Update purchased vehicle spawn location

If there was no helipad available findSafePos was called. If that failed
it spawned the vehicle in the debug zone.

Calling findSafePos is no longer necessary since we are now using
createVehicle "NONE".
This commit is contained in:
ebaydayz
2016-09-22 18:12:52 -04:00
parent 7f0935c639
commit cc03256475
10 changed files with 27 additions and 16 deletions

View File

@@ -112,6 +112,8 @@
[FIXED] Mozzie helicopter noises, and crashed mozzies bouncing into orbit. @icomrade
[FIXED] Firing from vehicles puts you in combat now. @icomrade
[FIXED] Players will no longer end up swimming in the ground after spawn, relog or clothes change on maps with respawn_west in the water. @ebaydayz
[FIXED] It is no longer possible to drag players through base walls when they are unconscious. @icomrade
[FIXED] Purchased vehicles should no longer spawn inside each other on trader helipads. @icomrade
[UPDATED] .hpp files updated in dayz_code\Configs\CfgLoot\CfgBuildingPos. @Uro1
[UPDATED] .bat files updated in Config-Examples @Raziel23x

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@@ -140,10 +140,11 @@ if (_enoughMoney) then {
_dir = round(random 360);
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
if (count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
_location = getPosATL (_helipad select 0);
} else {
_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
_location = [player] call FNC_GetPos;
};
_sign = "Sign_arrow_down_large_EP1" createVehicleLocal [0,0,0];

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@@ -111,11 +111,12 @@ if (_finished) then {
// spawn vehicle
_dir = round(random 360);
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
_location = getPosATL (_helipad select 0);
} else {
_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
_location = [player] call FNC_GetPos;
};
//place vehicle spawn marker (local)

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@@ -96,11 +96,12 @@ if (_qty >= _qty_in) then {
if(_removed == _qty_in) then {
_dir = round(random 360);
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
_location = getPosATL (_helipad select 0);
} else {
_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
_location = [player] call FNC_GetPos;
};
//place vehicle spawn marker (local)

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@@ -116,11 +116,12 @@ if (_finished) then {
// spawn vehicle
_dir = round(random 360);
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
_location = getPosATL (_helipad select 0);
} else {
_location = [([player] call FNC_GetPos),0,20,1,2,2000,0] call BIS_fnc_findSafePos;
_location = [player] call FNC_GetPos;
};
//place vehicle spawn marker (local)

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@@ -102,11 +102,12 @@ if (_qty >= _qty_in) then {
if(_removed == _qty_in) then {
_dir = round(random 360);
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
_location = getPosATL (_helipad select 0);
} else {
_location = [([player] call FNC_GetPos),0,20,1,2,2000,0] call BIS_fnc_findSafePos;
_location = [player] call FNC_GetPos;
};
//place vehicle spawn marker (local)

View File

@@ -115,11 +115,12 @@ if (_finished) then {
// spawn vehicle
_dir = round(random 360);
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
_location = getPosATL (_helipad select 0);
} else {
_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
_location = [player] call FNC_GetPos;
};
//place vehicle spawn marker (local)

View File

@@ -114,11 +114,12 @@ if (_finished) then {
// spawn vehicle
_dir = round(random 360);
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
_location = getPosATL (_helipad select 0);
} else {
_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
_location = [player] call FNC_GetPos;
};
//place vehicle spawn marker (local)

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@@ -100,11 +100,12 @@ if (_qty >= _qty_in) then {
if(_removed == _qty_in) then {
_dir = round(random 360);
// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
_location = getPosATL (_helipad select 0);
} else {
_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
_location = [player] call FNC_GetPos;
};
//place vehicle spawn marker (local)

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@@ -74,6 +74,7 @@ _key call server_hiveWrite;
_object = _class createVehicle [0,0,0];
} else {
//_object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"];
// Don't use setPos or CAN_COLLIDE here. It will spawn inside other vehicles
_object = _class createVehicle _location;
};