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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.
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@@ -359,15 +359,15 @@ while {1 == 1} do {
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};
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_startcombattimer = player getVariable["startcombattimer", 0];
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if (_startcombattimer == 1 || _PlayerNearby) then {
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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
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player setVariable["combattimeout", diag_tickTime + 30, false];
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player setVariable["startcombattimer", 0, false];
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} else {
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if (_ZedsNearby && !_isPZombie) then {
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}; /* else {
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if (_ZedsNearby && !_isPZombie) then { //this makes building a nightmare, this is handled in player_onPause.sqf just fine
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player setVariable["combattimeout", diag_tickTime + 10, false];
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player setVariable["startcombattimer", 0, false];
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};
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};
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}; */
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//setGroupIconsVisible [false,false];
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//clearGroupIcons group player;
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