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Split player_death into scheduled and unscheduled #1833
Death message was sometimes showing incorrectly due to spawn delay. Also the sched_corpses two minute loop was occasionally deleting bodies right away because bodyName setVariable was delayed by the time it took PVDZ_plr_death to send (up to a few seconds). See #1825
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@@ -2,7 +2,7 @@
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DayZ Epoch anti wall
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_vehicle","_vehiclePos","_playerPos","_activated","_id","_intersectsWith"];
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private ["_vehicle","_vehiclePos","_playerPos","_activated","_intersectsWith"];
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_activated = false;
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_vehicle = _this;
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@@ -40,7 +40,7 @@ if(_activated) then {
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call {
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if (DZE_AntiWallCounter == DZE_AntiWallLimit) exitWith {
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localize "str_epoch_player_9" call dayz_rollingMessages;
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_id = [player,"crushed"] spawn player_death;
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[player,"crushed"] call player_death;
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};
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if ((_vehicle emptyPositions "driver") > 0) exitWith {
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localize "STR_EPOCH_ACTIONS_15" call dayz_rollingMessages;
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@@ -64,7 +64,7 @@ if(_activated) then {
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};
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// kill player if none of the above are matched
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localize "str_epoch_player_9" call dayz_rollingMessages;
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_id = [player,"crushed"] spawn player_death;
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[player,"crushed"] call player_death;
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};
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} else {
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