diff --git a/CHANGE LOG 1.0.6.2.txt b/CHANGE LOG 1.0.6.2.txt index 3b431d307..891926b01 100644 --- a/CHANGE LOG 1.0.6.2.txt +++ b/CHANGE LOG 1.0.6.2.txt @@ -46,6 +46,8 @@ [FIXED] Potential undefined error for dayz_characterID on login. @oiad [FIXED] Actions like cook, gather meat, repair, etc. are now interrupted properly if the player vaults, moves or enters a vehicle during the medic animation. #1942 @SmokeyBR [FIXED] Readded crossbow reload sound +[FIXED] Using setDamage or setHit to kill a player via script will no longer cause a double death. +[FIXED] The dramatic recoil camera shake effect from a nearby bullet hit is now reset correctly instead of remaining permanent. [NOTE] Fixes below are included in the mission file and server pbo as part of server package 1.0.6.1A (March 10th 2017) [FIXED] Fixed food and drink going down 10x faster from melee and other "working" actions. diff --git a/SQF/dayz_code/medical/setup_functions_med.sqf b/SQF/dayz_code/medical/setup_functions_med.sqf index 7dbb5b380..b630b582e 100644 --- a/SQF/dayz_code/medical/setup_functions_med.sqf +++ b/SQF/dayz_code/medical/setup_functions_med.sqf @@ -89,7 +89,8 @@ fnc_usec_bulletHit = { if (!r_player_unconscious) then { "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 1.1, -0.02, [0.4,-0.2,-0.2, .04], [1,1,1,0], [1,1,1, 0]]; "colorCorrections" ppEffectCommit 0; "dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [1]; "dynamicBlur" ppEffectCommit 0; - setCamShakeParams [0.05, 4, 1, 3, true]; addCamShake [5, 0.5, 25]; + //setCamShakeParams [0.05, 4, 1, 3, true]; + addCamShake [5, 0.5, 25]; "colorCorrections" ppEffectAdjust [1, 1, 0, [0,0,0,0], [1, 1, 1, 1], [1, 1, 1, 1]]; "colorCorrections" ppEffectCommit _commit; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit _commit; }; @@ -241,8 +242,6 @@ fnc_usec_playerHandleBlood = { if (_elapsedTime > _bleedTime) then { r_player_injured = false; _id = [player,player] execVM "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf"; - dayz_sourceBleeding = objNull; - call fnc_usec_resetWoundPoints; }; _bloodDiff = r_player_blood - (player getVariable["USEC_BloodQty", r_player_bloodTotal]);