Improve BIS_Effects fix #1883

Now stops particle effects loops when wreck is deleted.

Exucuted in an EH, so it should resolve any issue where the corepatch
fix version, or broken A2 version takes priority.

Minor script formating and performance improvements
This commit is contained in:
icomrade
2017-01-20 11:51:55 -05:00
parent d8828d9df1
commit c15caf5f8f
28 changed files with 192 additions and 308 deletions

View File

@@ -92,6 +92,10 @@ class CfgAddons
}; };
}; };
class DefaultEventhandlers {
init = "if (isNil 'BIS_Effects_Init_DZE') then {[] call compile preProcessFileLineNumbers '\z\addons\dayz_code\system\BIS_Effects\init.sqf';};";
};
#include "Configs\rscTitles.hpp" #include "Configs\rscTitles.hpp"
#include "Configs\CfgWorlds.hpp" #include "Configs\CfgWorlds.hpp"
#include "Configs\CfgMoves.hpp" #include "Configs\CfgMoves.hpp"

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@@ -19,7 +19,6 @@ if (!isDedicated) then {
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf";
fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf"; fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf";
fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf"; fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf";
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf"; player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf";

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@@ -1,142 +1,83 @@
private ["_fl","_sm","_expl","_dr","_tv","_i","_wave","_splash","_velz","_v","_int","_t","_pos"]; private ["_fl","_sm","_expl","_dr","_velocity","_tv","_i","_wave","_splash","_velz","_v","_int","_t","_pos"];
_v=_this select 0; _v =_this select 0;
_int = (fuel _v)*(8+random 2); _int = ((fuel _v) * (8 + (random 2)));
_t=time; _t = time;
_i = 0;
_dr = 0.2;
_tv = 11;
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated if (!isDedicated) then {
_fl = "#particlesource" createVehicleLocal getPosATL _v; _fl = "#particlesource" createVehicleLocal getPosATL _v;
_fl attachto [_v,[0,0,0],"destructionEffect2"]; _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]; _fl setParticleRandom [0.3, [1, 1, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
_fl setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", 1, 2, "destructionEffect2", _fl setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", 1, 2, "destructionEffect2",
[0, 0, 5], 0, 10, 7.9, 0.075, [4,7,9,10], [[1, 1, 1, -1], [1, 1, 1, -1], [0, 0, 5], 0, 10, 7.9, 0.075, [4,7,9,10], [[1, 1, 1, -1], [1, 1, 1, -1],
[1, 1, 1, -1], [1, 1, 1, -0.5], [1, 1, 1, -0]], [1,0.5], 1, 0, "", "", _v]; [1, 1, 1, -1], [1, 1, 1, -0.5], [1, 1, 1, -0]], [1,0.5], 1, 0, "", "", _v];
_fl setDropInterval 1; _fl setDropInterval 1;
_sm = "#particlesource" createVehicleLocal getPosATL _v; _sm = "#particlesource" createVehicleLocal getPosATL _v;
_sm attachto [_v,[0,0,0],"destructionEffect1"]; _sm attachto [_v,[0,0,0],"destructionEffect1"];
_sm setParticleRandom [2, [2, 2, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0.1], 0, 0]; _sm setParticleRandom [2, [2, 2, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0.1], 0, 0];
