El Rabito

Bury Corpse Script (v0.5)

21 posts in this topic

I made some changes & adaptations + to the hide body script. Now you need a "Exile_Melee_Shovel" equipped in the second weapon slot to hide a corpse and instead of just deleting the body it plays a animation and creates grave after you buried the corpse.

(Adapted from [VNM]cobra4v320 HideBody Script - http://www.exilemod.com/profile/67632-vnm-cobra4v320/)
 

#Changes in V 0.5
Longer animations
Some timing tweaks

Download (Googledrive)
 

Quote

#####################################        
#############      INSTALLATION     #########
#####################################

##>1. Copy the BuryCorpse.sqf in in the folder \Server\mpmissions\Exile.YOURMISSION\custom\
##>2. Apply the changes & adds listed below to the files in the folder \Server\mpmissions\Exile.YOURMISSION\
##>3. Add BE filter

##########################################################
############# CHANGE THE LINES IN -> File "config.cpp"      ############
#############             FROM (DEFAULT EXILE)                          ############
#########################################################

class HideCorpse: ExileAbstractAction
            {
                title = "Hide Body";
                condition = "!(alive ExileClientInteractionObject) && ('Exile_Melee_Shovel' isEqualTo (currentWeapon player))";
                action = "['HideBody', (_this select 0)] call ExileClient_action_execute";
            };
            
#########################################
#############                CHANGE              ##########
#############                      TO                  ##########
#########################################

class HideBody: ExileAbstractAction
        {
            title = "<t color='#ff0000'>Bury corpse</t>";
            condition = "!(alive ExileClientInteractionObject) && ('Exile_Melee_Shovel' isEqualTo (currentWeapon player))";
            action = "_this call VNM_fnc_Hidebody";
        };   
            
    
###############################################################
#############                ADD THE LINES IN -> File "init.sqf"               #############
###############################################################

//BuryCorpse
VNM_fnc_Hidebody = compileFinal preprocessFileLineNumbers "Custom\BuryCorpse.sqf";

############################################
#############       BATTLEYE                       ############
############################################

You have to add BE filters yourself. So install the script, use it and get kicked,
and then follow the tutorial below to add filters step by step.

Filter tool: https://jamiechivers.com/A3APTemp/BEF.php

Edited by El Rabito
  • Like 5

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8 hours ago, NeverAgain said:

Wont work any update?

It's still working, you probably made something wrong. You have to equip the shovel like in the video and then move around the corpse and the "Bury corpse" action should appear.

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11 hours ago, El Rabito said:

It's still working, you probably made something wrong. You have to equip the shovel like in the video and then move around the corpse and the "Bury corpse" action should appear.

Hmm i copy BuryCorpse.sqf to mpmission/custom/bury/BuryCorpse.sqf

And change in config.cpp to

class HideBody: ExileAbstractAction
		{
			title = "<t color='#ff0000'>Bury corpse</t>";
			condition = "!(alive ExileClientInteractionObject) && ('Exile_Melee_Shovel' isEqualTo (currentWeapon player))";
			action = "_this call VNM_fnc_Hidebody";
		};	

then i add this to init.

//BuryCorpse
VNM_fnc_Hidebody = compileFinal preprocessFileLineNumbers "Custom\Bury\BuryCorpse.sqf";

 

But if i try hide body... wont work like video

Here is mine.

 

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I am not sure what version you use, because in my version there is no progress bar. I looked at my files (same version like in the download) and it's working fine. So the issue must be somewhere else ;-)

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7 hours ago, El Rabito said:

I am not sure what version you use, because in my version there is no progress bar. I looked at my files (same version like in the download) and it's working fine. So the issue must be somewhere else ;-)

strange ... some idea?

 

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