Update player_harvest.sqf

Fix that trees going down directly after hit by a chainsaw or hatchet. This is a long time bug because DZE_TEMP_treedmg got not resetted after the tree was cut down.

Also, this commit makes sure that every tree gives at least 16 or more wood on harvesting. Ive added that to reduce the number of cut down trees to not affect the network traffic too much as it is the case at the moment. All trees and damage get sync over the network.
This commit is contained in:
AirwavesMan
2020-10-22 12:05:56 +02:00
parent d3794a8662
commit 8dc6ef8def

View File

@@ -19,7 +19,11 @@ if (_ammo in ["Hatchet_Swing_Ammo","Chainsaw_Swing_Ammo"]) then {
// damage must be going down
_damage = damage _tree;
if (DZE_TEMP_treedmg < _damage) then {
if (_damage < 0.99 && {(random 1) > 0.9}) then {
if (isNil "DZE_WoodCounter") then {
DZE_WoodCounter = 0;
};
DZE_WoodCounter = DZE_WoodCounter + 1;
if (_damage < 0.99 && {(random 1) > 0.9} && {DZE_WoodCounter > 15}) then {
if (typeOf _tree == "") then {
// Ask server to setDamage on tree and sync for JIP
PVDZ_objgather_Knockdown = [_tree,player];
@@ -27,8 +31,10 @@ if (_ammo in ["Hatchet_Swing_Ammo","Chainsaw_Swing_Ammo"]) then {
} else {
deleteVehicle _tree;
};
DZE_TEMP_treedmg = 1;
DZE_WoodCounter = nil;
};
_itemOut = [["PartWoodPile","PartWoodPile","ItemLog"] call BIS_fnc_selectRandom,"PartWoodLumber"] select (_ammo == "Chainsaw_Swing_Ammo");
_itemOut = [["PartWoodPile","PartWoodPile","ItemLog"] call BIS_fnc_selectRandom,"PartWoodLumber"] select (_ammo == "Chainsaw_Swing_Ammo");
[_itemOut,1,1] call fn_dropItem;
[player,60,false,getPosATL player] spawn player_alertZombies;