mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Updated startcombattimer variable
This commit is contained in:
@@ -1,4 +1,4 @@
|
||||
|
||||
|
||||
scriptName "Functions\misc\fn_damageHandler.sqf";
|
||||
/***********************************************************
|
||||
PROCESS DAMAGE TO A UNIT
|
||||
@@ -29,20 +29,20 @@ if (_unitIsPlayer) then {
|
||||
if ((_source != player) and _isPlayer) then {
|
||||
//Enable aggressor Actions
|
||||
if (_source isKindOf "CAManBase") then {
|
||||
_source setVariable["startcombattimer",1];
|
||||
_source setVariable["startcombattimer",1];
|
||||
};
|
||||
_canHitFree = player getVariable ["freeTarget",false];
|
||||
_isBandit = (player getVariable["humanity",0]) <= -5000;
|
||||
_isPZombie = player isKindOf "PZombie_VB";
|
||||
|
||||
|
||||
if (!_canHitFree and !_isBandit and !_isPZombie) then {
|
||||
//Process Morality Hit
|
||||
_myKills = 0 max (1 - (player getVariable ["humanKills",0]) / 5);
|
||||
_humanityHit = -100 * _myKills * _damage;
|
||||
|
||||
|
||||
/* PVS/PVC - Skaronator */
|
||||
if (_humanityHit != 0) then {
|
||||
[_source,_humanityHit] spawn {
|
||||
[_source,_humanityHit] spawn {
|
||||
private ["_source","_humanityHit"];
|
||||
_source = _this select 0;
|
||||
_humanityHit = _this select 1;
|
||||
@@ -101,7 +101,7 @@ if (_hit in USEC_MinorWounds) then {
|
||||
|
||||
if (_unitIsPlayer) then {
|
||||
//incombat
|
||||
_unit setVariable["startcombattimer", 1, false];
|
||||
_unit setVariable["startcombattimer", 1];
|
||||
};
|
||||
|
||||
if (_damage > 0.1) then {
|
||||
@@ -117,10 +117,10 @@ if (_damage > 0.1) then {
|
||||
if (_damage > 0.4) then { //0.25
|
||||
/*
|
||||
BLEEDING
|
||||
*/
|
||||
*/
|
||||
_wound = _hit call fnc_usec_damageGetWound;
|
||||
_isHit = _unit getVariable[_wound,false];
|
||||
if (_unitIsPlayer) then {
|
||||
if (_unitIsPlayer) then {
|
||||
_rndPain = (random 10);
|
||||
_rndInfection = (random 500);
|
||||
_hitPain = (_rndPain < _damage);
|
||||
@@ -141,7 +141,7 @@ if (_damage > 0.4) then { //0.25
|
||||
r_player_infected = true;
|
||||
player setVariable["USEC_infected",true,true];
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
if (_hitPain) then {
|
||||
//Set Pain if not already
|
||||
@@ -155,11 +155,11 @@ if (_damage > 0.4) then { //0.25
|
||||
};
|
||||
};
|
||||
if(!_isHit) then {
|
||||
|
||||
|
||||
if(!_isPZombie) then {
|
||||
//Create Wound
|
||||
_unit setVariable[_wound,true,true];
|
||||
|
||||
|
||||
[_unit,_wound,_hit] spawn fnc_usec_damageBleed;
|
||||
/* PVS/PVC - Skaronator */
|
||||
_pos = getPosATL _unit;
|
||||
@@ -193,8 +193,8 @@ if (_damage > 0.4) then { //0.25
|
||||
};
|
||||
if (_type == 1) then {
|
||||
/*
|
||||
BALISTIC DAMAGE
|
||||
*/
|
||||
BALISTIC DAMAGE
|
||||
*/
|
||||
if ((_damage > 0.01) and (_unitIsPlayer)) then {
|
||||
//affect the player
|
||||
[20,45] call fnc_usec_pitchWhine; //Visual , Sound
|
||||
|
||||
@@ -27,22 +27,22 @@ while {(alive _projectile) && !(isNull _projectile) && _callCount < 85;} do {
|
||||
{
|
||||
_nearVehicle = _x;
|
||||
_listNear = _listNear - [_x];
|
||||
|
||||
|
||||
//diag_log ("3");
|
||||
|
||||
|
||||
if (isPlayer _nearVehicle) then {
|
||||
_isInCombat = _nearVehicle getVariable["startcombattimer",0];
|
||||
if ((alive _nearVehicle) and _isInCombat == 0) then {
|
||||
_nearVehicle setVariable["startcombattimer", 1, true];
|
||||
_nearVehicle setVariable["startcombattimer", 1];
|
||||
diag_log("Now in Combat (Player): " + name _unit);
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
if (_nearVehicle isKindOf "AllVehicles") then {
|
||||
{
|
||||
_isInCombat = _x getVariable["startcombattimer",0];
|
||||
if (isPlayer _x and _isInCombat == 0 and alive _x) then {
|
||||
