#fukk!.n0yz! 1 Report post Posted September 14, 2015 Any ideas how to make a rabbit drop a can of food when you shoot it? Haha, I would love to see that Finally, all those useless rabbits would have a purpose Share this post Link to post Share on other sites
READTHESCROLL 202 Report post Posted September 15, 2015 If only we could have custom shoes.. I'd like to see an option to craft bunny slippers 2 Share this post Link to post Share on other sites
Boothy 31 Report post Posted September 15, 2015 (edited) What about the fish that swim on land aswell Edited September 15, 2015 by Boothy Share this post Link to post Share on other sites
Repentz 25 Report post Posted September 17, 2015 Maybe do something with this, idk private["_animalList","_dist","_radius","_animals","_zoneName","_unitsNear","_animalsActive"]; _zoneName = [_this,0,"",[""]] call BIS_fnc_param; _maxAnimals = [_this,3,300,[0]] call BIS_fnc_param; if(_zoneName == "") exitWith {}; _animalList = ["Sheep_random_F","Goat_random_F","Hen_random_F"]; _radius = (getMarkerSize _zoneName) select 0; _dist = _radius + 100; _zone = getMarkerPos _zoneName; _animals = []; _unitsNear = false; _animalsActive = false; while {true} do { {if((_x distance _zone) < _dist) exitWith {_unitsNear = true;}; _unitsNear = false;} foreach playableUnits; if(_unitsNear && !_animalsActive) then { _animalsActive = true; for "_i" from 1 to _maxAnimals do { _animalClass = _animalList select floor random count _animalList; _position = [((_zone select 0) - _radius + random (_radius * 2)), ((_zone select 1) - _radius + random (_radius * 2)),0]; _animal = createAgent [_animalClass,_position,[],0,"FORM"]; _animal setDir (random 360); _animals pushBack _animal; }; } else { if(!_unitsNear && _animalsActive) then { {deleteVehicle _x;} foreach _animals; _animals = []; _animalsActive = false; }; }; sleep (3 + random 2); }; Share this post Link to post Share on other sites
SLB2k11 212 Report post Posted September 17, 2015 maybe you can add a scrollwheel action for a dead animal that "search" and delet the dead animal and spawns you a can of food Share this post Link to post Share on other sites
SucoDeLaranja 11 Report post Posted September 17, 2015 What about the landfish 1 Share this post Link to post Share on other sites
SLB2k11 212 Report post Posted September 17, 2015 (edited) maybe it woks with something like this: (sorry not so much time) _player = _this select 0; _targetanimal = cursortarget; _player playmove "AinvPknlMstpSnonWnonDnon_medic_1"; _holder = createVehicle ["groundweaponholder",[(getpos _targetanimal select 0),(getpos _targetanimal select 1),0.2], [], 0, "can_collide"]; if (_targetanimal iskindof "rabbit_f") then { _item= "Exile_Item_SausageGravy"; _holder addItemCargoGlobal [_item, 1]; deletevehicle _targetanimal; }; addaction:_player addaction ["gut animal","gut_animal.sqf", [],0,false,true,"","(_target == _this) && ( (cursorTarget isKindOf 'Sheep_random_F') OR (cursorTarget iskindOf 'Fin_random_F') OR (cursorTarget iskindOf 'Pastor_random_F') OR (cursorTarget iskindOf 'goat_random_F') OR (cursorTarget iskindOf 'rabbit_F') ) && (!alive cursortarget) && (_this distance cursortarget < 2.5) "]; maybe it works didnt test it Edited September 17, 2015 by SLB2k11 Share this post Link to post Share on other sites
Captainjack 53 Report post Posted September 17, 2015 would need to add in a if dead check like if (!rabbit_f) then Share this post Link to post Share on other sites
SLB2k11 212 Report post Posted September 17, 2015 This was a quick idea only not sure if it works Share this post Link to post Share on other sites
MrWhite 1001 Report post Posted September 17, 2015 There are too much rabbits all players would gain weight because there is too much of it 1 Share this post Link to post Share on other sites