increased industrial loot chances and fixed bunny hop near bases

This commit is contained in:
[VB]AWOL
2013-10-14 09:45:47 -05:00
parent 3e61f1123f
commit 78803b57cf
2 changed files with 3 additions and 2 deletions

View File

@@ -729,7 +729,7 @@ class CfgBuildingLoot {
zombieChance = 0.4; zombieChance = 0.4;
zombieClass[] = {"z_worker1","z_worker2","z_worker3"}; zombieClass[] = {"z_worker1","z_worker2","z_worker3"};
maxRoaming = 2; maxRoaming = 2;
lootChance = 0.3; lootChance = 0.4;
lootPos[] = {}; lootPos[] = {};
itemType[] = { itemType[] = {
{ "ItemGenerator","magazine" }, { "ItemGenerator","magazine" },
@@ -794,7 +794,7 @@ class CfgBuildingLoot {
zombieChance = 0.4; zombieChance = 0.4;
zombieClass[] = {"z_worker1","z_worker2","z_worker3"}; zombieClass[] = {"z_worker1","z_worker2","z_worker3"};
maxRoaming = 2; maxRoaming = 2;
lootChance = 0.3; lootChance = 0.4;
lootPos[] = {}; lootPos[] = {};
itemType[] = { itemType[] = {
{ "ItemGenerator","magazine" }, { "ItemGenerator","magazine" },

View File

@@ -296,6 +296,7 @@ if (!isDedicated) then {
_nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8]; _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
if (count _nearbyObjects > 0) then { if (count _nearbyObjects > 0) then {
if((diag_tickTime - dayz_lastCheckBit > 4)) then { if((diag_tickTime - dayz_lastCheckBit > 4)) then {
[objNull, player, rSwitchMove,"GetOver"] call RE;
player playActionNow "GetOver"; player playActionNow "GetOver";
dayz_lastCheckBit = diag_tickTime; dayz_lastCheckBit = diag_tickTime;
} else { } else {