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Fix combat logging
In the initialize section of the fsm r_player_unconscious and r_player_timeout return their default values (false and 0). Also, the Vanilla server-side combat check doesn't appear to work, or it doesn't work with the antihack disabled (I haven't tested with it enabled). New variable inCombat is set more quickly than the combatTimeout variable
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@@ -361,6 +361,7 @@ while {1 == 1} do {
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_startcombattimer = player getVariable["startcombattimer", 0];
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if (_startcombattimer == 1) then { //if (_startcombattimer == 1 || _PlayerNearby) then { // do not use _PlayerNearby it makes building impossible, tthis is handled in player_onPause.sqf just fine
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player setVariable["combattimeout", diag_tickTime + 30, false];
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player setVariable["inCombat", 1, true];
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player setVariable["startcombattimer", 0, false];
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}; /* else {
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if (_ZedsNearby && !_isPZombie) then { //this makes building a nightmare, this is handled in player_onPause.sqf just fine
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