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https://github.com/EpochModTeam/DayZ-Epoch.git
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Kill and eject players from all vehicle types except boats
The code in the CH53 SFX file must remain there. Boats/ships do not properly call the destruction EH files so this fix doesn't work for them. maybe a killed event handler must be added from the server?
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@@ -5,21 +5,6 @@ _int = (fuel _v)*(8+random 2);
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_t=time;
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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if (player in (crew _v)) then {
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[] spawn { //kill players when their vehicle explodes since this is too difficult for ArmA on its own
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_cancel = false;
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{
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_SZPos = _x select 0;
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_radius = _x select 1;
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if ((isInTraderCity || !canbuild) && {(player distance _SZPos) < _radius}) then {_cancel = true;};
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} count DZE_SafeZonePosArray;
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if (!_cancel) then {
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player action ["Eject",vehicle player]; //eject player so I can get their gear
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sleep 0.01; //don't use uisleep here
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[player, "explosion"] spawn player_death;
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};
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};
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};
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_fl = "#particlesource" createVehicleLocal getPosATL _v;
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_fl attachto [_v,[0,0,0],"destructionEffect2"];
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_fl setParticleRandom [0.3, [1, 1, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
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@@ -1,34 +1,50 @@
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private ["_v","_int","_t","_b"];
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_v=_this select 0;
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if (_v iskindof "helicopter" || _v iskindof "plane")
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then
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_KillEject = { //leave as local compile for a tiny bit more security
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_cancel = false;
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{
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//_v setVehicleInit "[this] spawn BIS_Effects_AirDestruction";
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//processInitCommands; //ClearvehicleInit done at end of burn script
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["AirDestruction", _v] call BIS_Effects_globalEvent;
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_SZPos = _x select 0;
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_radius = _x select 1;
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if ((isInTraderCity || !canbuild) && {(player distance _SZPos) < _radius}) then {_cancel = true;};
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} count DZE_SafeZonePosArray;
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if (!_cancel) then {
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player action ["Eject",vehicle player]; //eject player so I can get their gear
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sleep 0.01; //don't use uisleep here
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[player, "explosion"] spawn player_death;
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};
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if (_v iskindof "tank")
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then
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{
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_int = (fuel _v)*(2+random 2);
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_t = time;
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//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn",_int, _t]; - disabled to prepaire for move into engine
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//processInitCommands; //ClearvehicleInit done at end of burn script
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[_v,_int] spawn BIS_Effects_Secondaries;
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};
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if (_v iskindof "helicopter" || _v iskindof "plane") then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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};
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if (_v iskindof "car" || _v iskindof "ship")
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then
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{
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_int = (fuel _v)*(2 + random 1);
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_t = time;
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//_v setVehicleInit "[this] spawn BIS_Effects_AirDestruction";
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//processInitCommands; //ClearvehicleInit done at end of burn script
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["AirDestruction", _v] call BIS_Effects_globalEvent;
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};
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if (_v iskindof "tank") then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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};
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_int = (fuel _v)*(2+random 2);
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_t = time;
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//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn",_int, _t]; - disabled to prepaire for move into engine
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//processInitCommands; //ClearvehicleInit done at end of burn script
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[_v,_int] spawn BIS_Effects_Secondaries;
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};
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if (_v iskindof "car" || _v iskindof "ship")then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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};
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_int = (fuel _v)*(2 + random 1);
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_t = time;
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//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn; ",_int, _t]; - disabled to prepaire for move into engine
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//processInitCommands; //ClearvehicleInit done at end of burn script
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[_v,_int] spawn BIS_Effects_Secondaries;
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//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn; ",_int, _t]; - disabled to prepaire for move into engine
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//processInitCommands; //ClearvehicleInit done at end of burn script
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[_v,_int] spawn BIS_Effects_Secondaries;
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//Possible initial explosion
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if ((random _int)>2.2) then
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{
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_b = createVehicle ["SmallSecondary", (getPosATL _v), [], 0, "CAN_COLLIDE"];
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};
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//Possible initial explosion
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if ((random _int)>2.2) then
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{
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_b = createVehicle ["SmallSecondary", (getPosATL _v), [], 0, "CAN_COLLIDE"];
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};
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};
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