diff --git a/SQF/dayz_code/compile/fn_damageHandler.sqf b/SQF/dayz_code/compile/fn_damageHandler.sqf index e01c2a6ed..0737a70f2 100644 --- a/SQF/dayz_code/compile/fn_damageHandler.sqf +++ b/SQF/dayz_code/compile/fn_damageHandler.sqf @@ -49,7 +49,7 @@ _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Da //If _source contains no object exit. But lets not exit if the unit returns player. Maybe its his own fault. if (isNull _source && !(_ammo in ["Dragged","RunOver"])) then { - _vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank"],25]; + _vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank","TrapTripwireGrenade"],25]; {if (typeOf _x == "ParachuteWest") then {_vehicleArray = _vehicleArray - [_x];};} count _vehicleArray; //Don't exit if a drivable vehicle (or drivable vehicle wreck) is nearby, because vehicle explosions register as a null source if (count _vehicleArray == 0) then { @@ -57,7 +57,8 @@ _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Da /* Possible cheat. Record to block any incoming fall damage. NOTE: Only vehicle explosions register a null source. Satchel charges, mines, grenades, vehicle missiles - and other explosives DO NOT register a null source. Their source is the player who placed, threw or fired them. + and other explosives DO NOT register a null source. UNLESS they are spawned manually via script (i.e. tripwire grenade), + their source is always the player who placed, threw or fired them. */ dayz_lastDamageSourceNull = true; diag_log "Warning: Fn_DamageHandler source isNull with no drivable vehicle (or drivable vehicle wreck) in 25m radius. Exiting with no damage.";