_x setVariable["startcombattimer", 1, true];
|
||||
_x setVariable["startcombattimer", 1];
|
||||
diag_log("Now in Combat (Crew): " + name _x);
|
||||
};
|
||||
} forEach (crew _nearVehicle);
|
||||
|
||||
@@ -8,7 +8,7 @@ private ["_unit","_evType","_recordable","_inVehicle","_isPlayer","_isRocket","_
|
||||
_weapon = _this select 3;
|
||||
_ammo = _this select 6;
|
||||
_killerID = _firer getVariable["MemberID",0];
|
||||
|
||||
|
||||
_handled = false;
|
||||
_arc = 60;
|
||||
_isBallistic = (getNumber (configfile >> "CfgAmmo" >> _ammo >> "whistleOnFire") > 0);
|
||||
@@ -18,18 +18,18 @@ private ["_unit","_evType","_recordable","_inVehicle","_isPlayer","_isRocket","_
|
||||
_inVehicle = (vehicle _unit != _unit);
|
||||
_evType = "";
|
||||
_recordable = false;
|
||||
|
||||
|
||||
// Both the firer and those nearby (<=8m) go into "combat" to prevent ALT-F4
|
||||
//diag_log ("DEBUG: AMMO TYPE: " +str(_ammo));
|
||||
_firer setVariable["startcombattimer", 1, false];
|
||||
_firer setVariable["startcombattimer", 1];
|
||||
if (_distance <= 8) then {
|
||||
_unit setVariable["startcombattimer", 1, false];
|
||||
_unit setVariable["startcombattimer", 1];
|
||||
};
|
||||
|
||||
|
||||
|
||||
if (_inVehicle) exitWith{};
|
||||
if (_firer == player) exitWith{};
|
||||
|
||||
|
||||
//Is in danger angle?
|
||||
_turretDir = _firer weaponDirection _weapon;
|
||||
_weaponDir = ((_turretDir select 0) atan2 (_turretDir select 1));
|
||||
@@ -42,7 +42,7 @@ private ["_unit","_evType","_recordable","_inVehicle","_isPlayer","_isRocket","_
|
||||
//In front?
|
||||
_isInFront = (_firingArc < _arc);
|
||||
_isInRear = (_firingArc > (180 - _arc));
|
||||
|
||||
|
||||
//Ballistic Handler
|
||||
if ((_isBallistic and _isInFront) and (_distance < (_dmgDistance * 2))) then {
|
||||
if (_distance < _dmgDistance) then {
|
||||
@@ -88,6 +88,6 @@ private ["_unit","_evType","_recordable","_inVehicle","_isPlayer","_isRocket","_
|
||||
[10,20] call fnc_usec_pitchWhine; //Visual , Sound
|
||||
addCamShake [15, 0.8, 25];
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
//Launcher Handler
|
||||
@@ -6,14 +6,14 @@ _unit = _array select 0;
|
||||
_attacker = _array select 1;
|
||||
|
||||
if (_unit == player && player distance _attacker < 5) then {
|
||||
player setVariable["startcombattimer", 1, false];
|
||||
player setVariable["startcombattimer", 1];
|
||||
// Make bleed
|
||||
if (random 2 < 1) then {
|
||||
// Find hit
|
||||
_cnt = count (DAYZ_woundHit_ok select 1);
|
||||
_index = floor (random _cnt);
|
||||
_index = (DAYZ_woundHit_ok select 1) select _index;
|
||||
_hit = (DAYZ_woundHit_ok select 0) select _index;
|
||||
_hit = (DAYZ_woundHit_ok select 0) select _index;
|
||||
|
||||
_damage = 0.1 + random (1.2);
|
||||
|
||||
@@ -23,7 +23,7 @@ if (_unit == player && player distance _attacker < 5) then {
|
||||
};
|
||||
|
||||
player setVariable["medForceUpdate",true,true];
|
||||
|
||||
|
||||
1 call fnc_usec_bulletHit;
|
||||
|
||||
_wound = _hit call fnc_usec_damageGetWound;
|
||||
|
||||
@@ -21,9 +21,9 @@ while {true} do {
|
||||
// _size = (sizeOf typeOf _refObj) * _factor;
|
||||
_vel = velocity player;
|
||||
_speed = (round((_vel distance [0,0,0]) * 3.5)) min 18;
|
||||
|
||||
|
||||
// dayz_areaAffect = _size;
|
||||
|
||||
|
||||
//Record Check
|
||||
_lastUpdate = time - dayZ_lastPlayerUpdate;
|
||||
if (_lastUpdate > 8) then {
|
||||
@@ -35,9 +35,9 @@ while {true} do {
|
||||
|
||||
// Check for radiation
|
||||
DZE_InRadiationZone = false;
|
||||
|
||||
|
||||
_outsideMap = ((dayz_myPosition select 0) < dayz_minpos OR (dayz_myPosition select 1) < dayz_minpos OR (dayz_myPosition select 0) > dayz_maxpos OR (dayz_myPosition select 1) > dayz_maxpos);
|
||||
|
||||
|
||||
if(_outsideMap OR DZE_Quarantine) then {
