/* fn_tieingb.sqf */ params [["_civ", Objnull, [Objnull]]]; if(isNull _civ) exitWith {}; //Monitor excessive blindfolding [] spawn { private["_time"]; while {true} do { uisleep 5; if(!(player getVariable["blindfolded", false])) exitWith {}; if(!(player getVariable["tied", false])) exitwith { player setVariable["blindfolded", nil, true]; hint "Du hast es geschafft, die Augenbinde zu entfernen!"; }; if(!([east,getPos player,50] call life_fnc_nearUnits) && !([civilian,getPos player,50] call life_fnc_nearUnits) && (player getVariable["blindfolded", false]) && isNull objectParent player) exitWith { player setVariable["blindfolded", nil, true]; "colorCorrections" ppEffectAdjust [1, 1, -0.003, [0.0, 0.0, 0.0, 0.0], [1, 1, 1, 1], [0, 0, 0, 0.0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable false; hint "Du hast es geschafft, die Augenbinde zu entfernen!"; }; }; }; cutText ["Entfernt Augenbinde!","PLAIN",2]; cutText["Du hast verbundene Augen.","PLAIN",0,true]; "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, -0.003, [0.0, 0.0, 0.0, 0.0], [1, 1, 1, 0.01], [0, 0, 0, 0.0]]; "colorCorrections" ppEffectCommit 0.3; removeHeadGear player; player addheadgear "mgsr_headbag"; [] spawn { while {true} do { if(!(player getvariable ["blindfolded", false])) exitWith { cutText ["Du hast die Augen nicht mehr verbunden.","PLAIN",2]; player setVariable ["blindfolded", nil, true]; }; if(deadPlayer) exitWith { cutText ["Du hast die Augen nicht mehr verbunden.","PLAIN",2]; player setVariable ["blindfolded", nil, true]; }; if(vehicle player != player) then { if(driver (vehicle player) == player) then { player action["eject",vehicle player] }; }; uiSleep 1; "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1, -0.003, [0.0, 0.0, 0.0, 0.0], [1, 1, 1, 0.01], [0, 0, 0, 0.0]]; "colorCorrections" ppEffectCommit 0.3; }; "colorCorrections" ppEffectAdjust [1, 1, -0.003, [0.0, 0.0, 0.0, 0.0], [1, 1, 1, 1], [0, 0, 0, 0.0]]; "colorCorrections" ppEffectCommit 3; "colorCorrections" ppEffectEnable false; removeHeadGear player; if(!deadPlayer) then { player switchMove "AmovPercMstpSlowWrflDnon_SaluteIn"; player setVariable ["blindfolded", nil, true]; detach player; }; };