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?
This commit is contained in:
icomrade
2016-05-01 21:03:09 -04:00
parent 61ffe26fb8
commit ad4f3d7556
2 changed files with 42 additions and 41 deletions

View File

@@ -5,21 +5,6 @@ _int = (fuel _v)*(8+random 2);
_t=time;
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
if (player in (crew _v)) then {
[] spawn { //kill players when their vehicle explodes since this is too difficult for ArmA on its own
_cancel = false;
{
_SZPos = _x select 0;
_radius = _x select 1;
if ((isInTraderCity || !canbuild) && {(player distance _SZPos) < _radius}) then {_cancel = true;};
} count DZE_SafeZonePosArray;
if (!_cancel) then {
player action ["Eject",vehicle player]; //eject player so I can get their gear
sleep 0.01; //don't use uisleep here
[player, "explosion"] spawn player_death;
};
};
};
_fl = "#particlesource" createVehicleLocal getPosATL _v;
_fl attachto [_v,[0,0,0],"destructionEffect2"];
_fl setParticleRandom [0.3, [1, 1, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];

View File

@@ -1,34 +1,50 @@
private ["_v","_int","_t","_b"];
_v=_this select 0;
if (_v iskindof "helicopter" || _v iskindof "plane")
then
_KillEject = { //leave as local compile for a tiny bit more security
_cancel = false;
{
//_v setVehicleInit "[this] spawn BIS_Effects_AirDestruction";
//processInitCommands; //ClearvehicleInit done at end of burn script
["AirDestruction", _v] call BIS_Effects_globalEvent;
_SZPos = _x select 0;
_radius = _x select 1;
if ((isInTraderCity || !canbuild) && {(player distance _SZPos) < _radius}) then {_cancel = true;};
} count DZE_SafeZonePosArray;
if (!_cancel) then {
player action ["Eject",vehicle player]; //eject player so I can get their gear
sleep 0.01; //don't use uisleep here
[player, "explosion"] spawn player_death;
};
if (_v iskindof "tank")
then
{
_int = (fuel _v)*(2+random 2);
_t = time;
//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn",_int, _t]; - disabled to prepaire for move into engine
//processInitCommands; //ClearvehicleInit done at end of burn script
[_v,_int] spawn BIS_Effects_Secondaries;
};
if (_v iskindof "helicopter" || _v iskindof "plane") then {
if (player in (crew _v)) then {
[] spawn _KillEject;
};
if (_v iskindof "car" || _v iskindof "ship")
then
{
_int = (fuel _v)*(2 + random 1);
_t = time;
//_v setVehicleInit "[this] spawn BIS_Effects_AirDestruction";
//processInitCommands; //ClearvehicleInit done at end of burn script
["AirDestruction", _v] call BIS_Effects_globalEvent;
};
if (_v iskindof "tank") then {
if (player in (crew _v)) then {
[] spawn _KillEject;
};
_int = (fuel _v)*(2+random 2);
_t = time;
//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn",_int, _t]; - disabled to prepaire for move into engine
//processInitCommands; //ClearvehicleInit done at end of burn script
[_v,_int] spawn BIS_Effects_Secondaries;
};
if (_v iskindof "car" || _v iskindof "ship")then {
if (player in (crew _v)) then {
[] spawn _KillEject;
};
_int = (fuel _v)*(2 + random 1);
_t = time;
//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn; ",_int, _t]; - disabled to prepaire for move into engine
//processInitCommands; //ClearvehicleInit done at end of burn script
[_v,_int] spawn BIS_Effects_Secondaries;
//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn; ",_int, _t]; - disabled to prepaire for move into engine
//processInitCommands; //ClearvehicleInit done at end of burn script
[_v,_int] spawn BIS_Effects_Secondaries;
//Possible initial explosion
if ((random _int)>2.2) then
{
_b = createVehicle ["SmallSecondary", (getPosATL _v), [], 0, "CAN_COLLIDE"];
};
//Possible initial explosion
if ((random _int)>2.2) then
{
_b = createVehicle ["SmallSecondary", (getPosATL _v), [], 0, "CAN_COLLIDE"];
};
};