Replace sleep with uiSleep

see the below links for more info. uiSleep is based off of a more
accurate method of tracking time, whereas sleep can fluctuate depending
on application performance since it is based on framerate.
https://community.bistudio.com/wiki/uiSleep
https://community.bistudio.com/wiki/sleep_vs_uiSleep
https://community.bistudio.com/wiki/sleep
This commit is contained in:
icomrade
2016-02-17 13:03:17 -05:00
parent acbe103ebd
commit c3ed4e49e1
134 changed files with 276 additions and 278 deletions

View File

@@ -29,7 +29,7 @@ publicVariableServer "PVDZE_plr_Died";
_id = [player,20,true,getPosATL player] call player_alertZombies;
sleep 0.5;
uiSleep 0.5;
player setDamage 1;
0.1 fadeSound 0;
@@ -85,7 +85,7 @@ r_player_dead = true;
//Player is Dead!
3 fadeSound 0;
sleep 1;
uiSleep 1;
dayz_originalPlayer enableSimulation true;
@@ -103,7 +103,7 @@ selectPlayer dayz_originalPlayer;
_body setVariable["combattimeout", 0, true];
//["dayzFlies",player] call broadcastRpcCallAll;
sleep 2;
uiSleep 2;
1 cutRsc ["DeathScreen","BLACK OUT",3];
@@ -112,11 +112,11 @@ playMusic "dayz_track_death_1";
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;
sleep 2;
uiSleep 2;
for "_x" from 5 to 1 step -1 do {
titleText [format[localize "str_return_lobby", _x], "PLAIN DOWN", 1];
sleep 1;
uiSleep 1;
};
PVDZE_Server_Simulation = [_body, false];