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Properly disable town generator and plant spawner loops
Stops intensive loop from running unnecessarily when dayz_townGenerator = false; The comfrey plants are pointless atm since the only thing they may be used for is crafting a sepsis bandage. Also added waterHoleProxy for Napf and Namalsk placed by @skigoggles Vanilla commit: https://github.com/DayZMod/DayZ/commit/b5a91250865db7f3bdce7f0d2bfc676be27d7884
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@@ -146,6 +146,11 @@ if (!isDedicated) then {
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//System
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player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
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//Spawn waterHoleProxies manually if townGenerator is disabled
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if (!dayz_townGenerator && {toLower worldName in ["chernarus","namalsk","napf"]}) then {
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execVM ("\z\addons\dayz_code\system\mission\" + (toLower worldName) + "\waterHoleProxy.sqf");
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};
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//Crafting
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fn_updateCraftUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_updateCraftUI.sqf";
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@@ -658,7 +663,9 @@ DZ_KeyDown_EH = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\k
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fn_shuffleArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_shuffleArray.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\psrnd.sqf"; // pseudo random for plantSpanwer
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if (dayz_townGenerator) then {
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\psrnd.sqf"; // pseudo random for plantSpanwer
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};
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// EPOCH ADDITIONS
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BIS_fnc_numberDigits = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberDigits.sqf";
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