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https://github.com/EpochModTeam/DayZ-Epoch.git
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Add reliable workaround for swimming in ground and air issue
Fixes #1913
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@@ -12,7 +12,7 @@
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[FIXED] Player_forceSave is now called correctly when the abort menu is opened. It was previously using the wrong variable and time.
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[FIXED] The unconscious wake up animation can no longer be skipped by using a bandage or other right click actions.
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[FIXED] Sharpening a knife will no longer delete one if the player already had a fully sharpened knife on their toolbelt (duplicate weapon).
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[FIXED] Swimming in ground when relogging on some maps again. #1913 @Cherdenko
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[FIXED] Swimming in air or ground after relog, clothes change and respawn on certain maps. #1913 @Cherdenko
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[FIXED] Arma cheats enterable on map display and create marker text box. #1915 @BigEgg17
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[NOTE] Fixes below are included in the mission file and server pbo as part of server package 1.0.6.1A (March 10th 2017)
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@@ -239,14 +239,8 @@ if (typename _this == typename []) then {
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//--- Free fall
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if (count _this == 2) exitwith { //Fresh spawn calling from player_monitor.fsm
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_alt = _this select 1;
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_unit allowDamage false;
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_paraPosition = [_unit] call FNC_GetPos;
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//_paraPosition set [2,_alt];
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_para = createVehicle ["ParachuteWest", _paraPosition, [], 0, "CAN_COLLIDE"];
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_para setpos _paraPosition;
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_unit moveindriver _para; //Workaround for stuck swimming in air on maps with respawn_west in water. Can't setPos to ground first because antiTP blocks it.
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_unit call fn_exitSwim;
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_unit setvariable ["bis_fnc_halo_now",true];
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_unit allowDamage true;
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_unit spawn bis_fnc_halo;
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};
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//-------------
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11
SQF/dayz_code/compile/fn_exitSwim.sqf
Normal file
11
SQF/dayz_code/compile/fn_exitSwim.sqf
Normal file
@@ -0,0 +1,11 @@
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//This workaround reliably exits swimming after a setPos directly from water to land or air.
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//"Getting out while IsMoveOutInProgress" prints to client RPT, but it's needed to complete quickly and should be harmless.
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_unit = _this;
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_unit allowDamage false;
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_paraPosition = [_unit] call FNC_GetPos;
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_para = "ParachuteWest" createVehicleLocal [0,0,0];
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_para setPos _paraPosition;
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_unit moveInDriver _para;
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deleteVehicle _para;
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_unit allowDamage true;
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@@ -113,6 +113,7 @@ _switchUnit = {
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_rndy = floor(random 100);
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_oldUnit setPosATL [(respawn_west_original select 0) + _rndx, (respawn_west_original select 1) + _rndy, 0];
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_newUnit setPosATL _position;
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if (surfaceIsWater respawn_west_original) then {_newUnit call fn_exitSwim;};
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removeAllWeapons _oldUnit;
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{_oldUnit removeMagazine _x;} count magazines _oldUnit;
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if !(isNull _oldUnit) then {deleteVehicle _oldUnit;};
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@@ -18,6 +18,7 @@ if (!isDedicated) then {
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fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf";
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fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf";
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fn_exitSwim = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_exitSwim.sqf";
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fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf";
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player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
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player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
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@@ -995,6 +995,7 @@ class FSM
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" player setPosATL [_setPos select 0,_setPos select 1,DZE_HaloSpawnHeight];" \n
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"} else {" \n
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" player setPosATL _setPos;" \n
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" if (surfaceIsWater respawn_west_original) then {player call fn_exitSwim;};" \n
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"};" \n
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"" \n
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"player setVelocity [0,0,0.5];" \n
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@@ -269,15 +269,3 @@ array_reduceSize = {
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// Precise base building 1.0.5
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call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\kk_functions.sqf";
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#include "mission_check.sqf"
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/*
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Create platform if respawn_west position is in water
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Makes sure player is standing instead of swimming when teleported to land or air
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*/
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private "_platform";
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if (surfaceIsWater respawn_west_original) then {
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_platform = createVehicle ["Land_Dirthump01",[0,0,0],[],0,"CAN_COLLIDE"];
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_platform setPosASL [respawn_west_original select 0, respawn_west_original select 1, -0.1];
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_platform setVehicleInit "this enableSimulation false;this allowDamage false;";
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processInitCommands;
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};
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