diff --git a/CHANGE LOG 1.0.6.2.txt b/CHANGE LOG 1.0.6.2.txt index 75aadf235..9217fe549 100644 --- a/CHANGE LOG 1.0.6.2.txt +++ b/CHANGE LOG 1.0.6.2.txt @@ -35,6 +35,7 @@ [UPDATED] Increased the coverage angle of headlights on land vehicles and added a headlight to the bicycle [UPDATED] The huey searchlight and gunner seat now have improved visibility in first person view. [UPDATED] Removed policecar from dayz_vehicles due to model errors, SQL must be updated if this vehicle was used, see 1.0.6.2_Updates.sql +[UPDATED] Player is no longer set in combat for throwing a flare or chemlight [FIXED] Purchased and upgraded vehicles will now spawn quicker and no longer be destroyed by sched_safetyVehicle when server FPS is low. HiveExt.dll and SQL must be updated. See 1.0.6.2_Updates.sql [FIXED] Kamaz refuel trucks no longer allow automatic refueling. #1855 @coresync2k @dreamforceinc @@ -48,7 +49,7 @@ [FIXED] The unconscious wake up animation can no longer be skipped by using a bandage or other right click actions. [FIXED] Sharpening a knife will no longer delete one if the player already had a fully sharpened knife on their toolbelt (duplicate weapon). [FIXED] Swimming in air or ground after relog, clothes change and respawn on certain maps. #1913 @Cherdenko -[FIXED] Arma cheats enterable on map display and create marker text box. #1915 @BigEgg17 +[FIXED] Arma cheats (LeftShift + NumPad-) enterable on map display and create marker text box. #1915 @BigEgg17 [FIXED] It is no longer possible to duplicate melee weapons by double clicking to drop and right clicking at the same time. @F507DMT [FIXED] Death messages and damage sometimes showing RunOver when they should not due to a variable not resetting after being runover. @oiad [FIXED] CFGMoves/Animation CTD on server. @icomrade Thanks Choc for reporting diff --git a/SQF/dayz_code/compile/player_weaponFiredNear.sqf b/SQF/dayz_code/compile/player_weaponFiredNear.sqf index 4f641564a..460eb5893 100644 --- a/SQF/dayz_code/compile/player_weaponFiredNear.sqf +++ b/SQF/dayz_code/compile/player_weaponFiredNear.sqf @@ -21,14 +21,16 @@ private ["_handled"]; // Both the firer and those nearby (<=8m) go into "combat" to prevent ALT-F4 //diag_log ("DEBUG: AMMO TYPE: " +str(_ammo)); - _firer setVariable["startcombattimer", 1]; - if !(_firer getVariable["inCombat",false]) then { - _firer setVariable["inCombat",true,true]; - }; - if (_distance <= 8) then { - _unit setVariable["startcombattimer", 1]; - if !(_unit getVariable["inCombat",false]) then { - _unit setVariable["inCombat",true,true]; + if !(_ammo isKindOf "LitObject") then { + _firer setVariable["startcombattimer", 1]; + if !(_firer getVariable["inCombat",false]) then { + _firer setVariable["inCombat",true,true]; + }; + if (_distance <= 8) then { + _unit setVariable["startcombattimer", 1]; + if !(_unit getVariable["inCombat",false]) then { + _unit setVariable["inCombat",true,true]; + }; }; };