Finish Medical and Sleep to UiSleep

This commit is contained in:
icomrade
2016-03-05 22:34:09 -05:00
parent eadb3566c4
commit 68da397c52
87 changed files with 1320 additions and 1056 deletions

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@@ -15,7 +15,7 @@ _c = PVCDZ_plr_plantSpawner select 2; // random generator for plant type 0..2 a
_blacklist = PVCDZ_plr_plantSpawner select 3;
_plantcount = 0;
_maxperspot = ceil (dayz_maxGlobalPlants / 2048 * 5);
[] spawn { sleep 90; dayz_plantSpawner_done = 2; }; // force dayz_plantSpawner_done to unlock player on login page
[] spawn { uiSleep 90; dayz_plantSpawner_done = 2; }; // force dayz_plantSpawner_done to unlock player on login page
//diag_log [ diag_tickTime, __FILE__, "Starting plantmax/a/b/c/blacklist/_maxperspot: ", dayz_maxGlobalPlants, _a, _b, _c, _blacklist , _maxperspot];
_insideloop = {

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@@ -160,7 +160,7 @@ if (isPlayer cursorTarget) then {
_y = _y + 1;
_vehicle = (_vehClose select _y);
_vehType = getText (configFile >> "CfgVehicles" >> typeOf _unit >> "displayName");
sleep 0.001;
uiSleep 0.001;
};
_action = _unit addAction [format[localize "str_actions_medical_03",_vehType], "\z\addons\dayz_code\medical\load\load_act.sqf",[player,_vehicle,_unit], 0, true, true];
r_player_actions set [count r_player_actions,_action];

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@@ -85,9 +85,9 @@ if (_unit == player) then
_unit = _this select 0;
cutText [localize "str_player_tranquilized", "PLAIN DOWN"];
//systemChat format ["YOU HAVE BEEN TRANQUILISED"];
//sleep 2;
//uiSleep 2;
// 0 fadeSound 0.05;
//sleep 5;
//uiSleep 5;
[_unit,0.01] call fnc_usec_damageUnconscious;
_unit setVariable ["NORRN_unconscious", true, true];
r_player_timeout = round(random 60);

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@@ -98,7 +98,7 @@ switch _class do {
_dir = if (_isPlayer) then {getDir(_pos)} else {0};
_obj = _class createVehicleLocal (getMarkerpos "respawn_west");
sleep 0.01;
uiSleep 0.01;
_size = _obj call _realSize;
if (_isPlayer) then { _size = _size + (_pos call _realSize); };
@@ -110,7 +110,7 @@ _new set [2, 0];
// place a temporary object (not colliding or can colliding)
if (_noCollision) then {
deleteVehicle _obj;
sleep 0.01;
uiSleep 0.01;
_obj = _class createVehicleLocal _new;
// get non colliding position
_new = getPosATL _obj;
@@ -131,7 +131,7 @@ if (_testBuilding) then { // let's proceed to the "something or its operator in
};
deleteVehicle _obj;
sleep 0.01;
uiSleep 0.01;
if (_testPond) then { // let's proceed to the "object in the pond" test (not dirty)
_testPond = false;

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@@ -63,7 +63,7 @@ _sandLevel = ctrlPosition ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayC
//diag_log [(diag_tickTime - _start) < _timeout , !r_player_unconscious , alive player ];
// delay so that the character does not stop before falling:
_disableHdlr = [] spawn { sleep 2; disableUserInput true; r_player_unconsciousInputDisabled = true; };
_disableHdlr = [] spawn { uiSleep 2; disableUserInput true; r_player_unconsciousInputDisabled = true; };
player playAction "CanNotMove";
"dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0;
@@ -87,12 +87,12 @@ while { (diag_tickTime - _start) < _timeout and r_player_unconscious and alive p
} else {
player action ["eject", _veh];
player leaveVehicle _veh;
[] spawn { sleep 0.1; player switchmove "amovppnemstpsnonwnondnon"; }; // instant prone
[] spawn { uiSleep 0.1; player switchmove "amovppnemstpsnonwnondnon"; }; // instant prone
};
};
if (player == _veh) then { player setVelocity [0,0,0]; };
sleep 0.1;
uiSleep 0.1;
_count = _count + 1;
};