_sm setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 5, "destructionEffect1", _sm setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 5, "destructionEffect1",
[0, 0, 5], 0, 10, 7.9, 0.075, [4,8,12,14], [[0.3, 0.3, 0.3, 1], [0, 0, 5], 0, 10, 7.9, 0.075, [4,8,12,14], [[0.3, 0.3, 0.3, 1],
[0.45, 0.45, 0.45, 1],[0.6, 0.6, 0.6, 0.6], [0.7, 0.7, 0.7, 0.25], [1, 1, 1, 0]], [0.8,0.3,0.25], 1, 0, "", "", _v]; [0.45, 0.45, 0.45, 1],[0.6, 0.6, 0.6, 0.6], [0.7, 0.7, 0.7, 0.25], [1, 1, 1, 0]], [0.8,0.3,0.25], 1, 0, "", "", _v];
_sm setDropInterval 1; _sm setDropInterval 1;
}; // end of dedicated check
_i=0;
_dr=0.2;
_tv=11;
//Remove weapons/ammo to prevent explosion. Script will create its own explosions (doesnt work?)
removeallweapons _v;
if (local _v) then {_expl=createVehicle ["HelicopterExploSmall", (getPosATL _v), [], 0, "CAN_COLLIDE"];};
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
while {_i <1200 && ((velocity _v select 2)<-20 || (getPosATL _v select 2)>8) && !(alive _v) && !(isnull _v) && (getPosATL _v select 2)>1} do
{
_tv=abs(velocity _v select 0)+abs(velocity _v select 1)+abs(velocity _v select 2);
if (_tv>2) then {_dr=1/_tv} else {_dr=1};
_fl setDropInterval _dr;
_sm setDropInterval _dr;
_i=_i+1;
sleep 0.2;
}; };
}; // end of dedicated check
_pos=getPosATL _v; removeallweapons _v;
clearVehicleInit _v; if (local _v) then {_expl = createVehicle ["HelicopterExploSmall", (getPosATL _v), [], 0, "CAN_COLLIDE"];};
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated if (!isDedicated) then {
deletevehicle _fl;deletevehicle _sm; while {(_i < 1200) && ((((velocity _v) select 2) < -20) || (((getPosATL _v) select 2) > 8)) && !(alive _v) && !(isnull _v) && (((getPosATL _v) select 2) > 1)} do
}; // end of dedicated check
if (surfaceiswater(_pos) && (_pos select 2)<9 ) then
{
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
_wave = "#particlesource" createVehicleLocal getPosATL _v;
_wave attachto [_v,[0,0,0],"destructionEffect1"];
_wave setParticleRandom [0.3, [1, 1, 0], [0.5, 0.5, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
_wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0], "", "Billboard", 1, 1.6, "destructionEffect1",
[0, 0, 0], 0, 10, 7.9, 0.075, [3,8],
[[0.7,0.8,1,0.6],[0.85,0.9,1,0.0]], [1000], 1, 0, "", "", _v];
_wave setparticlecircle [2,[0,16,0]];
_wave setDropInterval 0.0015;
_splash = "#particlesource" createVehicleLocal getPosATL _v;
_splash attachto [_v,[0,0,0],"destructionEffect1"];
_splash setParticleRandom [2, [2, 2, 0], [2, 2, 7], 0, 0.5, [0, 0, 0, 0], 0, 0];
_splash setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 13, 6, 0], "", "Billboard", 1, 4, "destructionEffect1",
[0, 0, 0], 0, 30, 7.9, 0.075, [8,15],
[[0.7,0.7,0.7,1],[1,1,1,0]], [1000], 1, 0, "", "", _v];
_splash setparticlecircle [2,[0,3,15]];
_splash setDropInterval 0.002;
sleep 0.2;
deletevehicle _wave;deletevehicle _splash;
}; // end of dedicated check
/*
if (local _v) then
{
_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
if (_wreck!="") then
{
_pos = getpos _v;
_dir = vectordir _v;
_vecUp = vectorup _v;
_vel = velocity _v;
clearvehicleinit _v;
_crw= crew _v;
clearvehicleinit _v;
