mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
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:
@@ -92,6 +92,10 @@ class CfgAddons
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};
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};
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class DefaultEventhandlers {
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init = "if (isNil 'BIS_Effects_Init_DZE') then {[] call compile preProcessFileLineNumbers '\z\addons\dayz_code\system\BIS_Effects\init.sqf';};";
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};
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#include "Configs\rscTitles.hpp"
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#include "Configs\CfgWorlds.hpp"
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#include "Configs\CfgMoves.hpp"
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@@ -19,7 +19,6 @@ if (!isDedicated) then {
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fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf";
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fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf";
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fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf";
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BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
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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
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player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
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player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf";
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@@ -1,10 +1,13 @@
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private ["_fl","_sm","_expl","_dr","_tv","_i","_wave","_splash","_velz","_v","_int","_t","_pos"];
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private ["_fl","_sm","_expl","_dr","_velocity","_tv","_i","_wave","_splash","_velz","_v","_int","_t","_pos"];
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_v =_this select 0;
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_int = (fuel _v)*(8+random 2);
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_int = ((fuel _v) * (8 + (random 2)));
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_t = time;
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_i = 0;
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_dr = 0.2;
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_tv = 11;
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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if (!isDedicated) then {
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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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@@ -20,40 +23,35 @@ _sm setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 4
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[0, 0, 5], 0, 10, 7.9, 0.075, [4,8,12,14], [[0.3, 0.3, 0.3, 1],
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[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];
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_sm setDropInterval 1;
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};
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}; // end of dedicated check
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_i=0;
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_dr=0.2;
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_tv=11;
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//Remove weapons/ammo to prevent explosion. Script will create its own explosions (doesnt work?)
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removeallweapons _v;
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if (local _v) then {_expl = createVehicle ["HelicopterExploSmall", (getPosATL _v), [], 0, "CAN_COLLIDE"];};
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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while {_i <1200 && ((velocity _v select 2)<-20 || (getPosATL _v select 2)>8) && !(alive _v) && !(isnull _v) && (getPosATL _v select 2)>1} do
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if (!isDedicated) then {
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while {(_i < 1200) && ((((velocity _v) select 2) < -20) || (((getPosATL _v) select 2) > 8)) && !(alive _v) && !(isnull _v) && (((getPosATL _v) select 2) > 1)} do
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{
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_tv=abs(velocity _v select 0)+abs(velocity _v select 1)+abs(velocity _v select 2);
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if (_tv>2) then {_dr=1/_tv} else {_dr=1};
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_velocity = velocity _v;
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_tv = (abs(_velocity select 0) + abs(_velocity select 1) + abs(_velocity select 2));
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if (_tv > 2) then {_dr = (1/_tv)} else {_dr = 1};
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_fl setDropInterval _dr;
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_sm setDropInterval _dr;
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_i = _i + 1;
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sleep 0.2;
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};
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}; // end of dedicated check
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};
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_pos = getPosATL _v;
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clearVehicleInit _v;
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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deletevehicle _fl;deletevehicle _sm;
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}; // end of dedicated check
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if (surfaceiswater(_pos) && (_pos select 2)<9 ) then
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{
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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_wave = "#particlesource" createVehicleLocal getPosATL _v;
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if (!isDedicated) then {
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deletevehicle _fl;
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deletevehicle _sm;
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};
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if (surfaceiswater(_pos) && {(_pos select 2 ) < 9} ) then {
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if (!isDedicated) then {
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_wave = "#particlesource" createVehicleLocal (getPosATL _v);
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_wave attachto [_v,[0,0,0],"destructionEffect1"];
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_wave setParticleRandom [0.3, [1, 1, 0], [0.5, 0.5, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
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_wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13,0], "", "Billboard", 1, 1.6, "destructionEffect1",
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@@ -62,7 +60,7 @@ if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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_wave setparticlecircle [2,[0,16,0]];
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_wave setDropInterval 0.0015;
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_splash = "#particlesource" createVehicleLocal getPosATL _v;
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_splash = "#particlesource" createVehicleLocal (getPosATL _v);
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_splash attachto [_v,[0,0,0],"destructionEffect1"];
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_splash setParticleRandom [2, [2, 2, 0], [2, 2, 7], 0, 0.5, [0, 0, 0, 0], 0, 0];
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_splash setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 13, 6, 0], "", "Billboard", 1, 4, "destructionEffect1",
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@@ -73,70 +71,13 @@ if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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sleep 0.2;
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deletevehicle _wave;deletevehicle _splash;
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}; // end of dedicated check
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/*
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if (local _v) then
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{
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_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
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if (_wreck!="") then
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{
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_pos = getpos _v;
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_dir = vectordir _v;
