Edit,
Je n'ai pas placé le addaction dans le setupaction car je l'ai intégré dans mon menu Ace :
condition = "alive cursorTarget && isPlayer cursorTarget && cursorTarget isKindOf 'Man' && ((cursorTarget getVariable['ACE_Captives_isHandcuffed',false]) OR (cursorTarget getVariable['ACE_Captives_isSurrendering',false]) OR (cursorTarget getVariable['ACE_isUnconscious',false])) && playerSide isEqualTo civilian && (side cursorTarget in [west,civilian,independent])";
statement = "[cursorTarget,false] spawn life_fnc_takeOrgans";
Pour t'informer de tout ce que j'ai fais :
Au lieu de placer
[] spawn {
while{true} do
{
waitUntil {(player getVariable "missingOrgan")};
life_max_health = .70;
while{(player getVariable "missingOrgan")} do {
life_thirst = 70;
life_hunger = 70;
if(damage player < (1 - life_max_health)) then {player setDamage (1 - life_max_health);};
"dynamicBlur" ppEffectEnable true;
"dynamicBlur" ppEffectAdjust [2];
"dynamicBlur" ppEffectCommit 1;
sleep 5;
};
"dynamicBlur" ppEffectEnable false;
life_max_health = 1;
};
};
J'ai fais ceci :
[] execVM "core\script\organe.sqf";
Donc dans \core\scripts\fn_organe.sqf :
[] spawn {
while {true} do
{
waitUntil {(player getVariable ["missingOrgan",true])};
while{(player getVariable ["missingOrgan",true])} do {
[player, 0.4, "body", "punch"] call ace_medical_fnc_addDamageToUnit;
"dynamicBlur" ppEffectEnable true;
"dynamicBlur" ppEffectAdjust [2];
"dynamicBlur" ppEffectCommit 1;
player setFatigue 1;
sleep 5;
};
"dynamicBlur" ppEffectEnable...
:arrow_right: Message envoyé par TheWaza.
Voir la réponse sur le forum : https://forum.the-programmer.com/posts/17550/