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Add systemChat death message option
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@@ -22,9 +22,8 @@ DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
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DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
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DZE_DamageBeforeMaint = 0.09; // Minimum damage built items must have before they can be maintained
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DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
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DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.
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DZE_DeathMsgGlobal = false; // Display death messages in global chat
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DZE_DeathMsgSide = false; // Display death messages in side chat
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DZE_DeathMsgTitleText = false; // Display death messages as title text
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DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)
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DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m
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@@ -19,7 +19,7 @@ private["_ofn","_nfn"];
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_ofn=format["r%1code",_x];
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_nfn=format["r%1code%2",_x,round(random(100000))];
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//rSpawn is needed on clients only if one of these death message types is enabled
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if (_x == "spawn" && {!isDedicated} && {DZE_DeathMsgDynamicText or DZE_DeathMsgGlobal or DZE_DeathMsgSide}) then {
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if (_x == "spawn" && {!isDedicated} && {DZE_DeathMsgDynamicText or (toLower DZE_DeathMsgChat != "none")}) then {
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// treat as traced on clients
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call compile format["%1=%2;%2={diag_log(""Allowed RE on clients for death message %2 args:""+str(_this));_this call %1};",_nfn,_ofn];
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} else {
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