|
||||
DZE_InRadiationZone = true;
|
||||
};
|
||||
@@ -68,7 +68,7 @@ while {true} do {
|
||||
player setVariable ["temperature",dayz_temperatur,true];
|
||||
_lastTemp = dayz_temperatur;
|
||||
};
|
||||
|
||||
|
||||
//can get nearby infection
|
||||
if (!r_player_infected and !_isPZombie) then {
|
||||
//Infectionriskstart
|
||||
@@ -98,16 +98,16 @@ while {true} do {
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
//If has infection reduce blood cough and add shake
|
||||
if (r_player_infected) then {
|
||||
if !(player getVariable["USEC_infected",false]) then {
|
||||
player setVariable["USEC_infected",true,true];
|
||||
if !(player getVariable["USEC_infected",false]) then {
|
||||
player setVariable["USEC_infected",true,true];
|
||||
};
|
||||
|
||||
|
||||
_rnd = ceil (random 8);
|
||||
[player,"cough",_rnd,false,9] call dayz_zombieSpeak;
|
||||
|
||||
|
||||
if (_rnd < 3) then {
|
||||
addCamShake [2, 1, 25];
|
||||
};
|
||||
@@ -115,13 +115,13 @@ while {true} do {
|
||||
r_player_blood = r_player_blood - 3;
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
//Pain Shake Effects
|
||||
if (r_player_inpain and !r_player_unconscious) then {
|
||||
playSound "breath_1";
|
||||
addCamShake [2, 1, 25];
|
||||
};
|
||||
|
||||
|
||||
//Hunger Effect
|
||||
_foodVal = dayz_statusArray select 0;
|
||||
_thirstVal = dayz_statusArray select 1;
|
||||
@@ -144,7 +144,7 @@ while {true} do {
|
||||
|
||||
// Radiation zones rapid blood loss
|
||||
if (DZE_InRadiationZone) then {
|
||||
|
||||
|
||||
_radsound = "radzone1";
|
||||
_bloodloss = 10;
|
||||
if(_radTimer > 5 AND _radTimer < 10) then {
|
||||
@@ -171,7 +171,7 @@ while {true} do {
|
||||
} else {
|
||||
_radTimer = 0;
|
||||
};
|
||||
|
||||
|
||||
// Health uptick when healty not thirsty or hungry
|
||||
if (_foodVal >= 0.9 and _thirstVal >= 0.9) then {
|
||||
if (!r_player_infected and !r_player_inpain and !r_player_injured and !DZE_InRadiationZone) then {
|
||||
@@ -183,20 +183,20 @@ while {true} do {
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
//Record low blood
|
||||
_lowBlood = player getVariable ["USEC_lowBlood", false];
|
||||
if ((r_player_blood < r_player_bloodTotal) and !_lowBlood) then {
|
||||
player setVariable["USEC_lowBlood",true,true];
|
||||
};
|
||||
|
||||
|
||||
//Broadcast Hunger/Thirst
|
||||
_messTimer = _messTimer + 1;
|
||||
if (_messTimer > 15) then {
|
||||
_messTimer = 0;
|
||||
player setVariable ["messing",[dayz_hunger,dayz_thirst],true];
|
||||
};
|
||||
|
||||
|
||||
// Update blood only if PVAR does not match GVAR.
|
||||
_currentBlood = player getVariable ["USEC_BloodQty", 12000];
|
||||
if (_currentBlood != r_player_blood) then {
|
||||
@@ -218,7 +218,7 @@ while {true} do {
|
||||
_startcombattimer = player getVariable["startcombattimer",0];
|
||||
if (_startcombattimer == 1) then {
|
||||
player setVariable["combattimeout", time + 30, true];
|
||||
player setVariable["startcombattimer", 0, true];
|
||||
player setVariable["startcombattimer", 0];
|
||||
dayz_combat = 1;
|
||||
};
|
||||
|
||||
@@ -242,7 +242,7 @@ while {true} do {
|
||||
_combatcontrol = _combatdisplay displayCtrl 1307;
|
||||
_combatcontrol ctrlShow true;
|
||||
};
|
||||
|
||||
|
||||
//Melee Weapons ammo fix
|
||||
if(isNil {login_ammochecked}) then {
|
||||
login_ammochecked = true;
|
||||
@@ -252,10 +252,10 @@ while {true} do {
|
||||
call dayz_meleeMagazineCheck;
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
// Blood Effects
|
||||
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, (r_player_blood/r_player_bloodTotal)], [1, 1, 1, 0.0]];
|
||||
"colorCorrections" ppEffectCommit 0;
|
||||
|
||||
|
||||
sleep 2;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user