use getposalt instead of position here fixes

http://bmrf.me/vbforums/showthread.php?11562-Smelting-Tin-BUG&p=75405#post75405
This commit is contained in:
[VB]AWOL
2013-12-11 08:17:12 -06:00
parent a37a78e251
commit 51c7d3fc87
6 changed files with 14 additions and 10 deletions

View File

@@ -65,7 +65,7 @@ if (_finished) then {
// Sound_Generator1
// Looks like this was the entended way of making the sound, lets test
_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
_soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0];
_vehicle setVariable ["GeneratorSound", _soundSource,true];
@@ -78,7 +78,7 @@ if (_finished) then {
// Sound_Generator1
// Looks like this was the entended way of making the sound, lets test
_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
_soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0];
_vehicle setVariable ["GeneratorSound", _soundSource,true];

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@@ -8,7 +8,7 @@ if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") ,
DZE_ActionInProgress = true;
// disallow building if too many objects are found within 30m
if((count ((position player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};
if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = dayz_isSwimming;
@@ -57,7 +57,7 @@ _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >>
switch(_need) do{
case "fire":
{
_isNear = {inflamed _x} count (position player nearObjects _distance);
_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
if(_isNear == 0) then {
_abort = true;
_reason = "fire";

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@@ -16,7 +16,7 @@ if (!_haskey) exitWith {DZE_ActionInProgress = false; cutText [format[(localize
_hastoolweapon = "ItemKeyKit" in weapons player;
if (!_hastoolweapon) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_57") , "PLAIN DOWN"]};
_isNear = {inflamed _x} count (position player nearObjects 3);
_isNear = {inflamed _x} count (getPosATL player nearObjects 3);
if(_isNear == 0) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_58") , "PLAIN DOWN"]};
call gear_ui_init;

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@@ -42,7 +42,7 @@ _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
// Need Near Requirements
_needNear = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "neednearby");
if("fire" in _needNear) then {
_isNear = {inflamed _x} count (position player nearObjects _distance);
_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
if(_isNear == 0) then {
_abort = true;
_reason = "fire";

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@@ -53,9 +53,11 @@ if (_hasoutput and !_invehicle) then {
_itemtodrop = drink_output select (drink_with_output find _itemorignal);
sleep 3;
_nearByPile= nearestObjects [(position player), ["WeaponHolder","WeaponHolderBase"],2];
_nearByPile= nearestObjects [(getPosATL player), ["WeaponHolder","WeaponHolderBase"],2];
if (count _nearByPile ==0) then {
_item = createVehicle ["WeaponHolder", position player, [], 0.0, "CAN_COLLIDE"];
_iPos = getPosATL player;
_radius = 0.0;
_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
} else {
_item = _nearByPile select 0;
};

View File

@@ -53,9 +53,11 @@ if (_hasoutput and !_invehicle) then {
_itemtodrop = food_output select (food_with_output find _itemorignal);
sleep 3;
_nearByPile= nearestObjects [(position player), ["WeaponHolder","WeaponHolderBase"],2];
_nearByPile= nearestObjects [(getposATL player), ["WeaponHolder","WeaponHolderBase"],2];
if (count _nearByPile ==0) then {
_item = createVehicle ["WeaponHolder", position player, [], 0.0, "CAN_COLLIDE"];
_iPos = getPosATL player;
_radius = 0.0;
_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
} else {
_item = _nearByPile select 0;
};