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https://github.com/EpochModTeam/DayZ-Epoch.git
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Change R3F overburden to force slow move
Better solution than knock out or break legs. See issue #1145
This commit is contained in:
@@ -42,7 +42,7 @@
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[CHANGED] Several getPosATL changed to call FNC_GetPos for water compatibility @icomrade
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[CHANGED] Several getPosATL changed to call FNC_GetPos for water compatibility @icomrade
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[CHANGED] Trader city objects are now spawned locally on each machine with simulation disabled for better performance. Admins can still override with custom cities in init.sqf. @ebaydayz
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[CHANGED] Trader city objects are now spawned locally on each machine with simulation disabled for better performance. Admins can still override with custom cities in init.sqf. @ebaydayz
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[CHANGED] Player zombies are no longer attacked by other zombies. The respawn button is now enabled for them if they wish to suicide. @ebaydayz
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[CHANGED] Player zombies are no longer attacked by other zombies. The respawn button is now enabled for them if they wish to suicide. @ebaydayz
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[CHANGED] When R3Fweight is enabled overburdened players now get their legs broken instead of being knocked out. The scream was also removed. #1145 @ebaydayz
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[CHANGED] With R3Fweight on overburdened players are now forced to move slowly instead of being knocked out. The scream was also removed. #1145 @icomrade @ebaydayz
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[FIXED] Zombies now target and attack players correctly with 1.8.7 code
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[FIXED] Zombies now target and attack players correctly with 1.8.7 code
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[FIXED] Server position sync bug after falling unconscious #1522 @ebaydayz
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[FIXED] Server position sync bug after falling unconscious #1522 @ebaydayz
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@@ -87,10 +87,8 @@ while {true} do {
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#endif
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#endif
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[_level] call R3F_TIRED_FNCT_Voile_Noir;
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[_level] call R3F_TIRED_FNCT_Voile_Noir;
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if (R3F_Weight < 150) then {R3F_TIRED_Accumulator = 0;}; // Reset if player drops most of their gear, so overburden doesn't get stuck on for several minutes after carrying way too much weight.
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if (R3F_TIRED_Accumulator > R3F_TIRED_BLACKOUT_LEVEL && scriptDone R3F_TIRED_Handle_Blur_Effect) then {
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if (R3F_TIRED_Accumulator > R3F_TIRED_BLACKOUT_LEVEL) then { call R3F_TIRED_FNCT_Overburdened; };
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call R3F_TIRED_FNCT_DoBlackVanish;
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};
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} else {
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} else {
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R3F_TIRED_Accumulator = 0;
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R3F_TIRED_Accumulator = 0;
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};
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};
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@@ -20,13 +20,29 @@ R3F_TIRED_FNCT_Voile_Noir = {
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playSound "heartbeat_1";
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playSound "heartbeat_1";
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addCamShake [2, 1, 25];
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addCamShake [2, 1, 25];
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};
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};
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};
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R3F_TIRED_FNCT_DoBlackVanish = {
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if (!r_fracture_legs) then {
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player setHit["legs",1];
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r_fracture_legs = true;
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};
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localize "STR_R3F_WEIGHT_Overburdened" call dayz_rollingMessages;
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};
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};
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R3F_TIRED_ForceWalk = false;
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R3F_TIRED_FNCT_Overburdened = {
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localize "STR_R3F_WEIGHT_Overburdened" call dayz_rollingMessages;
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if (!R3F_TIRED_ForceWalk) then {
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R3F_TIRED_ForceWalk = true;
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[] spawn {
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private "_vel";
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while {R3F_TIRED_Accumulator > R3F_TIRED_BLACKOUT_LEVEL} do {
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if (vehicle player == player) then {
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_vel = velocity player;
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//walk 6.7, slow walk 3.98, run 19.8, backwards run -13.16, sprint 23.15, fast swim 3.78, fast crouch 13.14, slow crouch 4.69, fast crawl 3.25, slow crawl 1.8, side strafe 9.8
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if (speed player > 6.8) then {
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player setVelocity [-(_vel select 0),-(_vel select 1),_vel select 2];
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};
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};
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uiSleep 0.001;
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};
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R3F_TIRED_ForceWalk = false;
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cutText ["","PLAIN DOWN"]; // Clear overburdened message
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};
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};
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};
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@@ -16,7 +16,6 @@ R3F_Weight = 0;
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R3F_TIRED_Ratio_Position = 0;
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R3F_TIRED_Ratio_Position = 0;
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R3F_TIRED_Accumulator = 0;
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R3F_TIRED_Accumulator = 0;
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R3F_TIRED_Handle_Blur_Effect = [] spawn {};
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R3F_TIRED_Counter_Time = 0;
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R3F_TIRED_Counter_Time = 0;
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R3F_TIRED_Ratio_Recovery = R3F_TIRED_RATIO_RECOVERING;
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R3F_TIRED_Ratio_Recovery = R3F_TIRED_RATIO_RECOVERING;
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R3F_TIRED_Ratio_Overweight = 1;
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R3F_TIRED_Ratio_Overweight = 1;
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