ago, Google™ said: xD lol Link to comment
Pentax Posted June 10, 2016 Report Share Posted June 10, 2016 (edited) 1 hour ago, TheRealLethal said: You right fam. Didn't even realize it was inactive code. I literally was using the search function to find it, I'm assuming the actual script is the same but when they fixed the script they adjusted the numerical values a bit. This is the code that handles the downing. Spoiler _stunMag = if(worldName == "Altis") then {["_Tracer",_curMag] call BIS_fnc_inString || (_curWep == "srifle_DMR_03_F" && "acc_pointer_IR" in primaryWeaponItems _source)} else {_curMag in ["hlc_30rnd_556x45_SPR","29rnd_300BLK_STANAG_S","hlc_30Rnd_9x19_SD_MP5","CUP_8Rnd_B_Beneli_74Slug"] || {_curWep == "RH_m9"} || {_curWep == "hlc_rifle_bcmjack" && "acc_pointer_IR" in primaryWeaponItems _source}}; if (_source != _unit && !(_projectile in ["GrenadeHand","mini_Grenade",""]) && (_stunMag || (_curWep in ["SMG_02_F","hgun_P07_F","hgun_P07_snds_F"]))) then { _hitDam = if (_hitBox == "") then { damage _unit } else { (_unit getHit _hitBox) }; if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then { _damage = 0; [_source] spawn life_fnc_handleDowned; }; }; Then setupActions, gives a scroll wheel option to choose whether go on lethals or not. Code below is only in BLUFOR (Cop) block, which makes it that only cops could get an option to choose whether go on lethals or not. Spoiler //IR Laser if(currentWeapon player == "srifle_DMR_03_F") then { life_actions pushBack (player addAction["Add IR Laser (Non-Lethal)",life_fnc_nonLethal,"add",0,false,false,"",'"acc_pointer_IR" in (items player) && !("acc_pointer_IR" in (primaryWeaponItems player)) && currentWeapon player == "srifle_DMR_03_F" ']); life_actions pushBack (player addAction["Remove IR Laser (Lethal)",life_fnc_nonLethal,"rem",0,false,false,"",'!("acc_pointer_IR" in (items player)) && ("acc_pointer_IR" in (primaryWeaponItems player)) && currentWeapon player == "srifle_DMR_03_F"']); }; So technically since there's no check on blufor in actual downing script, I can see where the IR laser could bug out and still allow downing for civs, but once IR is removed and put back on the weapon, the bug fixes itself and doesn't let to down anymore. Basically they need to simply put a check in the downing script that it would work only for blufor. So it would be something like this. Spoiler _stunMag = if(worldName == "Altis") then {["_Tracer",_curMag] call BIS_fnc_inString || (_curWep == "srifle_DMR_03_F" && "acc_pointer_IR" in primaryWeaponItems _source && _source == west)} else {_curMag in ["hlc_30rnd_556x45_SPR","29rnd_300BLK_STANAG_S","hlc_30Rnd_9x19_SD_MP5","CUP_8Rnd_B_Beneli_74Slug"] || {_curWep == "RH_m9"} || {_curWep == "hlc_rifle_bcmjack" && "acc_pointer_IR" in primaryWeaponItems _source}}; if (_source != _unit && !(_projectile in ["GrenadeHand","mini_Grenade",""]) && (_stunMag || (_curWep in ["SMG_02_F","hgun_P07_F","hgun_P07_snds_F"]))) then { _hitDam = if (_hitBox == "") then { damage _unit } else { (_unit getHit _hitBox) }; if (getDammage _unit >= 0.95 || (_hitDam + _damage >= 0.95)) then { _damage = 0; [_source] spawn life_fnc_handleDowned; }; }; Edited June 10, 2016 by Pentax Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now