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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@@ -1,142 +1,83 @@
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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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_t=time;
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_v =_this select 0;
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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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_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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_fl setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", 1, 2, "destructionEffect2",
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[0, 0, 5], 0, 10, 7.9, 0.075, [4,7,9,10], [[1, 1, 1, -1], [1, 1, 1, -1],
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[1, 1, 1, -1], [1, 1, 1, -0.5], [1, 1, 1, -0]], [1,0.5], 1, 0, "", "", _v];
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_fl setDropInterval 1;
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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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_fl setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 10, 32], "", "Billboard", 1, 2, "destructionEffect2",
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[0, 0, 5], 0, 10, 7.9, 0.075, [4,7,9,10], [[1, 1, 1, -1], [1, 1, 1, -1],
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[1, 1, 1, -1], [1, 1, 1, -0.5], [1, 1, 1, -0]], [1,0.5], 1, 0, "", "", _v];
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_fl setDropInterval 1;
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_sm = "#particlesource" createVehicleLocal getPosATL _v;
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_sm attachto [_v,[0,0,0],"destructionEffect1"];
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_sm setParticleRandom [2, [2, 2, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0.1], 0, 0];
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_sm setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 5, "destructionEffect1",
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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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}; // 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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{
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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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_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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_sm = "#particlesource" createVehicleLocal getPosATL _v;
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_sm attachto [_v,[0,0,0],"destructionEffect1"];
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_sm setParticleRandom [2, [2, 2, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0.1], 0, 0];
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_sm setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 5, "destructionEffect1",
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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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_pos=getPosATL _v;
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clearVehicleInit _v;
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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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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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_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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[0, 0, 0], 0, 10, 7.9, 0.075, [3,8],
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[[0.7,0.8,1,0.6],[0.85,0.9,1,0.0]], [1000], 1, 0, "", "", _v];
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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 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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[0, 0, 0], 0, 30, 7.9, 0.075, [8,15],
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[[0.7,0.7,0.7,1],[1,1,1,0]], [1000], 1, 0, "", "", _v];
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_splash setparticlecircle [2,[0,3,15]];
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_splash setDropInterval 0.002;
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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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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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//_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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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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_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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};
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_pos = getPosATL _v;
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clearVehicleInit _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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[0, 0, 0], 0, 10, 7.9, 0.075, [3,8],
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[[0.7,0.8,1,0.6],[0.85,0.9,1,0.0]], [1000], 1, 0, "", "", _v];
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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 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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[0, 0, 0], 0, 30, 7.9, 0.075, [8,15],
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[[0.7,0.7,0.7,1],[1,1,1,0]], [1000], 1, 0, "", "", _v];
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_splash setparticlecircle [2,[0,3,15]];
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_splash setDropInterval 0.002;
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sleep 0.2;
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deletevehicle _wave;deletevehicle _splash;
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};
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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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["AirDestructionStage2", _v, _int, _t, (getPosATL _v)] call BIS_Effects_globalEvent;
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};
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};
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@@ -1,88 +1,71 @@
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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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_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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_t = _this select 2;
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_pos = _this select 3;