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_vecUp = vectorup _v;
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_vel = velocity _v;
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clearvehicleinit _v;
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_crw= crew _v;
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clearvehicleinit _v;
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deleteVehicle _v;
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_v =(_wreck) createvehicle _pos;
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{_x moveincargo _v} foreach _crw;
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_v setVectorDirAndUp [_dir,_vecUp];
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_v setFuel 0;
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_v setdamage 0;
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_v setvelocity _vel;
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//Send to garbage collecter so wreck can be deleted later
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[_v] call BIS_GC_trashItFunc;
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};
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}; */
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}
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else
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{
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if (local _v) then
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{
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//_velx = velocity _v select 0; _velx = _velx / 4;
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//_vely = velocity _v select 1; _vely = _vely / 4;
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_velz=velocity _v select 2;
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} else {
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if ((local _v) && {!isNull _v}) then {
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_velz = (velocity _v) select 2;
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if (_velz > 1) then {_v setvelocity [velocity _v select 0,velocity _v select 1,0]};
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_expl = createVehicle ["HelicopterExploBig", [_pos select 0,_pos select 1,(_pos select 2) + 1], [], 0, "CAN_COLLIDE"];
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sleep 0.05;
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/*
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_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
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if (_wreck!="") then
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{
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_pos = getpos _v;
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_dir = vectordir _v;
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_vecUp = vectorup _v;
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_vel = velocity _v;
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_crw= crew _v;
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clearvehicleinit _v;
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deleteVehicle _v;
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_v =(_wreck) createvehicle _pos;
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{_x moveincargo _v} foreach _crw;
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//sleep 0.05;
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_v setvelocity _vel;
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//_v setPos _pos;
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_v setvectordir (_dir);
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_v setvectorup _vecUp;
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_v setFuel 0;
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_v setdamage 0;
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}; */
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//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_AirDestructionStage2",_int, _t];
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//processInitCommands; //ClearvehicleInit done at end of burn script
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["AirDestructionStage2", _v, _int, _t] call BIS_Effects_globalEvent;
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["AirDestructionStage2", _v, _int, _t, (getPosATL _v)] call BIS_Effects_globalEvent;
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};
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};
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@@ -1,37 +1,26 @@
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private ["_dr","_pos","_xv","_yv","_dir","_Crater","_speed","_velz","_tv","_zv","_i","_smoke","_fire","_dirt","_v","_int","_t"];
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private ["_dr","_pos","_vel","_xv","_yv","_zv","_dir","_Crater","_speed","_velz","_tv","_i","_smoke","_fire","_dirt","_v","_int","_t"];
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_v = _this select 0;
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_int = _this select 1;
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_t = _this select 2;
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_pos=getPosATL _v;
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// Particle effects
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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_pos = _this select 3;
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if (!isDedicated) then {
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_smoke = "#particlesource" createVehicleLocal _pos;
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_smoke attachto [_v,[0,0,0],"destructionEffect1"];
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_smoke setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,7,48],
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"", "Billboard", 1, 15, [0, 0, 0], [0, 0, 0], 1, 1.275, 1, 0, [8,14],
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[[0.1,0.1,0.1,1],[0.1,0.1,0.1,0]], [0.5], 0.1, 0.1, "", "", _v];
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//_smoke setParticleCircle [2,[0,0,0]];
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_smoke setParticleRandom [4, [2, 2, 2], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
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_smoke setDropInterval 0.02;
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_fire = "#particlesource" createVehicleLocal _pos;
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_fire attachto [_v,[0,0,0],"destructionEffect2"];
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/*_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],
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[[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360]; */
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_fire setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,2,80],
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"", "Billboard", 1, 2, [0, 1, 0], [0, 0, 0], 1, 1.275, 1, 0, [7,13],
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[[1,1,1,-1],[1,1,1,0]], [0.5], 0.01, 0.01, "", "", _v,360];
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_fire setParticleRandom [0.5, [0.5, 0.5, 0.5], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
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_fire setDropInterval 0.01;
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/*
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_shards = "#particlesource" createVehicleLocal _pos;
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//_shards attachto [_v,[0,0,0],"destructionEffect1"];
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_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],
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[[1,1,1,1]], [0.5], 0, 0, "", "", _v];
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_shards setParticleRandom [30, [1, 1, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 0];
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_shards setParticleCircle [2,[0.001,0.001,-0.001]];
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_shards setDropInterval 0.05;
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*/
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_dirt = "#particlesource" createVehicleLocal _pos;
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_dirt attachto [_v,[0,0,0],"destructionEffect1"];
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_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],
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@@ -39,50 +28,44 @@ _dirt setParticleParams [["\ca\Data\ParticleEffects\Universal\Universal",16,12,9
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_dirt setParticleRandom [0, [1, 1, 1], [1, 1, 2.5], 0, 0, [0, 0, 0, 0.5], 0, 0];
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_dirt setDropInterval 0.05;
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//creating ground craters
