player anti wall v2 now with counter/limt and more comments

This commit is contained in:
[VB]AWOL
2013-11-25 08:08:13 -06:00
parent 81f2027491
commit 6991d1ce5f
3 changed files with 61 additions and 41 deletions

View File

@@ -2,57 +2,71 @@
DayZ Epoch anti wall
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_vehicle","_vehiclePos","_playerPos","_activated","_id","_intersectsWith"];
_activated = false;
_vehicle = _this;
// position usually the drivers head area
_vehiclePos = aimpos _vehicle;
// works best for this type of check on players
_playerPos = visiblePositionASL player;
// ignore if distance is too far
if((_playerPos distance _vehiclePos) < 10) exitWith {};
// Important! without this we looking at the players feet this gets us torso area
_playerPos set [2,(_playerPos select 2)+1];
// Look for any intersecting objects
_intersectsWith = lineIntersectsWith [_playerPos, _vehiclePos, player, _vehicle];
if ((count _intersectsWith) > 0) then {
{
//diag_log format ["DEBUG: AntiWall: %1", (typeOf _x)];
//diag_log format ["DEBUG: AntiWall2: %1", _x];
// buildings
if (_x isKindOf "Building" or _x isKindOf "DZE_Housebase") exitWith {
_activated = true;
};
if (["wall_", str _x, false] call fnc_inString) exitWith {
// walls
if ((typeOf _x) == "" and {["wall_", str _x, false] call fnc_inString}) exitWith {
_activated = true;
};
} forEach _intersectsWith;
if(_activated) then {
// limit distance just incase
if((_playerPos distance _vehiclePos) < 10) then {
//diag_log format["Player Wall glitched %1 - player: %2 vehicle:%3", player,_playerPos,_vehiclePos];
switch(true)do{
case ((_vehicle emptyPositions "driver") > 0):
{
player action ["getInDriver", _vehicle];
};
case ((_vehicle emptyPositions "gunner") > 0):
{
player action ["GetInGunner", _vehicle];
};
case ((_vehicle emptyPositions "commander") > 0):
{
player action ["GetInCommander", _vehicle];
};
case ((_vehicle emptyPositions "cargo") > 0):
{
player action ["GetInCargo", _vehicle];
};
default
{
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"crushed"] spawn player_death;
};
};
};
};
};
if(_activated) then {
// this method is said to be faster than switch, lets try it.
call {
if (DZE_AntiWallCounter == DZE_AntiWallLimit) exitWith {
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"crushed"] spawn player_death;
};
if ((_vehicle emptyPositions "driver") > 0) exitWith {
cutText ["Another object is blocking the vehicle exit.", "PLAIN DOWN"];
player action ["getInDriver", _vehicle];
DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
};
if ((_vehicle emptyPositions "gunner") > 0) exitWith {
cutText ["Another object is blocking the vehicle exit.", "PLAIN DOWN"];
player action ["GetInGunner", _vehicle];
DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
};
if ((_vehicle emptyPositions "commander") > 0) exitWith {
cutText ["Another object is blocking the vehicle exit.", "PLAIN DOWN"];
player action ["getInCommander", _vehicle];
DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
};
if ((_vehicle emptyPositions "cargo") > 0) exitWith {
cutText ["Another object is blocking the vehicle exit.", "PLAIN DOWN"];
player action ["getInCargo", _vehicle];
DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
};
// kill player if none of the above are matched
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"crushed"] spawn player_death;
};
} else {
DZE_AntiWallCounter = 0;
};

View File

@@ -648,6 +648,12 @@ if(!isDedicated) then {
DZE_HaloJump = true;
};
if(isNil "DZE_AntiWallLimit") then {
DZE_AntiWallLimit = 1;
};
DZE_AntiWallCounter = 0;
DZE_FreshSpawn = false;
DZE_myHaloVehicle = objNull;

View File

@@ -3010,13 +3010,13 @@
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_36">
<Original>No recent Deaths.</Original>
<English>No recent Deaths.</English>
<Original>\n\nNo recent Deaths.</Original>
<English>\n\nNo recent Deaths.</English>
<German></German>
<Russian>Нет последних смертей.</Russian>
<Russian>\n\nНет последних смертей.</Russian>
<Spanish></Spanish>
<Dutch>Niet recent doodgegaan.</Dutch>
<French>Pas de décès récents.</French>
<Dutch>\n\nNiet recent doodgegaan.</Dutch>
<French>\n\nPas de décès récents.</French>
<Czech></Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_37">