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/*
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DragBody script by BangaBob (H8erMaker) v1.2
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Description
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Drag dead bodies out of sight to avoid detection. JIP/MP/SP/Dedicated compatible
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Instructions
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Add this line into the init.sqf. This will add a drag action to all editor placed units.
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null = allUnits execVM "H8_dragBody.sqf";
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Functions
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[UNIT1,UNIT2,UNIT3] spawn H8_addDrag;
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Add living units into the script. (Useful for units spawned mid-mission).
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*/
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#define H8_DRAGTEXT "Drag Body" // AddAction text for drag body
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#define H8_DROPTEXT "Release Body" // AddAction text for dropping body
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#define H8_LOADTEXT "Load Body" // AddAction text for dropping body
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#define H8_UNLOTEXT "Unload Body" // AddAction text for dropping body
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H8_fnc_Action = {
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_dragCond = "vehicle _this != vehicle _target and isNull attachedTo _target and count attachedObjects _this == 0 and _target distance _this < 3";
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{
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_x addaction [H8_DRAGTEXT,{call H8_DragAction},nil,6,false,false,"",_dragCond];
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}forEach _this;
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};
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H8_DragAction = {
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_unit = (_this select 0);
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// GLOBAL CODE
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_unitID = _unit getVariable "H8_increm";
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[[_unit, vehicle player,_unitID],"H8_fnc_attach",true] call BIS_fnc_MP;
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_unit attachTo [player,[0,1,0]];
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// CLIENT SIDE
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player playAction "grabDrag";
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player forceWalk true;
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_dropID= player addAction [H8_DROPTEXT,{call H8_dropAction},_unit,6];
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_hideID =player addAction [H8_LOADTEXT,{call H8_putIncar},_unit,6,false,false,"","_target distance _this < 8 and cursorTarget isKindOf ""LandVehicle"""];
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player setVariable ["H8hideVeh",_hideID];
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player setVariable ["H8dropact",_dropID];
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};
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H8_putIncar = {
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_hideID = (_this select 2);
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_dropID = player getVariable "H8dropact";
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_unit = (_this select 3);
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_vehicle = cursorTarget;
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_loadedBody =_vehicle getVariable "H8loadedBody";
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if (isNil "_loadedBody") then {
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// CLIENT CODE
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player playMove "amovpknlmstpsraswrfldnon";
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player forceWalk false;
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player removeAction _hideID;
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player removeAction _dropID;
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// GLOBAL CODE
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_unitID = _unit getVariable "H8_increm";
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0 = [[_unit, vehicle player,_unitID],"H8_fnc_detach",true] call BIS_fnc_MP;
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sleep 1;
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deTach _unit;
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_unit setPos [0,0,0];
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_vehicle setVariable ["H8loadedBody",_unit,true];
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[[_vehicle],"H8_carAction",true] call BIS_fnc_MP;
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}else{
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hint "Vehicle already has a body loaded";
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};
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};
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H8_carAction = {
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_vehicle = (_this select 0);
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_vehicle addAction [H8_UNLOTEXT,{call H8_removeBody},nil,0,false,false,"","_this distance _target < 8"];
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};
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H8_carRemoveAction = {
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_vehicle = (_this select 0);
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_id = (_this select 1);
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_vehicle removeAction _id;
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};
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H8_removeBody = {
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_vehicle = (_this select 0);
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_player = (_this select 1);
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_id = (_this select 2);
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[[_vehicle,_id],"H8_carRemoveAction",true] call BIS_fnc_MP;
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_unit = _vehicle getVariable "H8loadedBody";
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_vehicle setVariable ["H8loadedBody",Nil];
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_pos = _player modelToWorld [1,0,0];
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_unit setPos _pos;
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_unit switchMove "AinjPpneMstpSnonWrflDb_release";
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};
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H8_dropAction = {
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_dropID = (_this select 2);
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_hideID = player getVariable "H8hideVeh";
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_unit = (_this select 3);
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// GLOBAL CODE
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_unitID = _unit getVariable "H8_increm";
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0 = [[_unit, vehicle player,_unitID],"H8_fnc_detach",true] call BIS_fnc_MP;
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deTach _unit;
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// CLIENT SIDE
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player removeAction _hideID;
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player removeAction _dropID;
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player playMove "amovpknlmstpsraswrfldnon";
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player forceWalk false;
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};
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H8_fnc_attach = {
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_unit = (_this select 0);
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_player = (_this select 1);
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_unitID = (_this select 2);
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_id = format ["h8EF%1",_unitID];
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0 = [_id, "onEachFrame", "H8_fnc_moveBody",[_unit,_player]] call BIS_fnc_addStackedEventHandler;
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};
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H8_fnc_detach = {
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_unit = (_this select 0);
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_player = (_this select 1);
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_unitID = (_this select 2);
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_id = format ["h8EF%1",_unitID];
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0 = [_id, "onEachFrame"] call BIS_fnc_removeStackedEventHandler;
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sleep 0.05;
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_relD = [_unit,_player] call BIS_fnc_dirTo;
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_unit switchMove "AinjPpneMstpSnonWrflDb_release";
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_unit setDir _relD;
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};
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H8_fnc_moveBody = {
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_unit = (_this select 0);
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_player = (_this select 1);
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// CREDIT TOO Das Attorney FOR CODE
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_pos = _player modelToWorld [0,1,0];
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_unit setPos _pos;
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_unit setDir 180;
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_unit switchMove "AinjPpneMrunSnonWnonDb";
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};
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H8_addDrag = {
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{
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H8_increments = H8_increments + 1;
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_x setVariable ["H8_increm",H8_increments,true];
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H8_dragUnitArray set [count H8_dragUnitArray, _x];
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}forEach _this;
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[_this,"H8_fnc_Action",TRUE] call BIS_fnc_MP;
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publicVariable "H8_increments";
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publicVariable "H8_dragUnitArray";
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};
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if (isServer) then {
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if (isNil ("H8_dragUnitArray")) then {
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H8_dragUnitArray = [];
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H8_increments = 0;};
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{
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H8_increments = H8_increments + 1;
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_x setVariable ["H8_increm",H8_increments,true];
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H8_dragUnitArray set [count H8_dragUnitArray, _x];
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}forEach _this;
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publicVariable "H8_increments";
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publicVariable "H8_dragUnitArray";
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};
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if (!isServer && (player != player)) then { waitUntil {player == player}; waitUntil {time > 15};};
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if (!isDedicated) then {
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0 = H8_dragUnitArray spawn H8_fnc_Action;
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};
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