153 lines
8.7 KiB
Plaintext
Executable File
153 lines
8.7 KiB
Plaintext
Executable File
//////////////////////////////////////////////////////////////////////////////////////////////
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// Script writen by Krixes //
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// Infection chance and some comments added by Player2 //
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// Combat check added by istealth //
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// //
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// Version 1.4 //
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// //
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// Change Log: //
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// 1: Added bloodbag use timer //
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// 2: Added a timer for the amount of time before player can use self bloodbag again //
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//////////////////////////////////////////////////////////////////////////////////////////////
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private ["_bloodAmount","_humanityBool","_infectionChance","_humanityNegBool","_humanityNegAmount","_humanityAmount","_infectedLifeLost","_infectedLifeBool","_lastBloodbag","_bloodbagLastUsedTime","_bloodbagTime","_bloodbagUseTime","_bloodbagUsageTime","_incombat","_timeout","_hasBagItem","_needsBlood"];
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Config Start-----------------------------------------------------------------------------------------------------------------------//
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_bloodAmount = 12000; // Amount of blood to give to player
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_bloodbagUseTime = 5; // Amount of time it takes in second for the player to use the self bloodbag
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_bloodbagLastUsedTime = 300; // Amount of time in seconds before player can use self bloodbag again after a succesful use
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_infectionChance = 10; // Percent chance of player infection on self bloodbag (10 = 10% | 2 = 50% | 1 = 100%)
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_infectedLifeBool = false; // Whether the player can loose life if infected (True = On | False = off)
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_infectedLifeLost = 1000; // Amount of life to loose in becomes infected
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_humanityBool = false; // Whether the player can get humanity from giving self a bloodbag (True = On | False = off)
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_humanityAmount = 50; // Amount of humanity to give player if _humanityBool is true (250 is default for normal bloodbags)
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Config End-------------------------------------------------------------------------------------------------------------------------//
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// Everything below need not be modified unless you know what you are doing! //
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///////////////////////////////////////////////////////////////////////////////
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_bloodbagTime = time - lastBloodbag; // Variable used for easy reference in determining the self bloodbag cooldown
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_bloodbagUsageTime = time;
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_hasBagItem = "ItemBloodbag" in magazines player;
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_needsBlood = if (r_player_blood < 12000) then { true } else { false };
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if (!_hasBagItem) exitWith { //If player doesn't have bloodbag then they can't self blood
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cutText [format["You need a bloodbag to do this."], "PLAIN DOWN"]; //display text to let player know they need a blood bag
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};
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if (!_needsBlood) exitWith { //If they don't need blood then they can't self blood
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cutText [format["Are you crazy? You already have full blood."], "PLAIN DOWN"]; //display text to let player know they have full blood
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};
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_timeout = player getVariable["combattimeout", 0];
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_inCombat = if (_timeout >= diag_tickTime) then { true } else { false };
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if(_bloodbagTime < _bloodbagLastUsedTime) exitWith { // If cooldown is not done then exit script
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cutText [format["You may not use Self Bloodbag this soon please wait %1!",(_bloodbagTime - _bloodbagLastUsedTime)], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done
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};
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if (_inCombat) then { // Check if in combat
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cutText [format["You are in Combat and cannot give yourself a Bloodbag"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat
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} else {
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player removeAction s_player_selfBloodbag; //remove the action from users scroll menu
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player playActionNow "Medic"; //play bloodbag animation
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////////////////////////////////////////////////
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// Fancy cancel if interrupted addition start //
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////////////////////////////////////////////////
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r_interrupt = false; // public interuppt variable
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_animState = animationState player; // get the animation state of the player
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r_doLoop = true; // while true sets whether to continue self bloodbagging
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_started = false; // this starts as false as a check
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_finished = false; // this starts as false and when true later sets players blood
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while {r_doLoop} do {
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_animState = animationState player; // keep checking to make sure player is in correct animation
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_isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation still
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if (_isMedic) then {
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_started = true; // this is a check to make sure everything is still ok
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};
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if(!_isMedic && !r_interrupt && (time - _bloodbagUsageTime) < _bloodbagUseTime) then {
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player playActionNow "Medic"; //play bloodbag animation
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_isMedic = true;
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};
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if (_started && !_isMedic && (time - _bloodbagUsageTime) > _bloodbagUseTime) then {
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r_doLoop = false; // turns off the loop
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_finished = true; // set finished to true to finish the self bloodbag and give player health/humanity
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lastBloodbag = time; // the last self bloodbag time
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};
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if (r_interrupt) then {
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r_doLoop = false; // if interuppted turns loop off early so _finished is never true
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};
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sleep 0.1;
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};
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r_doLoop = false; // make sure loop is off on successful self bloodbag
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///////////////////////////////////////////////
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// Fancy cancel if interrupted addition end //
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//////////////////////////////////////////////
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if (_finished) then {
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player removeMagazine "ItemBloodbag"; //remove the used bloodbag from inventory
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r_player_blood = r_player_blood + _bloodAmount; //set players LOCAL blood to a certain ammount
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if(r_player_blood > 12000) then {
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r_player_blood = 12000; // If players blood is greater then max amount allowed set it to max allowed (this check keeps an error at bay)
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};
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// check if infected
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if (random(_infectionChance) < 1) then {
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r_player_infected = true; //set players client to show infection
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player setVariable["USEC_infected",true,true]; //tell the server the player is infected
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cutText [format["You have used a bloodbag on yourself but the bloodbag was infected!"], "PLAIN DOWN"]; //display text at bottom center of screen if infected
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// check for if loosing life on infection is turned on
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if(_infectedLifeBool) then {
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r_player_blood = r_player_blood - _infectedLifeLost; //set players LOCAL blood to a certain ammount
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player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
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} else { // if loosing life is turned off
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r_player_lowblood = false; //set lowblood setting to false
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10 fadeSound 1; //slowly fade their volume back to maximum
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"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect
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"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back
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r_player_lowblood = false; //just double checking their blood isnt low
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player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
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};
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} else { // if not infected
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r_player_lowblood = false; //set lowblood setting to false
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10 fadeSound 1; //slowly fade their volume back to maximum
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"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect
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"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back
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r_player_lowblood = false; //just double checking their blood isnt low
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player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
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cutText [format["You have used a bloodbag on yourself!"], "PLAIN DOWN"]; //display text at bottom center of screen on succesful self bloodbag
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};
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// check if giving player humanity is on
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if(_humanityBool) then {
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[player,_humanityAmount] call player_humanityChange; // Set players humanity based on amount listed in config area
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};
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} else {
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// this is for handling if interrupted
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r_interrupt = false;
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player switchMove "";
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player playActionNow "stop";
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cutText [format["You have interrupted giving yourself a bloodbag!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
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};
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}; |