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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-18 01:30:26 +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:
@@ -140,10 +140,11 @@ if (_enoughMoney) then {
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_dir = round(random 360);
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_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
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// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
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if (count _helipad > 0) then {
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_location = (getPosATL (_helipad select 0));
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_location = getPosATL (_helipad select 0);
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} else {
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_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
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_location = [player] call FNC_GetPos;
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};
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_sign = "Sign_arrow_down_large_EP1" createVehicleLocal [0,0,0];
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@@ -111,11 +111,12 @@ if (_finished) then {
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// spawn vehicle
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_dir = round(random 360);
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// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
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_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
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if(count _helipad > 0) then {
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_location = (getPosATL (_helipad select 0));
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_location = getPosATL (_helipad select 0);
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} else {
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_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
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_location = [player] call FNC_GetPos;
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};
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//place vehicle spawn marker (local)
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@@ -96,11 +96,12 @@ if (_qty >= _qty_in) then {
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if(_removed == _qty_in) then {
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_dir = round(random 360);
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// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
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_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
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if(count _helipad > 0) then {
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_location = (getPosATL (_helipad select 0));
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_location = getPosATL (_helipad select 0);
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} else {
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_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
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_location = [player] call FNC_GetPos;
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};
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//place vehicle spawn marker (local)
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@@ -116,11 +116,12 @@ if (_finished) then {
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// spawn vehicle
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_dir = round(random 360);
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// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
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_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
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if(count _helipad > 0) then {
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_location = (getPosATL (_helipad select 0));
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_location = getPosATL (_helipad select 0);
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} else {
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_location = [([player] call FNC_GetPos),0,20,1,2,2000,0] call BIS_fnc_findSafePos;
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_location = [player] call FNC_GetPos;
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};
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//place vehicle spawn marker (local)
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@@ -102,11 +102,12 @@ if (_qty >= _qty_in) then {
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if(_removed == _qty_in) then {
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_dir = round(random 360);
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// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
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_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
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if(count _helipad > 0) then {
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_location = (getPosATL (_helipad select 0));
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_location = getPosATL (_helipad select 0);
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} else {
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_location = [([player] call FNC_GetPos),0,20,1,2,2000,0] call BIS_fnc_findSafePos;
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_location = [player] call FNC_GetPos;
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};
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//place vehicle spawn marker (local)
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@@ -115,11 +115,12 @@ if (_finished) then {
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// spawn vehicle
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_dir = round(random 360);
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// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
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_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
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if(count _helipad > 0) then {
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_location = (getPosATL (_helipad select 0));
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_location = getPosATL (_helipad select 0);
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} else {
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_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
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_location = [player] call FNC_GetPos;
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};
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//place vehicle spawn marker (local)
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@@ -114,11 +114,12 @@ if (_finished) then {
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// spawn vehicle
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_dir = round(random 360);
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// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
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_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
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if(count _helipad > 0) then {
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_location = (getPosATL (_helipad select 0));
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_location = getPosATL (_helipad select 0);
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} else {
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_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
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_location = [player] call FNC_GetPos;
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};
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//place vehicle spawn marker (local)
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@@ -100,11 +100,12 @@ if (_qty >= _qty_in) then {
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if(_removed == _qty_in) then {
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_dir = round(random 360);
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// Note server now uses createVehicle "NONE" so next closest safePos is found automatically if location is blocked
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_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
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if(count _helipad > 0) then {
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_location = (getPosATL (_helipad select 0));
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_location = getPosATL (_helipad select 0);
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} else {
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_location = [([player] call FNC_GetPos),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
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_location = [player] call FNC_GetPos;
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};
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//place vehicle spawn marker (local)
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