hawkie52

Bomb Jacket && Use Radio Blow

20 posts in this topic

This is a script you can wear a Bomb Jacket,then use raido  blow up yourself.

1,Radio Version

Open your MP config.cpp

Spoiler

Find class CfgExileCustomCode 
{

After Insert

    ExileClient_gui_inventory_event_onSlotDoubleClick = "custom\ExileClient_gui_inventory_event_onSlotDoubleClick.sqf";

Create a sqf named ExileClient_gui_inventory_event_onSlotDoubleClick.sqf,also create a folder named "custom",and put the sqf in the folder

Spoiler

//ExileClient_gui_inventory_event_onSlotDoubleClick.sqf

/**
 * ExileClient_gui_inventory_event_onSlotDoubleClick
 *
 * Exile Mod
 * exile.majormittens.co.uk
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_control","_itemClassName","_magazine","_configName"];
disableSerialization;
_control = _this select 0;
_itemClassName = "";
switch (ctrlIDC _control) do 
{
    case 610:  { _itemClassName = primaryWeapon player; }; 
    case 620:  { _itemClassName = (primaryWeaponItems player) select 0; }; 
    case 621:  { _itemClassName = (primaryWeaponItems player) select 1; }; 
    case 622:  { _itemClassName = (primaryWeaponItems player) select 2; }; 
    case 641:  { _itemClassName = (primaryWeaponItems player) select 3; }; 
    case 611:  { _itemClassName = secondaryWeapon player; }; 
    case 624:  { _itemClassName = (secondaryWeaponItems player) select 0; }; 
    case 625:  { _itemClassName = (secondaryWeaponItems player) select 1; }; 
    case 626:  { _itemClassName = (secondaryWeaponItems player) select 2; }; 
    case 642:  { _itemClassName = (secondaryWeaponItems player) select 3; }; 
    case 612:  { _itemClassName = handgunWeapon player; }; 
    case 628:  { _itemClassName = (handgunItems player) select 0; }; 
    case 629:  { _itemClassName = (handgunItems player) select 1; }; 
    case 630:  { _itemClassName = (handgunItems player) select 2; }; 
    case 643:  { _itemClassName = (handgunItems player) select 3; }; 
    case 6240: { _itemClassName = headgear player; }; 
    case 6216: { _itemClassName = goggles player; }; 
    case 6217: { _itemClassName = ""; }; 
    case 6238: { _itemClassName = binocular player; }; 
    case 6211: { _itemClassName = ""; }; 
    case 6215: { _itemClassName = ""; }; 
    case 6212: { _itemClassName = ""; }; 
    case 6214: { _itemClassName = ""; [] ExecVM "custom\Jacket.sqf";}; //RADIO
    case 6213: { _itemClassName = ""; }; 
    case 6331: { _itemClassName = uniform player; }; 
    case 6381: { _itemClassName = vest player; }; 
    case 6191: { _itemClassName = backpack player; }; 
    case 623: 
    { 
        _magazine = primaryWeaponMagazine player;
        if (count _magazine > 0) then
        {
            _itemClassName = _magazine select 0;
        };
    }; 
    case 627: 
    { 
        _magazine = secondaryWeaponMagazine player;
        if (count _magazine > 0) then
        {
            _itemClassName = _magazine select 0;
        };
    }; 
    case 631: 
    { 
        _magazine = handgunMagazine player;
        if (count _magazine > 0) then
        {
            _itemClassName = _magazine select 0;
        };
    }; 
};
if !(_itemClassName isEqualTo "") then
{
    _configName = _itemClassName call ExileClient_util_gear_getConfigNameByClassName;
    [_configName, _itemClassName] call ExileClient_gui_itemDetails_show;
};
true

create a sqf named Jacket.sqf,and put it in your custom folder

Spoiler

if !(vest player == "V_HarnessOGL_brn") exitWith { // If cooldown is not done then exit script
    cutText [format["You need a Bomb jacket!!!"], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done
};
if (ExilePlayerInSafezone) exitWith { // If cooldown is not done then exit script
    cutText [format["You can not do in a safezone!!!"], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done
};
removeAllActions player;
cutText [format["Ala Akuba!!!"], "PLAIN DOWN"];
player say3D "Akuba";
removeVest player;
sleep 5;
_boom = "Bo_Mk82" createVehicle [0,0,9999];
_boom setPos (getPos player);
_boom setVelocity [100,0,0];
player setDamage 1;

If you have taunt sound,just put it in sounds folder and inclue the lines in description.ext

Spoiler

class CfgSounds
{
    sounds[] = {Akuba};
    class ace2
    {
        name = "Akuba";
        sound[] = {"\sounds\Akuba.ogg", 1.0, 1, 80};
        titles[] = {};
    };

};

 

Edited by hawkie52
  • Like 3

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On 10/01/2016 at 9:52 AM, hawkie52 said:

This is a script you can wear a Bomb Jacket,then use raido  blow up yourself.

