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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
use getposalt instead of position here fixes
http://bmrf.me/vbforums/showthread.php?11562-Smelting-Tin-BUG&p=75405#post75405
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@@ -65,7 +65,7 @@ if (_finished) then {
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// Sound_Generator1
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// Looks like this was the entended way of making the sound, lets test
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_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
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_soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0];
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_vehicle setVariable ["GeneratorSound", _soundSource,true];
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@@ -78,7 +78,7 @@ if (_finished) then {
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// Sound_Generator1
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// Looks like this was the entended way of making the sound, lets test
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_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
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_soundSource = createSoundSource ["Sound_Generator1", getPosATL player, [], 0];
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_vehicle setVariable ["GeneratorSound", _soundSource,true];
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@@ -8,7 +8,7 @@ if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") ,
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DZE_ActionInProgress = true;
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// disallow building if too many objects are found within 30m
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if((count ((position player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};
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if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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_isWater = dayz_isSwimming;
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@@ -57,7 +57,7 @@ _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >>
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switch(_need) do{
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case "fire":
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{
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_isNear = {inflamed _x} count (position player nearObjects _distance);
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_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "fire";
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@@ -16,7 +16,7 @@ if (!_haskey) exitWith {DZE_ActionInProgress = false; cutText [format[(localize
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_hastoolweapon = "ItemKeyKit" in weapons player;
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if (!_hastoolweapon) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_57") , "PLAIN DOWN"]};
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_isNear = {inflamed _x} count (position player nearObjects 3);
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_isNear = {inflamed _x} count (getPosATL player nearObjects 3);
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if(_isNear == 0) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_58") , "PLAIN DOWN"]};
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call gear_ui_init;
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@@ -42,7 +42,7 @@ _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
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// Need Near Requirements
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_needNear = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "neednearby");
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if("fire" in _needNear) then {
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_isNear = {inflamed _x} count (position player nearObjects _distance);
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_isNear = {inflamed _x} count (getPosATL player nearObjects _distance);
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if(_isNear == 0) then {
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_abort = true;
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_reason = "fire";
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@@ -53,9 +53,11 @@ if (_hasoutput and !_invehicle) then {
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_itemtodrop = drink_output select (drink_with_output find _itemorignal);
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sleep 3;
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_nearByPile= nearestObjects [(position player), ["WeaponHolder","WeaponHolderBase"],2];
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_nearByPile= nearestObjects [(getPosATL player), ["WeaponHolder","WeaponHolderBase"],2];
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if (count _nearByPile ==0) then {
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_item = createVehicle ["WeaponHolder", position player, [], 0.0, "CAN_COLLIDE"];
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_iPos = getPosATL player;
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_radius = 0.0;
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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} else {
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_item = _nearByPile select 0;
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};
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@@ -53,9 +53,11 @@ if (_hasoutput and !_invehicle) then {
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_itemtodrop = food_output select (food_with_output find _itemorignal);
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sleep 3;
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_nearByPile= nearestObjects [(position player), ["WeaponHolder","WeaponHolderBase"],2];
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_nearByPile= nearestObjects [(getposATL player), ["WeaponHolder","WeaponHolderBase"],2];
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if (count _nearByPile ==0) then {
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_item = createVehicle ["WeaponHolder", position player, [], 0.0, "CAN_COLLIDE"];
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_iPos = getPosATL player;
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_radius = 0.0;
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_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
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} else {
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_item = _nearByPile select 0;
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};
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