Add A and D keys to interrupt

This commit is contained in:
ebaydayz
2016-04-19 13:05:59 -04:00
parent 4d5dc060d2
commit 58d54a8ce0
9 changed files with 14 additions and 11 deletions

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@@ -44,7 +44,7 @@ _lp setVectorUp _vect;
//_lp enableSimulation false;//Using this stops lights from illuminating for local player (not tried moving it to before parameters set) - Makes no difference to network broadcast, other players DO NOT see the object anyway //_lp enableSimulation false;//Using this stops lights from illuminating for local player (not tried moving it to before parameters set) - Makes no difference to network broadcast, other players DO NOT see the object anyway
//axeDiagLog = format["FN:LP NEW CREATE:BRIGHT:%3 | %1 for %2",_lp,player,_brt]; //axeDiagLog = format["FN:LP NEW CREATE:BRIGHT:%3 | %1 for %2",_lp,player,_brt];
//publicVariable "axeDiagLog"; //publicVariable "axeDiagLog";
_lp true //return value isn't used, so return bool so engine doesn't complain
}; };
axe_lightPoint={ axe_lightPoint={

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@@ -22,7 +22,7 @@ _sandLevel = ctrlPosition ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayC
// delay so that the character does not stop before falling: // delay so that the character does not stop before falling:
_disableHdlr = [] spawn { uiSleep 2; disableUserInput true; r_player_unconsciousInputDisabled = true; }; _disableHdlr = [] spawn { uiSleep 2; disableUserInput true; r_player_unconsciousInputDisabled = true; };
autoRunActive = 0; autoRunActive = false;
player playAction "CanNotMove"; player playAction "CanNotMove";
"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0;

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@@ -41,10 +41,10 @@ if (isNil "keyboard_keys") then {
if (_ctrlState && !_altState) then {DZE_Z_ctrl = true;}; if (_ctrlState && !_altState) then {DZE_Z_ctrl = true;};
}; };
_autoRun = { _autoRun = {
if (autoRunActive == 0) then { if (!autoRunActive) then {
autoRunActive = 1; autoRunActive = true;
autoRunThread = [] spawn { autoRunThread = [] spawn {
while {autoRunActive == 1} do { while {autoRunActive} do {
if ((player != vehicle player) or (surfaceIsWater (getPosASL player)) or r_fracture_legs) exitWith {call autoRunOff;}; if ((player != vehicle player) or (surfaceIsWater (getPosASL player)) or r_fracture_legs) exitWith {call autoRunOff;};
player playAction "FastF"; player playAction "FastF";
uiSleep 0.5; uiSleep 0.5;
@@ -185,7 +185,7 @@ if (isNil "keyboard_keys") then {
_interrupt = { _interrupt = {
r_interrupt = true; r_interrupt = true;
if (DZE_Surrender) then {call dze_surrender_off}; if (DZE_Surrender) then {call dze_surrender_off};
if (autoRunActive == 1) then {call autoRunOff;}; if (autoRunActive) then {call autoRunOff;};
}; };
// TODO: left/right, when gear open: onKeyDown = "[_this,'onKeyDown',0,107,0,107] execVM '\z\addons\dayz_code\system\handleGear.sqf'"; // TODO: left/right, when gear open: onKeyDown = "[_this,'onKeyDown',0,107,0,107] execVM '\z\addons\dayz_code\system\handleGear.sqf'";
_noise = { _noise = {
@@ -288,6 +288,7 @@ if (isNil "keyboard_keys") then {
keyboard_keys resize 256; keyboard_keys resize 256;
[[DIK_ESCAPE], _cancelBuild] call _addArray; [[DIK_ESCAPE], _cancelBuild] call _addArray;
[[DIK_INSERT], {DZE_Q_alt = true;}] call _addArray; [[DIK_INSERT], {DZE_Q_alt = true;}] call _addArray;
[[DIK_A,DIK_D,DIK_LEFT,DIK_RIGHT], _interrupt] call _addArray;
[[DIK_F], _dze_f] call _addArray; [[DIK_F], _dze_f] call _addArray;
[[DIK_PRIOR], _dze_q] call _addArray; [[DIK_PRIOR], _dze_q] call _addArray;
[[DIK_NEXT], _dze_z] call _addArray; [[DIK_NEXT], _dze_z] call _addArray;

