From 97a03c84d03a95d3a74050370b74e019c6c67ef7 Mon Sep 17 00:00:00 2001 From: icomrade Date: Mon, 25 Jul 2016 13:00:34 -0400 Subject: [PATCH] More Permissive Combat Checks This commit puts the conditions in which a player is put into combat more in line with 1.0.5.1. Putting the player in combat for having another player nearby will ruin building for players that are part of a group. Putting the player into combat if zombies are nearby would make building way too frustrating (especially if building on an elevated or enclosed area where zombies are not a threat) and will attack the player if not dealt with anyway. --- SQF/dayz_code/system/player_spawn_2.sqf | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/SQF/dayz_code/system/player_spawn_2.sqf b/SQF/dayz_code/system/player_spawn_2.sqf index ed997d4a4..475bc3413 100644 --- a/SQF/dayz_code/system/player_spawn_2.sqf +++ b/SQF/dayz_code/system/player_spawn_2.sqf @@ -359,15 +359,15 @@ while {1 == 1} do { }; _startcombattimer = player getVariable["startcombattimer", 0]; - if (_startcombattimer == 1 || _PlayerNearby) then { + if (_startcombattimer == 1) then { //if (_startcombattimer == 1 || _PlayerNearby) then { // do not use _PlayerNearby it makes building impossible, tthis is handled in player_onPause.sqf just fine player setVariable["combattimeout", diag_tickTime + 30, false]; player setVariable["startcombattimer", 0, false]; - } else { - if (_ZedsNearby && !_isPZombie) then { + }; /* else { + if (_ZedsNearby && !_isPZombie) then { //this makes building a nightmare, this is handled in player_onPause.sqf just fine player setVariable["combattimeout", diag_tickTime + 10, false]; player setVariable["startcombattimer", 0, false]; }; - }; + }; */ //setGroupIconsVisible [false,false]; //clearGroupIcons group player;