mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
@@ -165,15 +165,15 @@ if (_unit == player) then {
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//Overkill logging. PVS network send every two seconds = lag. Not worth it just for extra anticheat logs.
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//Overkill logging. PVS network send every two seconds = lag. Not worth it just for extra anticheat logs.
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//Log to server :-( OverProcessing really not needed.
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//Log to server :-( OverProcessing really not needed.
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/*if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {(_isMan AND {(!local _source)})}) then {
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/*if (!local _source && _isMan) then {
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_wpst = weaponState _source;
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_wpst = weaponState _source;
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if (diag_ticktime-(_source getVariable ["lastloghit",0])>2) then {
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if (diag_ticktime-(_source getVariable ["lastloghit",0])>2) then {
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private ["_sourceWeap"];
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private ["_sourceWeap"];
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_source setVariable ["lastloghit",diag_ticktime];
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_source setVariable ["lastloghit",diag_ticktime];
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_sourceDist = round(_unit distance _source);
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_sourceDist = round(_unit distance _source);
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_sourceWeap = switch (true) do {
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_sourceWeap = switch (true) do {
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case ((vehicle _source) != _source) : { format ["in %1",getText(configFile >> "CfgVehicles" >> _sourceVehicleType >> "displayName")] };
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case (_isZombieHit) : { _ammo };
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case (_isZombieHit) : { _ammo };
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case (_sourceVehicleType isKindOf "LandVehicle" or _sourceVehicleType isKindOf "Air" or _sourceVehicleType isKindOf "Ship") : { format ["in %1",getText(configFile >> "CfgVehicles" >> _sourceVehicleType >> "displayName")] };
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case (_wpst select 0 == "Throw") : { format ["with %1 thrown", _wpst select 3] };
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case (_wpst select 0 == "Throw") : { format ["with %1 thrown", _wpst select 3] };
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case (["Horn", currentWeapon _source] call fnc_inString) : {"with suspicious vehicle "+str((getposATL _source) nearEntities [["Air", "LandVehicle", "Ship"],5])};
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case (["Horn", currentWeapon _source] call fnc_inString) : {"with suspicious vehicle "+str((getposATL _source) nearEntities [["Air", "LandVehicle", "Ship"],5])};
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case (["Melee", _wpst select 0] call fnc_inString) : { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
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case (["Melee", _wpst select 0] call fnc_inString) : { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
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@@ -7262,6 +7262,21 @@
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<Key ID="str_player_studybody_female">
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<Key ID="str_player_studybody_female">
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<English>Her name was %1, it appears she died from %2</English>
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<English>Her name was %1, it appears she died from %2</English>
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</Key>
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</Key>
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<Key ID="str_player_death_suicide">
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<English>%1 committed suicide</English>
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<German>%1 Selbstmord</German>
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<Russian>%1 покончил с собой</Russian>
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</Key>
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<Key ID="str_player_death_died">
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<English>%1 died from %2</English>
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<German>%1 starb durch %2</German>
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<Russian>%1 умер от %2</Russian>
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</Key>
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<Key ID="str_player_death_killed">
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<English>%1 was killed by %2 with a %3 from %4m</English>
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<German>%1 wurde von %2 mit einer %3 von %4m getötet</German>
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<Russian>%1 был убит игроком %2 с %3 с расстояния %4м</Russian>
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</Key>
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<!--
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<!--
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<Key ID="str_player_fail_drink">
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<Key ID="str_player_fail_drink">
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<English>You may not drink while in a vehicle</English>
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<English>You may not drink while in a vehicle</English>
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@@ -7525,6 +7540,16 @@
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<English>blunt force trauma.</English>
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<English>blunt force trauma.</English>
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<German>durch stumpfe Gewalteinwirkung.</German>
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<German>durch stumpfe Gewalteinwirkung.</German>
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</Key>
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</Key>
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<Key ID="str_death_rad">
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<English>radiation</English>
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<German>Strahlung</German>
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<Russian>излучение</Russian>
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</Key>
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<Key ID="str_death_crushed">
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<English>being crushed</English>
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<German>zerquetscht</German>
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<Russian>раздавлен</Russian>
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</Key>
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<Key ID="str_abort_playerclose">
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<Key ID="str_abort_playerclose">
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<English>You cannot abort near another player!</English>
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<English>You cannot abort near another player!</English>
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<Russian>Нельзя выходить находясь рядом с другим игроком!</Russian>
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<Russian>Нельзя выходить находясь рядом с другим игроком!</Russian>
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@@ -13864,31 +13889,6 @@
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<French>Vous serez automatiquement rejoindre le jeu en %1 secondes. Appuyez sur ESC pour annuler et quitter le hall.</French>
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<French>Vous serez automatiquement rejoindre le jeu en %1 secondes. Appuyez sur ESC pour annuler et quitter le hall.</French>
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<Czech>Budete auto-zapojit do hry za %1 sekund. Stisknutím klávesy ESC zrušit a nechat lobby.</Czech>
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<Czech>Budete auto-zapojit do hry za %1 sekund. Stisknutím klávesy ESC zrušit a nechat lobby.</Czech>
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</Key>
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</Key>
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<Key ID="str_death_rad">
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<English>radiation</English>
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<German>Strahlung</German>
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<Russian>излучение</Russian>
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</Key>
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<Key ID="str_death_crushed">
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<English>being crushed</English>
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<German>zerquetscht</German>
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<Russian>раздавлен</Russian>
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</Key>
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<Key ID="str_player_death_suicide">
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<English>%1 committed suicide</English>
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<German>%1 Selbstmord</German>
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<Russian>%1 покончил с собой</Russian>
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</Key>
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<Key ID="str_player_death_died">
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<English>%1 died from %2</English>
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<German>%1 starb durch %2</German>
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<Russian>%1 умер от %2</Russian>
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</Key>
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<Key ID="str_player_death_killed">
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<English>%1 was killed by %2 with a %3 from %4m</English>
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<German>%1 wurde von %2 mit einer %3 von %4m getötet</German>
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<Russian>%1 был убит игроком %2 с %3 с расстояния %4м</Russian>
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</Key>
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<Key ID="STR_PITCH_DESERT_TENT">
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<Key ID="STR_PITCH_DESERT_TENT">
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<English>Pitch Desert Dome Tent</English>
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<English>Pitch Desert Dome Tent</English>
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<Russian>Поставить палатку-полусферу</Russian>
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<Russian>Поставить палатку-полусферу</Russian>
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@@ -41,8 +41,7 @@ diag_log format ["Player UID#%3 CID#%4 %1 as %5 died at %2",
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];
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];
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#endif
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#endif
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// DEATH MESSAGES
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// EPOCH DEATH MESSAGES
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_suicide = _sourceName == _playerName;
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_suicide = _sourceName == _playerName;
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if (_method in ["explosion","melee","shot","shothead","shotheavy"] && !(_method == "explosion" && (_suicide or _sourceName == "unknown"))) then {
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if (_method in ["explosion","melee","shot","shothead","shotheavy"] && !(_method == "explosion" && (_suicide or _sourceName == "unknown"))) then {
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@@ -79,7 +78,6 @@ if (_playerName != "unknown" or _sourceName != "unknown") then {
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diag_log format["DeathMessage: %1",_message];
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diag_log format["DeathMessage: %1",_message];
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};
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};
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_newObject setDamage 1;
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_newObject setDamage 1;
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_newObject setOwner 0;
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_newObject setOwner 0;
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//dead_bodyCleanup set [count dead_bodyCleanup,_newObject];
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//dead_bodyCleanup set [count dead_bodyCleanup,_newObject];
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