1,Radio Version

Open your MP config.cpp

  Hide contents

Find class CfgExileCustomCode 
{

After Insert

    ExileClient_gui_inventory_event_onSlotDoubleClick = "custom\ExileClient_gui_inventory_event_onSlotDoubleClick.sqf";

Create a sqf named ExileClient_gui_inventory_event_onSlotDoubleClick.sqf,also create a folder named "custom",and put the sqf in the folder

  Reveal hidden contents

//ExileClient_gui_inventory_event_onSlotDoubleClick.sqf

/**
 * ExileClient_gui_inventory_event_onSlotDoubleClick
 *
 * Exile Mod
 * exile.majormittens.co.uk
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_control","_itemClassName","_magazine","_configName"];
disableSerialization;
_control = _this select 0;
_itemClassName = "";
switch (ctrlIDC _control) do 
{
    case 610:  { _itemClassName = primaryWeapon player; }; 
    case 620:  { _itemClassName = (primaryWeaponItems player) select 0; }; 
    case 621:  { _itemClassName = (primaryWeaponItems player) select 1; }; 
    case 622:  { _itemClassName = (primaryWeaponItems player) select 2; }; 
    case 641:  { _itemClassName = (primaryWeaponItems player) select 3; }; 
    case 611:  { _itemClassName = secondaryWeapon player; }; 
    case 624:  { _itemClassName = (secondaryWeaponItems player) select 0; }; 
    case 625:  { _itemClassName = (secondaryWeaponItems player) select 1; }; 
    case 626:  { _itemClassName = (secondaryWeaponItems player) select 2; }; 
    case 642:  { _itemClassName = (secondaryWeaponItems player) select 3; }; 
    case 612:  { _itemClassName = handgunWeapon player; }; 
    case 628:  { _itemClassName = (handgunItems player) select 0; }; 
    case 629:  { _itemClassName = (handgunItems player) select 1; }; 
    case 630:  { _itemClassName = (handgunItems player) select 2; }; 
    case 643:  { _itemClassName = (handgunItems player) select 3; }; 
    case 6240: { _itemClassName = headgear player; }; 
    case 6216: { _itemClassName = goggles player; }; 
    case 6217: { _itemClassName = ""; }; 
    case 6238: { _itemClassName = binocular player; }; 
    case 6211: { _itemClassName = ""; }; 
    case 6215: { _itemClassName = ""; }; 
    case 6212: { _itemClassName = ""; }; 
    case 6214: { _itemClassName = ""; [] ExecVM "custom\Jacket.sqf";}; //RADIO
    case 6213: { _itemClassName = ""; }; 
    case 6331: { _itemClassName = uniform player; }; 
    case 6381: { _itemClassName = vest player; }; 
    case 6191: { _itemClassName = backpack player; }; 
    case 623: 
    { 
        _magazine = primaryWeaponMagazine player;
        if (count _magazine > 0) then
        {
            _itemClassName = _magazine select 0;
        };
    }; 
    case 627: 
    { 
        _magazine = secondaryWeaponMagazine player;
        if (count _magazine > 0) then
        {
            _itemClassName = _magazine select 0;
        };
    }; 
    case 631: 
    { 
        _magazine = handgunMagazine player;
        if (count _magazine > 0) then
        {
            _itemClassName = _magazine select 0;
        };
    }; 
};
if !(_itemClassName isEqualTo "") then
{
    _configName = _itemClassName call ExileClient_util_gear_getConfigNameByClassName;
    [_configName, _itemClassName] call ExileClient_gui_itemDetails_show;
};
true

create a sqf named Jacket.sqf,and put it in your custom folder

  Reveal hidden contents

if !(vest player == "V_HarnessOGL_brn") exitWith { // If cooldown is not done then exit script
    cutText [format["You need a Bomb jacket!!!"], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done
};
if (ExilePlayerInSafezone) exitWith { // If cooldown is not done then exit script
    cutText [format["You can not do in a safezone!!!"], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done
};
removeAllActions player;
cutText [format["Ala Akuba!!!"], "PLAIN DOWN"];
player say3D "Akuba";
removeVest player;
sleep 5;
_boom = "Bo_Mk82" createVehicle [0,0,9999];
_boom setPos (getPos player);
_boom setVelocity [100,0,0];
player setDamage 1;

If you have taunt sound,just put it in sounds folder and inclue the lines in description.ext

  Reveal hidden contents

class CfgSounds
{
    sounds[] = {Akuba};
    class ace2
    {
        name = "Akuba";
        sound[] = {"\sounds\Akuba.ogg", 1.0, 1, 80};
        titles[] = {};
    };

};

 

Anyway to add a deadmans switch so we could put them on AI?

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3 minutes ago, ☢☠†✪Recon✪†☠☢ said:

hey what you have to do is just make a simple script for the ai :D really easy

Not easy for me to figure out, that's why i asked. :)

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