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_i = 0;
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while {(speed _v) > 0.1} do
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while {(speed _v) > 0.1 && (!isNull _v)} do
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{
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_pos = getPosATL _v;
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_xv=velocity _v select 0;
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_yv=velocity _v select 1;
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_zv=velocity _v select 2;
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_vel = velocity _v;
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_xv =_vel select 0;
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_yv = _vel select 1;
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_zv = _vel select 2;
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_dir = abs(_xv atan2 _yv);
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_Crater= "CraterLong" createvehiclelocal [_pos select 0, _pos select 1, 0];
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_Crater setdir (_dir + (180 * _i));
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_Crater setpos [_pos select 0, _pos select 1, 0];
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_Crater setPos [_pos select 0, _pos select 1, ((0 - _i)/13)]; //all setpos commands so it is placed correctly on sloped terrain
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_Crater setPos [_pos select 0, _pos select 1, ((0 - _i)/13)];
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_speed = (speed _v);
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_velz=velocity _v select 2;
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if (_velz>1) then {_v setvelocity [_xv/1.3,_yv/1.3,0]}
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else {_v setvelocity [_xv/1.2,_yv/1.2,velocity _v select 2]};
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_tv=abs(_xv)+abs(_yv)+abs(_zv);
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if (_tv>2) then {_dr=1/_tv} else {_dr=1};
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_smoke setDropInterval _dr*1.5;
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_fire setDropInterval _dr*1.5;
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_velz = _vel select 2;
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if (_velz > 1) then {_v setvelocity [(_xv/1.3),(_yv/1.3),0]}
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else {_v setvelocity [(_xv/1.2),(_yv/1.2),(velocity _v) select 2]};
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_tv = (abs(_xv) + abs(_yv) + abs(_zv));
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if (_tv > 2) then {_dr = (1/_tv)} else {_dr = 1};
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_smoke setDropInterval (_dr * 1.5);
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_fire setDropInterval (_dr * 1.5);
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_dirt setDropInterval _dr;
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//_shards setDropInterval _dr;
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sleep (0.25 - (_speed / 1000));
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_i = _i + 1;
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};
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deleteVehicle _smoke;
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deleteVehicle _fire;
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//deleteVehicle _shards;
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deleteVehicle _dirt;
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}; // end of dedicated check
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};
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_v setvelocity [0,0,-0.1];
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if (local _v) then
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{
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//_v setVehicleInit format ["[this, %1, %2,false,true]spawn BIS_Effects_Burn",_int, _t];
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//processInitCommands; //ClearvehicleInit done at end of burn script
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if (local _v && (!isNull _v)) then {
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["Burn", _v, _int, _t] call BIS_Effects_globalEvent;
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[_v,_int,false] spawn BIS_Effects_Secondaries;
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};
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sleep 0.5;
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_v setvelocity [0,0,-0.01];
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@@ -1,5 +1,7 @@
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BIS_Effects_Init = true; //A2 won't overwrite this if var is not nil
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/* BIS_Effects_* fixes from Dwarden */
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BIS_Effects_Init = true;
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if (isNil "BIS_Effects_Init_DZE") then {
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BIS_Effects_Init_DZE = true;
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diag_log "Res3tting B!S effects...";
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BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\fired.sqf"; // Allows tanks to use smoke counter measures
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BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
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@@ -43,10 +45,10 @@ BIS_Effects_startEvent = {
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[_This select 1] call _KillEject;
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};
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case "AirDestructionStage2": {
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[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
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[_this select 1, _this select 2, _this select 3, _this select 4] spawn BIS_Effects_AirDestructionStage2;
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};
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case "Burn": {
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[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
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[_this select 1, _this select 2, _this select 3, false, true, _this select 4] spawn BIS_Effects_Burn;
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};
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case "Eject": {
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[_This select 1] call _KillEject;
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@@ -56,3 +58,4 @@ BIS_Effects_startEvent = {
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"BIS_effects_gepv" addPublicVariableEventHandler {
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(_this select 1) call BIS_Effects_startEvent;
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};
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};
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@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
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progressLoadingScreen 0.15;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
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progressLoadingScreen 0.2;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
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progressLoadingScreen 0.25;
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call compile preprocessFileLineNumbers "server_traders.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\takistan.sqf"; //Add trader city objects locally on each machine early
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@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
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progressLoadingScreen 0.15;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
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progressLoadingScreen 0.2;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
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progressLoadingScreen 0.25;
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call compile preprocessFileLineNumbers "server_traders.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\mountains_acr.sqf"; //Add trader city objects locally on each machine early
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|
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@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
call compile preprocessFileLineNumbers "server_traders.sqf";
|
||||
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
@@ -98,8 +98,6 @@ progressLoadingScreen 0.1;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
|
||||
progressLoadingScreen 0.15;
|
||||
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;
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user