deleteVehicle _v;
_v =(_wreck) createvehicle _pos;
{_x moveincargo _v} foreach _crw;
_v setVectorDirAndUp [_dir,_vecUp];
_v setFuel 0;
_v setdamage 0;
_v setvelocity _vel;
//Send to garbage collecter so wreck can be deleted later
[_v] call BIS_GC_trashItFunc;
};
}; */
}
else
{
if (local _v) then
{ {
//_velx = velocity _v select 0; _velx = _velx / 4; _velocity = velocity _v;
//_vely = velocity _v select 1; _vely = _vely / 4; _tv = (abs(_velocity select 0) + abs(_velocity select 1) + abs(_velocity select 2));
_velz=velocity _v select 2; if (_tv > 2) then {_dr = (1/_tv)} else {_dr = 1};
if (_velz>1) then {_v setvelocity [velocity _v select 0,velocity _v select 1,0]}; _fl setDropInterval _dr;
_expl = createVehicle ["HelicopterExploBig", [_pos select 0,_pos select 1,(_pos select 2) + 1], [], 0, "CAN_COLLIDE"]; _sm setDropInterval _dr;
sleep 0.05; _i = _i + 1;
/* sleep 0.2;
_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck"); };
if (_wreck!="") then };
{
_pos = getpos _v; _pos = getPosATL _v;
_dir = vectordir _v; clearVehicleInit _v;
_vecUp = vectorup _v;
_vel = velocity _v; if (!isDedicated) then {
deletevehicle _fl;
_crw= crew _v; deletevehicle _sm;
clearvehicleinit _v; };
deleteVehicle _v;
_v =(_wreck) createvehicle _pos; if (surfaceiswater(_pos) && {(_pos select 2 ) < 9} ) then {
{_x moveincargo _v} foreach _crw; if (!isDedicated) then {
//sleep 0.05; _wave = "#particlesource" createVehicleLocal (getPosATL _v);
_v setvelocity _vel; _wave attachto [_v,[0,0,0],"destructionEffect1"];
//_v setPos _pos; _wave setParticleRandom [0.3, [1, 1, 0], [0.5, 0.5, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
_v setvectordir (_dir); _wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0], "", "Billboard", 1, 1.6, "destructionEffect1",
_v setvectorup _vecUp; [0, 0, 0], 0, 10, 7.9, 0.075, [3,8],
_v setFuel 0; [[0.7,0.8,1,0.6],[0.85,0.9,1,0.0]], [1000], 1, 0, "", "", _v];
_v setdamage 0; _wave setparticlecircle [2,[0,16,0]];
_wave setDropInterval 0.0015;
}; */ _splash = "#particlesource" createVehicleLocal (getPosATL _v);
//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_AirDestructionStage2",_int, _t]; _splash attachto [_v,[0,0,0],"destructionEffect1"];
//processInitCommands; //ClearvehicleInit done at end of burn script _splash setParticleRandom [2, [2, 2, 0], [2, 2, 7], 0, 0.5, [0, 0, 0, 0], 0, 0];
["AirDestructionStage2", _v, _int, _t] call BIS_Effects_globalEvent; _splash setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 13, 6, 0], "", "Billboard", 1, 4, "destructionEffect1",
[0, 0, 0], 0, 30, 7.9, 0.075, [8,15],
[[0.7,0.7,0.7,1],[1,1,1,0]], [1000], 1, 0, "", "", _v];
_splash setparticlecircle [2,[0,3,15]];
_splash setDropInterval 0.002;
sleep 0.2;
deletevehicle _wave;deletevehicle _splash;
};
} else {
if ((local _v) && {!isNull _v}) then {
_velz = (velocity _v) select 2;
if (_velz > 1) then {_v setvelocity [velocity _v select 0,velocity _v select 1,0]};
_expl = createVehicle ["HelicopterExploBig", [_pos select 0,_pos select 1,(_pos select 2) + 1], [], 0, "CAN_COLLIDE"];
sleep 0.05;
["AirDestructionStage2", _v, _int, _t, (getPosATL _v)] call BIS_Effects_globalEvent;
}; };
}; };

