for "_i" from 0 to (count _cfgvehicles)-1 do {
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then {
_veh_type = configName(_vehicle);
if ((getNumber(_vehicle >> "scope")==2)and(getText(_vehicle >> "picture")!="")and(KINDOF_ARRAY(_veh_type,_kindOf))and!(KINDOF_ARRAY(_veh_type,_filter))and!(KINDOF_ARRAY(_veh_type,_filter1))) then {
for "_i" from 0 to (count _cfgvehicles)-1 do {
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then {
_veh_type = configName(_vehicle);
if ((getNumber(_vehicle >> "scope")==2)and(getText(_vehicle >> "picture")!="")and(KINDOF_ARRAY(_veh_type,_kindOf))and!(KINDOF_ARRAY(_veh_type,_filter))and!(KINDOF_ARRAY(_veh_type,_filter1))) then {
for "_i" from 0 to (count _cfgvehicles)-1 do {
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then {
_veh_type = configName(_vehicle);
if ((getNumber(_vehicle >> "scope")==2)and(getText(_vehicle >> "picture")!="")and(KINDOF_ARRAY(_veh_type,_kindOf))and!(KINDOF_ARRAY(_veh_type,_filter))and!(KINDOF_ARRAY(_veh_type,_filter1))) then {
for "_i" from 0 to (count _cfgvehicles)-1 do {
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then {
_veh_type = configName(_vehicle);
if ((getNumber(_vehicle >> "scope")==2)and(getText(_vehicle >> "picture")!="")and(KINDOF_ARRAY(_veh_type,_kindOf))and!(KINDOF_ARRAY(_veh_type,_filter))and!(KINDOF_ARRAY(_veh_type,_filter1))) then {
Put the below script in C:\Program Files\Steam\steamapps\common\Arma 3\scripts\ and save it as VehicleOwn.sqf
Code:
_animName = _this select 1;
_animPerson = _this select 0;
_animClass = "";
if (_animPerson == "") exitwith { Hint "Some how there was an error check your scripts : or You need to select a name in the player list , if you wish to activate it on all players then click all players or select an indevidiual name to perform that action onto. then click EXECUTE.";};
if (_animPerson == "ALL PLAYERS") then {_animPerson = "";};
// ----------------------------------//
switch (_animName) do
{
case "KillMan":
{
_animClass = "player setdamage 1"
};
case "LockAir":
{
_animClass = "nearestObject[vehicle player,""Air""] lock true;"
};
case "UnlockAir":
{
_animClass = "nearestObject[vehicle player,""Air""] lock false;"
};
case "LockTank":
{
_animClass = "nearestObject[vehicle player,""Tank""] lock true;"
};
case "UnlockTank":
{
_animClass = "nearestObject[vehicle player,""Tank""] lock false;"
};
case "LockCar":
{
_animClass = "nearestObject[vehicle player,""Car""] lock true;"
};
case "UnlockCar":
{
_animClass = "nearestObject[vehicle player,""Car""] lock false;"
};
case "LockMan":
{
_animClass = "disableUserInput true;"
};
case "UnlockMan":
{
_animClass = "disableUserInput false;"
};
case "HitBackRottor":
{
_animClass = "vehicle player setHit [""mala vrtule"", 1];"
};
case "HitChopperEngine":
{
_animClass = "vehicle player setHit [""motor"", 1];"
};
case "DestroyAir":
{
_animClass = "nearestObject[vehicle player,""Air""] setdamage 1;"
};
case "DestroyCar":
{
_animClass = "nearestObject[vehicle player,""Car""] setdamage 1;"
};
case "DestroyTank":
{
_animClass = "nearestObject[vehicle player,""Tank""] setdamage 1;"
};
case "DestroyBuilding":
{
_animClass = "nearestObject[vehicle player,""Building""] setdamage 1;"
};
case "EjectPlayer":
{
_animClass = "player Action [""eject"", vehicle player];"
};