Fix CH53 Destruction

Let me know if we can't duplicate the code from the CH53 addon in the
file ch53_monitorSFX.sqf. If that's the case I will use an #include
instead, since the code that kicks and kills players out of the vehicle
goes at the bottom of the file anyway.
This commit is contained in:
icomrade
2016-04-26 15:16:20 -04:00
parent ec7351dbbc
commit 2411973de5
3 changed files with 80 additions and 0 deletions

View File

@@ -6,6 +6,7 @@ class CH53_DZE : USEC_ch53_E {
displaynameshort = "CH53_DZE";
destrType = "DestructWreck";
enablemanualfire = 0;
secondaryExplosion = -1;
crew = "";
soundGetIn[] = {"\ca\Sounds\Air\Noises\heli_door_01",0.316228,1};
soundGetOut[] = {"\ca\Sounds\Air\Noises\heli_door_01",0.316228,1,30};
@@ -28,4 +29,8 @@ class CH53_DZE : USEC_ch53_E {
transportMaxMagazines = 80;
transportmaxbackpacks = 15;
fuelCapacity = 3849;
class eventhandlers {
GetIn = "if ((_this select 2) == player) then {MonitorVM = [_this select 0] execvm '\usec_ch53\scripts\ch53_monitor.sqf';};";
init = "MonitorVM = [_this select 0] execvm '\usec_ch53\scripts\ch53_monitor.sqf';MonitorSFXVM = [_this select 0] execvm '\z\addons\dayz_code\system\CH53\ch53_monitorSFX.sqf';";
};
};

View File

@@ -0,0 +1,74 @@
_vehicle = _this select 0;
_wait = 0.5;
//Initiate Variables
_RampSound = false;
_gearDown = true;
_gearSound = false;
_vehicle setVariable ["HydraulicsFailure",false, false];
_vehicle setVariable ["EngineFailure",false, false];
_vehicle setVariable ["AvionicsFailure",false, false];
//Overall Event Handlers
_EHDamageIdx = _vehicle addEventHandler ["Dammaged",{
if ((_this select 2) > 0.8 ) then {
switch (_this select 1) do {
case "mala vrtule": {_this select 0 setVariable ["HydraulicsFailure",true, true];};
case "velka vrtule": {_this select 0 setVariable ["HydraulicsFailure",true, true];};
case "motor": {_this select 0 setVariable ["EngineFailure",true, true];};
case "elektronika": {_this select 0 setVariable ["AvionicsFailure",true, true];};
};
};
}];
while {(alive _vehicle)} do {
// SINGLE // Ramp Sound Effect
if((_vehicle animationPhase "ramp_bottom" > 0) && !(_RampSound)) then {
_vehicle say ["ch53_rampdown",5];
_RampSound = true;
sleep 3;
};
// SINGLE // Ramp Sound Effect
if((_vehicle animationPhase "ramp_bottom" < 1) && !(_vehicle animationPhase "ramp_bottom" == 0.56) && (_RampSound)) then {
_vehicle say ["ch53_rampup",5];
_RampSound = false;
sleep 3;
};
// SINGLE // Gear Sound Effect
if((_vehicle animationPhase "gear_nose_1" > 0) && !(_gearSound) && (_gearDown)) then {
_vehicle say ["ch53_gear",5];
_gearSound = true;
};
// SINGLE // Gear Sound Effect
if((_vehicle animationPhase "gear_nose_1" < 1) && (_gearSound) && !(_gearDown)) then {
_vehicle say ["ch53_gear",5];
_gearSound = false;
};
if (player in (crew _vehicle)) then {
// INFO // SINGLE // Gear Down
if((_vehicle animationPhase "gear_nose_1" == 0) && !(_gearDown)) then {
_vehicle vehicleRadio "dws_info_geardown";
_gearDown = true;
sleep 3;
};
// INFO // SINGLE // Gear Up
if((_vehicle animationPhase "gear_nose_1" == 1) && (_gearDown)) then {
_vehicle vehicleRadio "dws_info_gearup";
_gearDown = false;
sleep 3;
};
};
if(player in (crew _vehicle)) then {sleep _wait;} else {sleep (_wait * 4);};
};
if (player in (crew _vehicle) && (!alive _vehicle)) then {
player action ["Eject",vehicle player]; //eject player so I can get their gear
sleep 0.01; //don't use uisleep here
[player, "explosion"] spawn player_death; //kill player
};
_vehicle removeAllEventHandlers "Dammaged";