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@@ -1,88 +1,71 @@
private ["_dr","_pos","_xv","_yv","_dir","_Crater","_speed","_velz","_tv","_zv","_i","_smoke","_fire","_dirt","_v","_int","_t"]; private ["_dr","_pos","_vel","_xv","_yv","_zv","_dir","_Crater","_speed","_velz","_tv","_i","_smoke","_fire","_dirt","_v","_int","_t"];
_v = _this select 0; _v = _this select 0;
_int = _this select 1; _int = _this select 1;
_t=_this select 2; _t = _this select 2;
_pos=getPosATL _v; _pos = _this select 3;
// Particle effects
if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
_smoke = "#particlesource" createVehicleLocal _pos;
_smoke attachto [_v,[0,0,0],"destructionEffect1"];
_smoke setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,7,48],
"", "Billboard", 1, 15, [0, 0, 0], [0, 0, 0], 1, 1.275, 1, 0, [8,14],
[[0.1,0.1,0.1,1],[0.1,0.1,0.1,0]], [0.5], 0.1, 0.1, "", "", _v];
//_smoke setParticleCircle [2,[0,0,0]];
_smoke setParticleRandom [4, [2, 2, 2], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_smoke setDropInterval 0.02;
_fire = "#particlesource" createVehicleLocal _pos; if (!isDedicated) then {
_fire attachto [_v,[0,0,0],"destructionEffect2"]; _smoke = "#particlesource" createVehicleLocal _pos;
/*_fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,32], "", "Billboard", 1, 1, [0, 1, 0], [0, 0, 0], 1, 1.275, 1, 0, [10,15], _smoke attachto [_v,[0,0,0],"destructionEffect1"];
[[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360]; */ _smoke setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,7,48],
_fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,80], "", "Billboard", 1, 15, [0, 0, 0], [0, 0, 0], 1, 1.275, 1, 0, [8,14],
"", "Billboard", 1, 2, [0, 1, 0], [0, 0, 0], 1, 1.275, 1, 0, [7,13], [[0.1,0.1,0.1,1],[0.1,0.1,0.1,0]], [0.5], 0.1, 0.1, "", "", _v];
[[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360]; _smoke setParticleRandom [4, [2, 2, 2], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_fire setParticleRandom [0.5, [0.5, 0.5, 0.5], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0]; _smoke setDropInterval 0.02;
_fire setDropInterval 0.01; _fire = "#particlesource" createVehicleLocal _pos;
/* _fire attachto [_v,[0,0,0],"destructionEffect2"];
_shards = "#particlesource" createVehicleLocal _pos;
//_shards attachto [_v,[0,0,0],"destructionEffect1"];
_shards setParticleParams [["\CA\Data\ParticleEffects\Shard\shard",1,0,1], "", "SpaceObject", 1, 60, [0, 0, 0], [0, 0, 0], 0, 1.275, 1, 0, [1,1],
[[1,1,1,1]], [0.5], 0, 0, "", "", _v];
_shards setParticleRandom [30, [1, 1, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_shards setParticleCircle [2,[0.001,0.001,-0.001]];
_shards setDropInterval 0.05;
*/
_dirt = "#particlesource" createVehicleLocal _pos;
_dirt attachto [_v,[0,0,0],"destructionEffect1"];
_dirt setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,12,9,0], "", "Billboard", 1, 5, [0, 0, 0], [0, 0, 5], 0, 5, 1, 0, [10,20],
[[0.1,0.1,0.1,1],[0.1,0.1,0.1,0.7],[0.1,0.1,0.1,0]], [1000], 0, 0, "", "", _v,360];
_dirt setParticleRandom [0, [1, 1, 1], [1, 1, 2.5], 0, 0, [0, 0, 0, 0.5], 0, 0];
_dirt setDropInterval 0.05;
