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https://github.com/EpochModTeam/DayZ-Epoch.git
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Fix DZE_BuildHeightLimit behavior
Corrections for #1988 @BigEgg17 abs(_objHDiff) only tells you how much you have raised the ghost from where it was when you started building. To test the actual height above ground or sea level you need to use _position select 2. Say DZE_BuildHeightLimit was 60m and DZE_buildMaxMoveDistance was 20m. If the player started building at 55m and then raised the object 20m, they would be allowed to build at 75m with your check. Also getPosATL should not be used here. For example, I am swimming on the surface of the water on Napf and getPosATL returns a height of 29m. @oiad you missed zombie_wildGenerate.sqf in #1987
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@@ -358,7 +358,7 @@ if (_canBuild select 0) then {
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deleteVehicle _objectHelper;
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};
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if (DZE_BuildHeightLimit > 0 && abs(_objHDiff) > DZE_BuildHeightLimit) exitWith {
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if (DZE_BuildHeightLimit > 0 && {_position select 2 > DZE_BuildHeightLimit}) exitWith {
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_isOk = false;
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_cancel = true;
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_reason = format[localize "STR_EPOCH_PLAYER_168",DZE_BuildHeightLimit];
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@@ -262,6 +262,14 @@ if (_canBuild select 0) then {
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detach _object;
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deleteVehicle _object;
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};
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if (DZE_BuildHeightLimit > 0 && {_position select 2 > DZE_BuildHeightLimit}) exitWith {
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_isOk = false;
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_cancel = true;
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_reason = format[localize "STR_EPOCH_PLAYER_168",DZE_BuildHeightLimit];
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detach _object;
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deleteVehicle _object;
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};
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if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {
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_isOk = false;
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@@ -98,7 +98,7 @@ if (!_canBuild) exitWith {
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[_canBuild, _isPole];
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};
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if (DZE_BuildHeightLimit > 0 && ((getPosATL (vehicle player)) select 2) > DZE_BuildHeightLimit) exitWith {dayz_actionInProgress = false; format [localize "STR_EPOCH_PLAYER_168", DZE_BuildHeightLimit] call dayz_rollingMessages; [false, _isPole];};
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if (DZE_BuildHeightLimit > 0 && {([player] call fnc_getPos) select 2 > DZE_BuildHeightLimit}) exitWith {dayz_actionInProgress = false; format[localize "STR_EPOCH_PLAYER_168",DZE_BuildHeightLimit] call dayz_rollingMessages; [false, _isPole];};
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// Also count safes, lockboxes, vanilla buildables, tents and stashes against DZE_BuildingLimit
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_buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"];
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@@ -17,7 +17,7 @@ while {_counter < _amount} do {
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_method = "CAN_COLLIDE";
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_position = [getMarkerPos "center",1,6500,1] call fn_selectRandomLocation;
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if(_position call DZE_SafeZonePosCheck) exitWith {};
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if ([_position] call DZE_SafeZonePosCheck) exitWith {};
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//Create Zed
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_agent = createAgent [_type, _position, [], 1, _method];
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//Set Random Direction
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