add missing BIS effects files

This commit is contained in:
facoptere
2013-11-19 09:57:17 +01:00
parent 35f93c2597
commit 53ff939d43
2 changed files with 62 additions and 0 deletions

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[] spawn {
while {true} do {
waitUntil {((isNil "BIS_Effects_Rifle") OR {(count(toArray(str(BIS_Effects_Rifle)))!=7)})};
diag_log "Res3tting B!S effects...";
/* BIS_Effects_* fixes from Dwarden */
BIS_Effects_Rifle = {false};
BIS_Effects_EH_Fired = {false};
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
BIS_Effects_Secondaries = "\z\addons\dayz_code\system\BIS_Effects\secondaries.sqf";
BIS_Effects_globalEvent = {
BIS_effects_gepv = _this;
publicVariable "BIS_effects_gepv";
_this call BIS_Effects_startEvent;
};
BIS_Effects_startEvent = {
switch (_this select 0) do {
case "AirDestruction": {
[_this select 1] spawn BIS_Effects_AirDestruction;
};
case "AirDestructionStage2": {
[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
};
case "Burn": {
[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
};
};
};
"BIS_effects_gepv" addPublicVariableEventHandler {
(_this select 1) call BIS_Effects_startEvent;
};
sleep 1;
};
};

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private ["_v","_int","_list","_lifecheck","_effect2pos","_t"];
_v=_this select 0;
_int=_this select 1;
_list=[];
_lifecheck=true;
if(count _this>2)then{
_lifecheck=_this select 2
};
_int=_int min 3;
if(!((_v isKindOf"Air")OR{((_v isKindOf"LandVehicle")OR{(_v isKindOf"Ship")})}))exitWith{};
_effect2pos=_v selectionposition"destructionEffect2";
while{_int>1}do{
_int=_int-1;
_t=(random 45)+1;
_list=_list+[_t];
};
{
sleep _x;
if((_lifecheck&&(alive _v))||(isnull _v)||(((getposASL _v)select 2)<0))exitwith{};
"SmallSecondary"createvehicle(_v modelToWorld _effect2pos);
}foreach(_list);