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Disarming Test #136
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Disarming Test #136
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Still "WIP", but it's getting closer to something I think we could use. |
Excellent |
PabstMirror
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kind/enhancement
Release Notes: **IMPROVED:**
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Apr 4, 2015
Testing in MP/Dedicated hasn't shown any problems so far. |
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Apr 11, 2015
Unit Disarming/DropGear Merge
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A basic disarming system (pulling items/weapons off non-dead players).
WIP - branched from captivity so it shows all those commits as well
E.G.: It's frustrating when your battle buddy is knocked out and a tank rolls up, so you have to execute him to get the AT off his back. Or having no way to use the ACRE backpack. Plus obvious uses with captivity/surrendering/frisking role play stuff.
The key bit is using the
action
to properly drop things so we don't lose ammo/attachments, and 'unique' items like my vehicle keys (usesmagazinesDetail
), or backpacks with setVariables on them.Now if BIS ever adds commands to properly create weapons in crates, all of this should become much easier.
fnc_disarmDropItems.sqf is the meat. It does error checking the whole way through because this feels semi-hacky and I do not want to be duping or losing items.
Right now it's just a list of "disarm" options like "drop secondary", "drop backpack", "strip". I don't know if I want that or just hook into the frisk menu and make people drop items like that.