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@@ -125,6 +125,7 @@ if(!isNil "_objHouse")then{
{ {
_objLightPoint = nearestObject [_x, "#lightpoint"]; _objLightPoint = nearestObject [_x, "#lightpoint"];
_pos = [_x] call FNC_getPos; _pos = [_x] call FNC_getPos;
_dir = getDir _x;
if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<_hsLPDist)then{//In House if((abs ([_pos, _objLightPoint] call BIS_fnc_distance2D))<_hsLPDist)then{//In House
if(_plyr distance _x < _lpRange)then{//If within range && outside band if(_plyr distance _x < _lpRange)then{//If within range && outside band

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@@ -120,7 +120,7 @@ if(isServer)then{
_delQtyLights = 0; _delQtyLights = 0;
{ {
if (local _x) then { if (local _x) then {
deleteVehicle _x; //should use sched_co_deleteVehicle instead _x call sched_co_deleteVehicle;
uiSleep 0.025; uiSleep 0.025;
_delQtyLights = _delQtyLights + 1; _delQtyLights = _delQtyLights + 1;
} else { } else {
@@ -129,7 +129,7 @@ if(isServer)then{
if (count _pos > 0) then { if (count _pos > 0) then {
_nearby = {(isPlayer _x) && (alive _x)} count (_pos nearEntities [["CAManBase","AllVehicles"], 420]);//Use calculated range here. _nearby = {(isPlayer _x) && (alive _x)} count (_pos nearEntities [["CAManBase","AllVehicles"], 420]);//Use calculated range here.
if (_nearby==0) then { if (_nearby==0) then {
deleteVehicle _x; //should use sched_co_deleteVehicle instead _x call sched_co_deleteVehicle;
uiSleep 0.025; uiSleep 0.025;
_delQtyLights = _delQtyLights + 1; _delQtyLights = _delQtyLights + 1;
}; };

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@@ -66,7 +66,7 @@ player setVariable ["startcombattimer", 0]; //remove combat timer on death
r_player_unconscious = false; r_player_unconscious = false;
r_player_cardiac = false; r_player_cardiac = false;
_model = typeOf player; _model = typeOf player;
autoRunActive = 0; autoRunActive = false;
_array = _this; _array = _this;
if (count _array > 0) then { if (count _array > 0) then {

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@@ -142,7 +142,7 @@ if (!isDedicated) then {
player_checkRecipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_checkRecipe.sqf"; player_checkRecipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_checkRecipe.sqf";
// EPOCH ADDITIONS // EPOCH ADDITIONS
autoRunOff = {autoRunActive = 0; terminate autoRunThread; player playActionNow "Stop";}; autoRunOff = {autoRunActive = false; terminate autoRunThread; player playActionNow "Stop";};
dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf"; dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
dze_getModelName = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_getModelName.sqf"; dze_getModelName = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_getModelName.sqf";
dze_isnearest_player = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_isNearestPlayer.sqf"; dze_isnearest_player = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_isNearestPlayer.sqf";

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@@ -628,7 +628,7 @@ if (!isDedicated) then {
if (isNil "DZE_BackpackAntiTheft") then {DZE_BackpackAntiTheft = false;}; if (isNil "DZE_BackpackAntiTheft") then {DZE_BackpackAntiTheft = false;};
if (isNil "DZE_requireplot") then {DZE_requireplot = 1;}; if (isNil "DZE_requireplot") then {DZE_requireplot = 1;};
if (isNil "DZE_StaticConstructionCount") then {DZE_StaticConstructionCount = 0;}; if (isNil "DZE_StaticConstructionCount") then {DZE_StaticConstructionCount = 0;};
autoRunActive = 0; autoRunActive = false;
DZE_ActionInProgress = false; DZE_ActionInProgress = false;
DZE_AntiWallCounter = 0; DZE_AntiWallCounter = 0;
DZE_myHaloVehicle = objNull; DZE_myHaloVehicle = objNull;

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@@ -515,6 +515,7 @@ class FSM
name = "Chase"; name = "Chase";
init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n init = /*%FSM<STATEINIT""">*/"_timeN = diag_tickTime;" \n
"" \n "" \n
"if (isNull _agent) exitWith {}; //Prevent errors if zombie is suddenly deleted" \n
"_adjustSpeed = if (DZE_slowZombies) then {2} else {_agent getVariable [""speedLimit"", 3]};" \n "_adjustSpeed = if (DZE_slowZombies) then {2} else {_agent getVariable [""speedLimit"", 3]};" \n
"_agent forceSpeed _adjustSpeed;" \n "_agent forceSpeed _adjustSpeed;" \n
"" \n "" \n