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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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[[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];
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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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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 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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//creating ground craters
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_i=0;
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while {(speed _v) > 0.1} 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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_dir = abs(_xv atan2 _yv);
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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],
|
||||
[[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];
|
||||
_fire setDropInterval 0.01;
|
||||
_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;
|
||||
|
||||
_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)]; //all setpos commands so it is placed correctly on sloped terrain
|
||||
_speed = (speed _v);
|
||||
_velz=velocity _v select 2;
|
||||
_i = 0;
|
||||
while {(speed _v) > 0.1 && (!isNull _v)} do
|
||||
{
|
||||
_pos = getPosATL _v;
|
||||
_vel = velocity _v;
|
||||
_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]}
|
||||
else {_v setvelocity [_xv/1.2,_yv/1.2,velocity _v select 2]};
|
||||
deleteVehicle _smoke;
|
||||
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];
|
||||
if (local _v) then
|
||||
{
|
||||
//_v setVehicleInit format ["[this, %1, %2,false,true]spawn BIS_Effects_Burn",_int, _t];
|
||||
//processInitCommands; //ClearvehicleInit done at end of burn script
|
||||
|
||||
if (local _v && (!isNull _v)) then {
|
||||
["Burn", _v, _int, _t] call BIS_Effects_globalEvent;
|
||||
[_v,_int,false] spawn BIS_Effects_Secondaries;
|
||||
};
|
||||
|
||||
sleep 0.5;
|
||||
_v setvelocity [0,0,-0.01];
|
||||
@@ -1,58 +1,61 @@
|
||||
BIS_Effects_Init = true; //A2 won't overwrite this if var is not nil
|
||||
/* BIS_Effects_* fixes from Dwarden */
|
||||
diag_log "Res3tting B!S effects...";
|
||||
BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\fired.sqf"; // Allows tanks to use smoke counter measures
|
||||
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
|
||||
BIS_Effects_Rifle = {false};
|
||||
BIS_Effects_Cannon=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\cannon.sqf";
|
||||
BIS_Effects_HeavyCaliber=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavycaliber.sqf";
|
||||
BIS_Effects_HeavySniper=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavysniper.sqf";
|
||||
BIS_Effects_Rocket=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rocket.sqf";
|
||||
BIS_Effects_SmokeShell=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokeshell.sqf";
|
||||
BIS_Effects_SmokeLauncher=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokelauncher.sqf";
|
||||
BIS_Effects_Flares=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\flares.sqf";
|
||||
BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
|
||||
BIS_Effects_AircraftVapour=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";
|
||||
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
|
||||
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
|
||||
BIS_Effects_Secondaries = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\secondaries.sqf";
|
||||
BIS_Effects_globalEvent = {
|
||||
BIS_effects_gepv = _this;
|
||||
publicVariable "BIS_effects_gepv";
|
||||
_this call BIS_Effects_startEvent;
|
||||
BIS_Effects_Init = true;
|
||||
|
||||
};
|
||||
BIS_Effects_startEvent = {
|
||||
private "_KillEject";
|
||||
_KillEject = {
|
||||
private "_cancel";
|
||||
if (((vehicle player) == (_this select 0)) && {(vehicle player) != player} && {player in (crew (_This select 0))}) then {
|
||||
_cancel = false;
|
||||
{
|
||||
if ((isInTraderCity || !canbuild) && {(player distance (_x select 0)) < (_x select 1)}) exitWith {_cancel = true;};
|
||||
} count DZE_SafeZonePosArray;
|
||||
player action ["getOut", (_this select 0)];
|
||||
if (!_cancel && {!((_this select 0) iskindof "car")}) then {
|
||||
[player, "explosion"] call player_death;
|
||||
if (isNil "BIS_Effects_Init_DZE") then {
|
||||
BIS_Effects_Init_DZE = true;
|
||||
diag_log "Res3tting B!S effects...";
|
||||
BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\fired.sqf"; // Allows tanks to use smoke counter measures
|
||||
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
|
||||
BIS_Effects_Rifle = {false};
|
||||
BIS_Effects_Cannon=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\cannon.sqf";
|
||||
BIS_Effects_HeavyCaliber=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavycaliber.sqf";
|
||||
BIS_Effects_HeavySniper=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavysniper.sqf";
|
||||
BIS_Effects_Rocket=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rocket.sqf";
|
||||
BIS_Effects_SmokeShell=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokeshell.sqf";
|
||||
BIS_Effects_SmokeLauncher=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokelauncher.sqf";
|
||||
BIS_Effects_Flares=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\flares.sqf";
|
||||
BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
|
||||
BIS_Effects_AircraftVapour=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";
|
||||
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
|
||||
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
|
||||
BIS_Effects_Secondaries = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\secondaries.sqf";
|
||||
BIS_Effects_globalEvent = {
|
||||
BIS_effects_gepv = _this;
|
||||
publicVariable "BIS_effects_gepv";
|
||||
_this call BIS_Effects_startEvent;
|
||||
|
||||
};
|
||||
BIS_Effects_startEvent = {
|
||||
private "_KillEject";
|
||||
_KillEject = {
|
||||
private "_cancel";
|
||||
if (((vehicle player) == (_this select 0)) && {(vehicle player) != player} && {player in (crew (_This select 0))}) then {
|
||||
_cancel = false;
|
||||
{
|
||||
if ((isInTraderCity || !canbuild) && {(player distance (_x select 0)) < (_x select 1)}) exitWith {_cancel = true;};
|
||||
} count DZE_SafeZonePosArray;
|
||||
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 {
|
||||
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] 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;
|
||||
};
|
||||
};
|
||||
"BIS_effects_gepv" addPublicVariableEventHandler {
|
||||
(_this select 1) call BIS_Effects_startEvent;
|
||||
};
|
||||
@@ -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\takistan.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\mountains_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\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