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@@ -42,7 +42,7 @@ if ((_ammo isKindOf "SmokeShell") or (_ammo isKindOf "GrenadeHandTimedWest") or
if (_ammo isKindOf "SmokeShell") then {
while { ((getPosATL _projectile) select 2) >= 1 } do {
_pos = getPosATL _projectile;
sleep 0.01;
uiSleep 0.01;
};
_listTalk = _pos nearEntities ["zZombie_Base",50];
@@ -74,7 +74,7 @@ if ((_ammo isKindOf "SmokeShell") or (_ammo isKindOf "GrenadeHandTimedWest") or
} else {
while { alive _projectile } do {
_pos = getPosATL _projectile;
sleep 0.01;
uiSleep 0.01;
};
_listTalk = _pos nearEntities ["zZombie_Base",50];

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@@ -16,7 +16,7 @@ if (_object == player) then {
private ["_endtime","_wait"];
_wait = _this select 0;
_endTime = diag_tickTime + _wait;
waitUntil { sleep 1; diag_tickTime > _endTime };
waitUntil { uisleep 1; diag_tickTime > _endTime };
player setVariable ["FTcounter",((player getVariable ["FTcounter",0]) - _wait)];
if ((player getVariable ["FTcounter",0]) <= 0) then {
player setVariable ["FTcounter",0];

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@@ -253,7 +253,7 @@ if (_isVehicle) then {
while { _i < 5 } do {
player setDir ((getDir player) + _step);
_i = _i + 1;
sleep 0.01;
uiSleep 0.01;
};
};
@@ -273,7 +273,7 @@ if (_isVehicle) then {
while { _i < 5 } do {
player setDir ((getDir player) - _step);
_i = _i + 1;
sleep 0.01;
uiSleep 0.01;
};
};

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@@ -19,7 +19,7 @@ _unit setDir _dir;
[objNull, _unit, rPlayMove, _move] call RE;
//Wait
sleep 0.3;
uiSleep 0.3;
if (_vehicle != player) then {
_hpList = _vehicle call vehicle_getHitpoints;

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@@ -9,8 +9,8 @@ for "_i" from ((count _list) - 1) to 0 step -1 do
_position = getArray (_config >> "position");
_object = nearestObject [_position,_type];
deleteVehicle _object;
if ((_i % 25) == 0) then { sleep 0.01; };
if ((_i % 25) == 0) then { uiSleep 0.01; };
};
sleep 0.001;
uiSleep 0.001;
};
//diag_log ("CLEAR: " + str(_this));

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@@ -19,7 +19,7 @@ for "_i" from ((count _list) - 1) to 0 step -1 do
_object setPosATL _position;
_object allowDamage false;
_object setVariable ["", true]; // SV used by player_spawnCheck
//if (_w8 AND {((_i % 25) == 0)}) then { sleep 0.01; };
//if (_w8 AND {((_i % 25) == 0)}) then { uiSleep 0.01; };
} else {
if (!_inVehicle) then {
@@ -29,11 +29,11 @@ for "_i" from ((count _list) - 1) to 0 step -1 do
_object setPosATL _position;
_object allowDamage false;
_object setVariable ["", true]; // SV used by player_spawnCheck
if (_w8 AND {((_i % 25) == 0)}) then { sleep 0.01; };
if (_w8 AND {((_i % 25) == 0)}) then { uiSleep 0.01; };
};
};
};
//sleep 0.001;
//uiSleep 0.001;
};
//diag_log ("FILL: " + str(_list));

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@@ -6,7 +6,7 @@
/***********************************************************
ASSIGN DAMAGE TO A UNIT.
Called by "HandleDamage" vehicle Event Handler
or by "PVCDZ_veh_SH" PV
or by "PVCDZE_veh_SH" PV
or by zombie_attack
- Function fnc_veh_handleDam

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@@ -52,7 +52,7 @@ _cantSee = {
};
};
if (!_isok) exitWith {false};
sleep 0.001;
uiSleep 0.001;
} forEach playableUnits;
_isok
@@ -91,7 +91,7 @@ if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies <
};
_agent = createAgent [_type, _position, [], _radius, _method];
sleep 0.03;
uiSleep 0.03;
//add to global counter
dayz_spawnZombies = dayz_spawnZombies + 1;
@@ -119,7 +119,7 @@ if ((_maxlocalspawned < _maxControlledZombies) and (dayz_CurrentNearByZombies <
if (!isNull _agent) then {
_agent setDir random 360;
sleep 0.03;
uiSleep 0.03;
_position = getPosATL _agent;