mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
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:
@@ -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
|
||||
|
||||
@@ -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];
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user