//creating ground craters _fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,80],
_i=0; "", "Billboard", 1, 2, [0, 1, 0], [0, 0, 0], 1, 1.275, 1, 0, [7,13],
while {(speed _v) > 0.1} do [[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360];
{ _fire setParticleRandom [0.5, [0.5, 0.5, 0.5], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
_pos=getPosATL _v; _fire setDropInterval 0.01;
_xv=velocity _v select 0; _dirt = "#particlesource" createVehicleLocal _pos;
_yv=velocity _v select 1; _dirt attachto [_v,[0,0,0],"destructionEffect1"];
_zv=velocity _v select 2; _dirt setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,12,9,0], "", "Billboard", 1, 5, [0, 0, 0], [0, 0, 5], 0, 5, 1, 0, [10,20],
_dir = abs(_xv atan2 _yv); [[0.1,0.1,0.1,1],[0.1,0.1,0.1,0.7],[0.1,0.1,0.1,0]], [1000], 0, 0, "", "", _v,360];
_dirt setParticleRandom [0, [1, 1, 1], [1, 1, 2.5], 0, 0, [0, 0, 0, 0.5], 0, 0];
_dirt setDropInterval 0.05;
_Crater= "CraterLong" createvehiclelocal [_pos select 0, _pos select 1, 0]; _i = 0;
_Crater setdir (_dir + (180 * _i)); while {(speed _v) > 0.1 && (!isNull _v)} do
_Crater setpos [_pos select 0, _pos select 1, 0]; {
_Crater setPos [_pos select 0, _pos select 1, ((0 - _i)/13)]; //all setpos commands so it is placed correctly on sloped terrain _pos = getPosATL _v;
_speed = (speed _v); _vel = velocity _v;
_velz=velocity _v select 2; _xv =_vel select 0;
_yv = _vel select 1;
_zv = _vel select 2;
_dir = abs(_xv atan2 _yv);
_Crater= "CraterLong" createvehiclelocal [_pos select 0, _pos select 1, 0];
_Crater setdir (_dir + (180 * _i));
_Crater setpos [_pos select 0, _pos select 1, 0];
_Crater setPos [_pos select 0, _pos select 1, ((0 - _i)/13)];
_speed = (speed _v);
_velz = _vel select 2;
if (_velz > 1) then {_v setvelocity [(_xv/1.3),(_yv/1.3),0]}
else {_v setvelocity [(_xv/1.2),(_yv/1.2),(velocity _v) select 2]};
_tv = (abs(_xv) + abs(_yv) + abs(_zv));
if (_tv > 2) then {_dr = (1/_tv)} else {_dr = 1};
_smoke setDropInterval (_dr * 1.5);
_fire setDropInterval (_dr * 1.5);
_dirt setDropInterval _dr;
sleep (0.25 - (_speed / 1000));
_i = _i + 1;
};
if (_velz>1) then {_v setvelocity [_xv/1.3,_yv/1.3,0]} deleteVehicle _smoke;
else {_v setvelocity [_xv/1.2,_yv/1.2,velocity _v select 2]}; deleteVehicle _fire;
deleteVehicle _dirt;
_tv=abs(_xv)+abs(_yv)+abs(_zv); };
if (_tv>2) then {_dr=1/_tv} else {_dr=1};
_smoke setDropInterval _dr*1.5;
_fire setDropInterval _dr*1.5;
_dirt setDropInterval _dr;
//_shards setDropInterval _dr;
sleep (0.25 - (_speed / 1000));
_i = _i + 1;
};
deleteVehicle _smoke;
deleteVehicle _fire;
//deleteVehicle _shards;
deleteVehicle _dirt;
}; // end of dedicated check
_v setvelocity [0,0,-0.1]; _v setvelocity [0,0,-0.1];
if (local _v) then
{ if (local _v && (!isNull _v)) then {
//_v setVehicleInit format ["[this, %1, %2,false,true]spawn BIS_Effects_Burn",_int, _t];
//processInitCommands; //ClearvehicleInit done at end of burn script
["Burn", _v, _int, _t] call BIS_Effects_globalEvent; ["Burn", _v, _int, _t] call BIS_Effects_globalEvent;
[_v,_int,false] spawn BIS_Effects_Secondaries; [_v,_int,false] spawn BIS_Effects_Secondaries;
}; };
sleep 0.5; sleep 0.5;
_v setvelocity [0,0,-0.01]; _v setvelocity [0,0,-0.01];

