Crossfade Posted June 13, 2016 Report Share Posted June 13, 2016 can we get some clarification on how the honor works? there seems to be a base 50 honor per arrest and depending on price of the bounty it goes up, but how much honor for how much? Link to comment
HotWings Posted June 13, 2016 Report Share Posted June 13, 2016 Looks like 10 for every 1k. 14k bounty = 140 honor. and so on. Atleast that is what I have noticed. Crossfade likes this Link to comment
Guest Posted June 13, 2016 Report Share Posted June 13, 2016 /* File: fn_bountyReceive.sqf Author: John "Paratus" VanderZwet Description: Notifies the player he has received a bounty and gives him the cash. */ private["_val","_origVal","_total","_cops"]; _val = [_this,0,"",["",0]] call BIS_fnc_param; _total = [_this,1,"",["",0]] call BIS_fnc_param; _arrester = param[2,ObjNull]; _origVal = _val; if(playerSide == civilian && player == _arrester) then { _original = param[3]; life_honor = life_honor + (_original / 50); if(count units player > 1) then { ["life_honor",_original / 100] remoteExecCall ["life_fnc_netSetVar",units player - [player]]; }; }; switch (true) do { case (103 in life_talents || playerSide == civilian): { _val = _val * 1; _total = _total * 1; }; case (102 in life_talents): { _val = _val * 0.85; _total = _total * 0.85; }; case (101 in life_talents): { _val = _val * 0.75; _total = _total * 0.75; }; default { _val = _val * 0.6; _total = _total * 0.6; }; }; if (_val > 150000) then { _val = 150000; }; if (_total > 150000) then { _total = 150000; }; if (playerSide == west) then { [floor (_val / 50)] spawn life_fnc_earnPrestige; [player, _val] spawn life_fnc_copSplit; if(_val == _total) then { titleText[format["You and your fellow officers have been rewarded for this arrest.",[_val] call life_fnc_numberText],"PLAIN"]; } else { titleText[format["You and your fellow officers have been rewarded for killing this criminal, if you had arrested him you would have received much more.",[_val] call life_fnc_numberText,[_total] call life_fnc_numberText],"PLAIN"]; }; if (_origVal > 5000) then { if (!(13 in life_achievements)) then { [13] call life_fnc_achievementGrant }; [3,1] call life_fnc_addStatistic; }; if (_origVal > 75000 && !(14 in life_achievements)) then { [14] call life_fnc_achievementGrant }; if (_origVal > 250000 && !(15 in life_achievements)) then { [15] call life_fnc_achievementGrant }; } else { ["atm","add",_val] call life_fnc_uC; if (_origVal > 5000) then { [4,1] call life_fnc_addStatistic; }; systemChat format["You've been awarded $%1 for your part in an arrest. Good work.", [_val] call life_fnc_numberText]; }; Link to comment
HotWings Posted June 13, 2016 Report Share Posted June 13, 2016 20 minutes ago, Gnashes said: Spoiler And for people who dont know what code means? Link to comment
Guest Posted June 13, 2016 Report Share Posted June 13, 2016 15 minutes ago, HotWings said: And for people who dont know what code means? life_honor = life_honor + (_original / 50); ^ (Bounty / 50) goes to the arresting player if(count units player > 1) then { ["life_honor",_original / 100] remoteExecCall ["life_fnc_netSetVar",units player - [player]]; }; ^ If the player has multiple players in their group, (Bounty/100) goes to every member of the group that's not the arresting player. Link to comment
Recommended Posts