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Move HALO spawn below enableSimulation in player_monitor.fsm #1809
Fixes stuck floating in air on Napf when dayz_paraspawn = true; Should also fix #1809. Fixes #1809
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@@ -989,16 +989,8 @@ class FSM
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" };" \n
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"} count allMissionObjects ""SpawnableWreck"";" \n
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"{deleteVehicle _x} count (_setPos nearEntities [""zZombie_Base"",30]);" \n
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"" \n
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"if(dayz_paraSpawn && (freshSpawn == 2)) then {" \n
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" player setDir _setDir;" \n
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" player setPosATL [_setPos select 0,_setPos select 1,2000];" \n
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" [player,2000] spawn BIS_fnc_halo;" \n
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"} else {" \n
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" player setDir _setDir;" \n
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" player setPosATL [_setPos select 0,_setPos select 1,(_setPos select 2)+.1]; //Prevents swimming in ground glitch" \n
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"};" \n
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"" \n
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"player setDir _setDir;" \n
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"player setPosATL [_setPos select 0,_setPos select 1,(_setPos select 2)+.1]; //Prevents swimming in ground glitch" \n
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"player setVelocity [0,0,0.5];" \n
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"{player reveal _x} count _torev4l;" \n
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"dayz_myPosition = _setPos;" \n
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@@ -1176,7 +1168,8 @@ class FSM
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"" \n
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"{ _x call fnc_veh_ResetEH; } forEach vehicles;" \n
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"player allowDamage true;" \n
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"player enableSimulation true;"/*%FSM</STATEINIT""">*/;
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"player enableSimulation true;" \n
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"if (dayz_paraSpawn && freshSpawn == 2) then {[player,2000] spawn BIS_fnc_halo;};"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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