Player corpse falls from destroyed vehicle script
Created by Serveratze
Step 1
Copy the Folder custom to you Exile.YourMap Folder
Step 2
in the Config.cpp in the ection CfgInteractionMenus you Modify:
class Car
{
targetType = 2;
target = "Car";
class Actions
{
class ScanLock: ExileAbstractAction
{
title = "Scan Lock";
condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)";
action = "_this call ExileClient_object_lock_scan";
};
// Locks a vehicle
class Lock: ExileAbstractAction
{
title = "Lock";
condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)";
action = "true spawn ExileClient_object_lock_toggle";
};
// Unlocks a vehicle
class Unlock: ExileAbstractAction
{
title = "Unlock";
condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)";
action = "false spawn ExileClient_object_lock_toggle";
};
// Repairs a vehicle to 100%. Requires Duckttape
class Repair: ExileAbstractAction
{
title = "Repair";
condition = "true";
action = "['RepairVehicle', _this select 0] call ExileClient_action_execute";
};
// Hot-wires a vehicle
class Hotwire: ExileAbstractAction
{
title = "Hotwire";
condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)";
action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute";
};
// Flips a vehicle so the player doesnt have to call an admin
// Check if vector up is fucked
class Flip: ExileAbstractAction
{
title = "Flip";
condition = "call ExileClient_object_vehicle_interaction_show";
action = "_this call ExileClient_object_vehicle_flip";
};
// Fills fuel from a can into a car
class Refuel: ExileAbstractAction
{
title = "Refuel";
condition = "call ExileClient_object_vehicle_interaction_show";
action = "_this call ExileClient_object_vehicle_refuel";
};
// Drains fuel from a car into an empty jerry can
class DrainFuel: ExileAbstractAction
{
title = "Drain Fuel";
condition = "call ExileClient_object_vehicle_interaction_show";
action = "_this call ExileClient_object_vehicle_drain";
};
};
};
Change it to:
class Car
{
targetType = 2;
target = "Car";
class Actions
{
class ScanLock: ExileAbstractAction
{
title = "Scan Lock";
condition = "('Exile_Item_ThermalScannerPro' in (magazines player)) && !ExilePlayerInSafezone && ((locked ExileClientInteractionObject) != 1)";
action = "_this call ExileClient_object_lock_scan";
};
// Locks a vehicle
class Lock: ExileAbstractAction
{
title = "Lock";
condition = "((locked ExileClientInteractionObject) isEqualTo 0) && ((locked ExileClientInteractionObject) != 1)";
action = "true spawn ExileClient_object_lock_toggle";
};
// Unlocks a vehicle
class Unlock: ExileAbstractAction
{
title = "Unlock";
condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)";
action = "false spawn ExileClient_object_lock_toggle";
};
// Repairs a vehicle to 100%. Requires Duckttape
class Repair: ExileAbstractAction
{
title = "Repair";
condition = "true";
action = "['RepairVehicle', _this select 0] call ExileClient_action_execute";
};
// Salvage a vehicle
class Salvage: ExileAbstractAction
{
title = "Salvage Vehicle";
condition = "(!(alive (ExileClientInteractionObject)))";
action = "_this call SV_fnc_SalvageVehicle";
};
// Hot-wires a vehicle
class Hotwire: ExileAbstractAction
{
title = "Hotwire";
condition = "((locked ExileClientInteractionObject) isEqualTo 2) && ((locked ExileClientInteractionObject) != 1)";
action = "['HotwireVehicle', _this select 0] call ExileClient_action_execute";
};
// Flips a vehicle so the player doesnt have to call an admin
// Check if vector up is fucked
class Flip: ExileAbstractAction
{
title = "Flip";
condition = "call ExileClient_object_vehicle_interaction_show";
action = "_this call ExileClient_object_vehicle_flip";
};
// Fills fuel from a can into a car
class Refuel: ExileAbstractAction
{
title = "Refuel";
condition = "call ExileClient_object_vehicle_interaction_show";
action = "_this call ExileClient_object_vehicle_refuel";
};
// Drains fuel from a car into an empty jerry can
class DrainFuel: ExileAbstractAction
{
title = "Drain Fuel";
condition = "call ExileClient_object_vehicle_interaction_show";
action = "_this call ExileClient_object_vehicle_drain";
};
};
};
Step 3
Copy this code in your initPlayerLocal.sqf
SV_fnc_SalvageVehicle = compileFinal preprocessFileLineNumbers "custom\SalvageVehicle\SalvageVehicle.sqf";
Have Fun with this Modification :)