Add HALO spawn height config var

Height can be changed without overwriting player_monitor.fsm now.

Also
fixed my mistake from 3257d0f, need to HALO directly from debug pos for
antiTP compatibility.
This commit is contained in:
ebaydayz
2016-12-13 19:50:22 -05:00
parent ce75f87e1d
commit 5b7b1d69bd
4 changed files with 27 additions and 11 deletions

View File

@@ -990,7 +990,13 @@ class FSM
"} count allMissionObjects ""SpawnableWreck"";" \n
"{deleteVehicle _x} count (_setPos nearEntities [""zZombie_Base"",30]);" \n
"player setDir _setDir;" \n
"player setPosATL [_setPos select 0,_setPos select 1,(_setPos select 2)+.1]; //Prevents swimming in ground glitch" \n
"" \n
"if (dayz_paraSpawn && freshSpawn == 2) then {" \n
" player setPosATL [_setPos select 0,_setPos select 1,DZE_HaloSpawnHeight];" \n
"} else {" \n
" player setPosATL [_setPos select 0,_setPos select 1,(_setPos select 2)+.1]; //Prevents swimming in ground glitch" \n
"};" \n
"" \n
"player setVelocity [0,0,0.5];" \n
"{player reveal _x} count _torev4l;" \n
"dayz_myPosition = _setPos;" \n
@@ -1169,7 +1175,7 @@ class FSM
"{ _x call fnc_veh_ResetEH; } forEach vehicles;" \n
"player allowDamage true;" \n
"player enableSimulation true;" \n
"if (dayz_paraSpawn && freshSpawn == 2) then {[player,2000] spawn BIS_fnc_halo;};"/*%FSM</STATEINIT""">*/;
"if (dayz_paraSpawn && freshSpawn == 2) then {[player,DZE_HaloSpawnHeight] spawn BIS_fnc_halo;}; //Start after enableSimulation"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{