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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
Update object_speak.sqf
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@@ -60,31 +60,30 @@ if ((round(random _chance) == _chance) or (_chance == 0)) then {
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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//
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//
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// Attach sound source to dummy object so that long duration sfx can be muted if
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// Attach sound source to helper object so that long duration sfx can be muted if
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// action is cancelled.
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// action is cancelled.
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//
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//
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///////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////
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local _killSound = (dayz_actionInProgress && (_type in ["bandage","chopwood","cook","gut","minestone","refuel","repair","tentpack"]));
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local _killSound = (dayz_actionInProgress && (_type in ["bandage","chopwood","cook","gut","minestone","refuel","repair","tentpack"]));
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if (_killSound) then {
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if (_killSound) then {
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local _dummy = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0];
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local _helper = "Helper_1_DZE" createVehicle [0,0,0]; // invisible helper
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_dummy hideObject true;
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_helper setPosATL (getPosATL _unit); // move to player
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_dummy setPosATL (getPosATL _unit);
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if (_type == "bandage") then {_dummy attachTo [_unit, [0,0,0]];};
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if (_type == "bandage") then {
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_helper attachTo [_unit, [0,0,0]]; // medical actions will be heard as player moves
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};
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_unit = _helper; // sound source is now the helper object
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_unit = _dummy;
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_helper spawn {
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_dummy spawn {
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r_interrupt = false;
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r_interrupt = false;
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while {dayz_actionInProgress && !r_interrupt} do {
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while {dayz_actionInProgress && !r_interrupt} do {
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sleep 0.1;
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uisleep 0.1;
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};
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};
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if (r_interrupt) then {
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if (r_interrupt) then { // if player cancels the action
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1.5 fadeSpeech 0; // fade out
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1.5 fadeSpeech 0; // fade out
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sleep 1.5; // wait
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uisleep 1.5; // wait
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};
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};
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deleteVehicle _this; // kill sound
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deleteVehicle _this; // kill sound
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0 fadeSpeech 1; // restore sound
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0 fadeSpeech 1; // restore sound
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