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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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@@ -25,6 +25,7 @@ _characterID = _playerObj getVariable["characterID", "?"];
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_lastDamage = _playerObj getVariable["noatlf4",0];
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_Sepsis = _playerObj getVariable["USEC_Sepsis",false];
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_lastDamage = round(diag_ticktime - _lastDamage);
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_inCombat = _playerObj getVariable ["inCombat", 0];
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//Readded Logout debug info.
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diag_log format["INFO - Player: %3(UID:%1/CID:%2) as (%4), logged off at %5%6",
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@@ -64,12 +65,12 @@ if (_characterID != "?") exitwith {
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};
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//Punish combat log
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if ((_lastDamage > 5 && {_lastDamage < 30}) && {alive _playerObj && (_playerObj distance (getMarkerpos "respawn_west") >= 2000)}) then {
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if ((_inCombat > 0) && {alive _playerObj && (_playerObj distance (getMarkerpos "respawn_west") >= 2000)}) then {
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_playerObj setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
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_playerObj setVariable ["unconsciousTime",150,true]; // Set knock out timer to 150 seconds
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//_playerObj setVariable ["USEC_injured",true]; // Set status to bleeding
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//_playerObj setVariable ["USEC_BloodQty",3000]; // Set blood to 3000
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diag_log format["PLAYER COMBAT LOGGED: %1(%4) (with %2s combat time remaining) at location %3",_playerName,_lastDamage,_playerPos,_playerUID];
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diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
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_message = format["PLAYER COMBAT LOGGED: %1",_playerName];
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[nil, nil, rTitleText, _message, "PLAIN"] call RE; // Message whole server
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};
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