mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
@@ -1,4 +1,4 @@
|
||||
private ["_endPos","_vUp","_doLoop","_hitArray","_countr","_hitObject","_hitSelection","_config","_hitMemoryPt","_variation","_val","_dir","_bolt","_obj","_unit","_ammo","_projectile","_height"];
|
||||
private ["_endPos","_vUp","_doLoop","_hitArray","_countr","_hitObject","_hitSelection","_config","_hitMemoryPt","_variation","_val","_dir","_bolt","_obj","_unit","_ammo","_projectile","_height","_nearArrows"];
|
||||
_obj = _this select 0;
|
||||
_unit = _obj select 0;
|
||||
//_weapon = _obj select 1;
|
||||
@@ -17,6 +17,17 @@ while {alive _projectile} do {
|
||||
sleep 0.01;
|
||||
};
|
||||
|
||||
/*
|
||||
Match near arrow position if one is already close by.
|
||||
Prevents arrows floating in air when multiple are shot against wall at same position. Projectile was hitting end of previous arrow.
|
||||
From testing anything less than 2m does not work to prevent this. Radius may need to be increased for some cases if issue still occurs.
|
||||
*/
|
||||
_nearArrows = nearestObjects [_endPos,["WoodenArrowF"],2];
|
||||
if (count _nearArrows > 0) then {
|
||||
_endPos = getPosATL (_nearArrows select 0);
|
||||
_vUp = vectorUp (_nearArrows select 0);
|
||||
};
|
||||
|
||||
//_distance = _unit distance _endPos;
|
||||
_height = _endPos select 2;
|
||||
_doLoop = true;
|
||||
@@ -34,7 +45,7 @@ if (_height < 100) then {
|
||||
if (count _hitArray > 0) then {_doLoop = false};
|
||||
if (_countr > 50) then {_doLoop = false};
|
||||
_countr = _countr + 1;
|
||||
sleep 0.1;
|
||||
uiSleep 0.1;
|
||||
};
|
||||
|
||||
if (count _hitArray > 0) then {
|
||||
|
||||
Reference in New Issue
Block a user