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@@ -1,58 +1,61 @@
BIS_Effects_Init = true; //A2 won't overwrite this if var is not nil BIS_Effects_Init = true;
/* BIS_Effects_* fixes from Dwarden */
diag_log "Res3tting B!S effects..."; if (isNil "BIS_Effects_Init_DZE") then {
BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\fired.sqf"; // Allows tanks to use smoke counter measures BIS_Effects_Init_DZE = true;
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf"; diag_log "Res3tting B!S effects...";
BIS_Effects_Rifle = {false}; BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\fired.sqf"; // Allows tanks to use smoke counter measures
BIS_Effects_Cannon=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\cannon.sqf"; BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
BIS_Effects_HeavyCaliber=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavycaliber.sqf"; BIS_Effects_Rifle = {false};
BIS_Effects_HeavySniper=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavysniper.sqf"; BIS_Effects_Cannon=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\cannon.sqf";
BIS_Effects_Rocket=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rocket.sqf"; BIS_Effects_HeavyCaliber=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavycaliber.sqf";
BIS_Effects_SmokeShell=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokeshell.sqf"; BIS_Effects_HeavySniper=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavysniper.sqf";
BIS_Effects_SmokeLauncher=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokelauncher.sqf"; BIS_Effects_Rocket=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rocket.sqf";
BIS_Effects_Flares=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\flares.sqf"; BIS_Effects_SmokeShell=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokeshell.sqf";
BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; BIS_Effects_SmokeLauncher=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokelauncher.sqf";
BIS_Effects_AircraftVapour=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf"; BIS_Effects_Flares=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\flares.sqf";
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf"; BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf"; BIS_Effects_AircraftVapour=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";
BIS_Effects_Secondaries = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\secondaries.sqf"; BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
BIS_Effects_globalEvent = { BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
BIS_effects_gepv = _this; BIS_Effects_Secondaries = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\secondaries.sqf";
publicVariable "BIS_effects_gepv"; BIS_Effects_globalEvent = {
_this call BIS_Effects_startEvent; BIS_effects_gepv = _this;
publicVariable "BIS_effects_gepv";
}; _this call BIS_Effects_startEvent;
BIS_Effects_startEvent = {
private "_KillEject"; };
_KillEject = { BIS_Effects_startEvent = {
private "_cancel"; private "_KillEject";
if (((vehicle player) == (_this select 0)) && {(vehicle player) != player} && {player in (crew (_This select 0))}) then { _KillEject = {
_cancel = false; private "_cancel";
{ if (((vehicle player) == (_this select 0)) && {(vehicle player) != player} && {player in (crew (_This select 0))}) then {
if ((isInTraderCity || !canbuild) && {(player distance (_x select 0)) < (_x select 1)}) exitWith {_cancel = true;}; _cancel = false;
} count DZE_SafeZonePosArray; {
player action ["getOut", (_this select 0)]; if ((isInTraderCity || !canbuild) && {(player distance (_x select 0)) < (_x select 1)}) exitWith {_cancel = true;};
if (!_cancel && {!((_this select 0) iskindof "car")}) then { } count DZE_SafeZonePosArray;
[player, "explosion"] call player_death; player action ["getOut", (_this select 0)];
if (!_cancel && {!((_this select 0) iskindof "car")}) then {
[player, "explosion"] call player_death;
};
};
};
switch (_this select 0) do {
case "AirDestruction": {
[_this select 1] spawn BIS_Effects_AirDestruction;
[_This select 1] call _KillEject;
};
case "AirDestructionStage2": {
[_this select 1, _this select 2, _this select 3, _this select 4] spawn BIS_Effects_AirDestructionStage2;
};
case "Burn": {
[_this select 1, _this select 2, _this select 3, false, true, _this select 4] spawn BIS_Effects_Burn;
};
case "Eject": {
[_This select 1] call _KillEject;
}; };
}; };
}; };
switch (_this select 0) do { "BIS_effects_gepv" addPublicVariableEventHandler {
case "AirDestruction": { (_this select 1) call BIS_Effects_startEvent;
[_this select 1] spawn BIS_Effects_AirDestruction;
[_This select 1] call _KillEject;
};
case "AirDestructionStage2": {
[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
};
case "Burn": {
[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
};
case "Eject": {
[_This select 1] call _KillEject;
};
}; };
};
"BIS_effects_gepv" addPublicVariableEventHandler {
(_this select 1) call BIS_Effects_startEvent;
}; };

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\takistan.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\takistan.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\mountains_acr.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\mountains_acr.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\isladuala.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\isladuala.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\tavi.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\tavi.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\namalsk.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\namalsk.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\panthera2.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\panthera2.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus17.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus17.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\fdf_isle1_a.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\fdf_isle1_a.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\utes.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\utes.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\fapovo.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\fapovo.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\caribou.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\caribou.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\smd_sahrani_a2.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\smd_sahrani_a2.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\cmr_ovaron.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\cmr_ovaron.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\napf.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\napf.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\sauerland.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\sauerland.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\shapur_baf.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\shapur_baf.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\zargabad.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\zargabad.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\bootcamp_acr.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\bootcamp_acr.sqf"; //Add trader city objects locally on each machine early

View File

@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\lingor.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\lingor.sqf"; //Add trader city objects locally on each machine early

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@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\provinggrounds_pmc.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\provinggrounds_pmc.sqf"; //Add trader city objects locally on each machine early

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@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15; progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25; progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf"; call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\woodland_acr.sqf"; //Add trader city objects locally on each machine early call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\woodland_acr.sqf"; //Add trader city objects locally on each machine early