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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-20 10:26:28 +03:00
better fix for CH53 and add toggle for #1198
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@@ -13,38 +13,47 @@ _KillEject = { //leave as local compile for a tiny bit more security
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[player, "explosion"] spawn player_death;
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};
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};
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if (_v iskindof "helicopter" || _v iskindof "plane") then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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if (!DZE_NoVehicleExplosions) then {
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if (_v iskindof "helicopter" || _v iskindof "plane") then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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};
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//_v setVehicleInit "[this] spawn BIS_Effects_AirDestruction";
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//processInitCommands; //ClearvehicleInit done at end of burn script
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["AirDestruction", _v] call BIS_Effects_globalEvent;
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};
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//_v setVehicleInit "[this] spawn BIS_Effects_AirDestruction";
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//processInitCommands; //ClearvehicleInit done at end of burn script
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["AirDestruction", _v] call BIS_Effects_globalEvent;
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};
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if (_v iskindof "tank") then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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if (_v iskindof "tank") then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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};
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_int = (fuel _v)*(2+random 2);
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_t = time;
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//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn",_int, _t]; - disabled to prepaire for move into engine
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//processInitCommands; //ClearvehicleInit done at end of burn script
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[_v,_int] spawn BIS_Effects_Secondaries;
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};
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_int = (fuel _v)*(2+random 2);
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_t = time;
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//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn",_int, _t]; - disabled to prepaire for move into engine
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//processInitCommands; //ClearvehicleInit done at end of burn script
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[_v,_int] spawn BIS_Effects_Secondaries;
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};
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if (_v iskindof "car" || _v iskindof "ship")then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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};
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_int = (fuel _v)*(2 + random 1);
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_t = time;
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if (_v iskindof "car" || _v iskindof "ship")then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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};
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_int = (fuel _v)*(2 + random 1);
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_t = time;
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//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn; ",_int, _t]; - disabled to prepaire for move into engine
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//processInitCommands; //ClearvehicleInit done at end of burn script
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[_v,_int] spawn BIS_Effects_Secondaries;
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//_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn; ",_int, _t]; - disabled to prepaire for move into engine
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//processInitCommands; //ClearvehicleInit done at end of burn script
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[_v,_int] spawn BIS_Effects_Secondaries;
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//Possible initial explosion
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if ((random _int)>2.2) then
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{
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_b = createVehicle ["SmallSecondary", (getPosATL _v), [], 0, "CAN_COLLIDE"];
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//Possible initial explosion
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if ((random _int)>2.2) then
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{
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_b = createVehicle ["SmallSecondary", (getPosATL _v), [], 0, "CAN_COLLIDE"];
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};
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};
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} else {
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_isVeh = (_v iskindof "helicopter" || _v iskindof "plane" || _v iskindof "tank" || _v iskindof "car" || _v iskindof "ship");
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if (_isVeh) then {
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if (player in (crew _v)) then {
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[] spawn _KillEject;
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};
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};
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};
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@@ -1,82 +0,0 @@
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_vehicle = _this select 0;
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_wait = 0.5;
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//Initiate Variables
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_RampSound = false;
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_gearDown = true;
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_gearSound = false;
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_vehicle setVariable ["HydraulicsFailure",false, false];
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_vehicle setVariable ["EngineFailure",false, false];
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_vehicle setVariable ["AvionicsFailure",false, false];
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//Overall Event Handlers
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_EHDamageIdx = _vehicle addEventHandler ["Dammaged",{
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if ((_this select 2) > 0.8 ) then {
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switch (_this select 1) do {
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case "mala vrtule": {_this select 0 setVariable ["HydraulicsFailure",true, true];};
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case "velka vrtule": {_this select 0 setVariable ["HydraulicsFailure",true, true];};
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case "motor": {_this select 0 setVariable ["EngineFailure",true, true];};
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case "elektronika": {_this select 0 setVariable ["AvionicsFailure",true, true];};
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};
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};
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}];
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while {(alive _vehicle)} do {
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// SINGLE // Ramp Sound Effect
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if((_vehicle animationPhase "ramp_bottom" > 0) && !(_RampSound)) then {
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_vehicle say ["ch53_rampdown",5];
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_RampSound = true;
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sleep 3;
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};
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// SINGLE // Ramp Sound Effect
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if((_vehicle animationPhase "ramp_bottom" < 1) && !(_vehicle animationPhase "ramp_bottom" == 0.56) && (_RampSound)) then {
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_vehicle say ["ch53_rampup",5];
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_RampSound = false;
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sleep 3;
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};
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// SINGLE // Gear Sound Effect
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if((_vehicle animationPhase "gear_nose_1" > 0) && !(_gearSound) && (_gearDown)) then {
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_vehicle say ["ch53_gear",5];
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_gearSound = true;
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};
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// SINGLE // Gear Sound Effect
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if((_vehicle animationPhase "gear_nose_1" < 1) && (_gearSound) && !(_gearDown)) then {
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_vehicle say ["ch53_gear",5];
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_gearSound = false;
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};
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if (player in (crew _vehicle)) then {
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// INFO // SINGLE // Gear Down
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if((_vehicle animationPhase "gear_nose_1" == 0) && !(_gearDown)) then {
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_vehicle vehicleRadio "dws_info_geardown";
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_gearDown = true;
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sleep 3;
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};
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// INFO // SINGLE // Gear Up
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if((_vehicle animationPhase "gear_nose_1" == 1) && (_gearDown)) then {
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_vehicle vehicleRadio "dws_info_gearup";
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_gearDown = false;
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sleep 3;
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};
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};
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if(player in (crew _vehicle)) then {sleep _wait;} else {sleep (_wait * 4);};
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};
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if (player in (crew _vehicle) && (!alive _vehicle)) then {
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_cancel = false;
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{
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_SZPos = _x select 0;
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_radius = _x select 1;
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if ((isInTraderCity || !canbuild) && {(player distance _SZPos) < _radius}) then {_cancel = true;};
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} count DZE_SafeZonePosArray;
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if (!_cancel) then {
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player action ["Eject",vehicle player]; //eject player so I can get their gear
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sleep 0.01; //don't use uisleep here
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[player, "explosion"] spawn player_death;
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};
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};
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_vehicle removeAllEventHandlers "Dammaged";
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