mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Adding basic pve support
Around 50% of all servers are pve servers. This commit adds a basic support and prevent the player vs. player damage. Also if pve is enabled and DZE_BackpackAntiTheft too, the backpack anti theft is active for the whole server.
This commit is contained in:
@@ -6,6 +6,7 @@
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[NEW] Added new waterbottles from DayZ Mod. Icons made by @DeVloek. Fully functional with all actions. @AirwavesMan
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[NEW] All fuel containers can be emptied now. (276615a) @AirwavesMan
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[NEW] Different boxes of matches can be combined now. (bc75ad8) @AirwavesMan
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[NEW] Adding a basic support for PVE Servers. This disables the PvP damage on the server. Disabled by default, configVariables.sqf/DZE_PVE_Mode @AirwavesMan
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[FIXED] Some more occurrences of zero_building interiors misaligned or at the wrong terrain height (eaaedf2, 048caa5) @ebayShopper
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[FIXED] Player could switch into gunner's seat of ArmoredSUV while the hatch was being closed (e89eebc) #2009 @TheFirstNoob
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@@ -5,7 +5,7 @@ scriptName "Functions\misc\fn_damageHandler.sqf";
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- Function
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- [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler;
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************************************************************/
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private ["_end","_unit","_hit","_damage","_unconscious","_source","_ammo","_isMinor","_isHeadHit","_isPlayer","_isBandit","_punishment","_humanityHit","_myKills","_wpst","_sourceDist","_sourceWeap","_scale","_type","_rndPain","_hitPain","_wound","_isHit","_isbleeding","_rndBleed","_hitBleed","_isInjured","_lowBlood","_isCardiac","_chance","_falling","_model","_isZombieHit","_sourceType","_sourceVehicleType","_isMan","_isVehicle","_isLocal","_inVehicle"];
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private ["_end","_unit","_hit","_damage","_unconscious","_source","_ammo","_isMinor","_isHeadHit","_isPlayer","_isBandit","_punishment","_humanityHit","_myKills","_wpst","_sourceDist","_sourceWeap","_scale","_type","_rndPain","_hitPain","_wound","_isHit","_isbleeding","_rndBleed","_hitBleed","_isInjured","_lowBlood","_isCardiac","_chance","_falling","_model","_isZombieHit","_sourceType","_sourceVehicleType","_isMan","_isVehicle","_isLocal","_inVehicle","_vehicleArray","_isPZombie","_isScratched","_rndBleedChance"];
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_unit = _this select 0;
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_hit = _this select 1;
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_damage = _this select 2;
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@@ -49,12 +49,12 @@ _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Da
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_end = false;
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if (!_falling) then {
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if (_ammo == "" && _hit == "" && _inVehicle) then {_ammo = "Crash";};
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if (_ammo == "" && {_hit == ""} && {_inVehicle}) then {_ammo = "Crash";};
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//No _ammo type exit, indirect/physics damage.
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if (_ammo == "") exitwith { _end = true; };
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//If _source contains no object exit. But lets not exit if the unit returns player. Maybe its his own fault.
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if (isNull _source && !(_ammo in ["Dragged","RunOver"])) then {
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if (isNull _source && {!(_ammo in ["Dragged","RunOver"])}) then {
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_vehicleArray = nearestObjects [([vehicle _unit] call fnc_getPos),["Air","LandVehicle","Ship","TrapTripwireGrenade"],25];
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//Don't exit if a drivable vehicle (or drivable vehicle wreck) is nearby, because vehicle explosions register as a null source
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if (({typeOf _x != "ParachuteWest"} count _vehicleArray) == 0) then {
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@@ -81,6 +81,8 @@ _isPZombie = _model isKindOf "PZombie_VB";
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_isMan = _sourceType isKindOf "CAManBase";
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_isPlayer = (isPlayer _source);
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if (DZE_PVE_Mode && {_isPlayer} && {!_falling}) exitWith {};
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if (_unit == player) then {
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//Set player in combat
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_unit setVariable["startcombattimer", 1];
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@@ -88,23 +90,23 @@ if (_unit == player) then {
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_unit setVariable["inCombat",true,true];
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};
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if (_hit == "" && _ammo != "Crash") exitWith //Ignore none part dmg. Exit after processing humanity hit. Don't punish driver for damaging passenger in crash
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if (_hit == "" && {_ammo != "Crash"}) exitWith //Ignore none part dmg. Exit after processing humanity hit. Don't punish driver for damaging passenger in crash
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{
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if (!_isLocal && _isPlayer && alive player && !_isPZombie) then //Do not punish for shooting a player zombie
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if (!_isLocal && {_isPlayer} && {alive player} && {!_isPZombie}) then //Do not punish for shooting a player zombie
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{
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_isBandit = (player getVariable["humanity",0]) <= -5000;
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//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
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//if player is not free to shoot at inform server that _source shot at player
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if (!_isBandit && !(player getVariable ["OpenTarget",false])) then
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if (!_isBandit && {!(player getVariable ["OpenTarget",false])}) then
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{
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PVDZ_send = [(effectiveCommander vehicle _source),"OpenTarget",[]];
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publicVariableServer "PVDZ_send";
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};
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// Due to server errors or desync killing someone in a bandit skin with >-2000 humanity CAN occur.
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// Attacker should not be punished for killing a Bandit skin under any circumstances.
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// To prevent this we check for Bandit Skin.
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// Due to server errors or desync killing someone in a bandit skin with >-2000 humanity CAN occur.
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// Attacker should not be punished for killing a Bandit skin under any circumstances.
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// To prevent this we check for Bandit Skin.
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// - Accidental Murder - \\ When wearing the garb of a non-civilian you are taking your life in your own hands
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// Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb.
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@@ -122,9 +124,9 @@ if (_unit == player) then {
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if (_humanityHit < -800) then {
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_humanityHit = -800;
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};
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// In the case of outrageous damage (crashes, explosions, desync repeated headshots); cap the limit on humanity lost.
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// In the case of outrageous damage (crashes, explosions, desync repeated headshots); cap the limit on humanity lost.
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[(effectiveCommander vehicle _source),_humanityHit] spawn {
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[(effectiveCommander vehicle _source),_humanityHit] spawn {
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private ["_source","_humanityHit"];
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_source = _this select 0;
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_humanityHit = _this select 1;
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@@ -134,26 +136,30 @@ if (_unit == player) then {
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};
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};
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};
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if (r_player_timeout == 0 && !_inVehicle) then {
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if (_ammo == "tranquiliser_bolt") then {
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r_player_timeout = 20 + round(random 60);
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[_unit] spawn {
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private "_unit";
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_unit = _this select 0;
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localize "str_player_tranquilized" call dayz_rollingMessages;
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localize "str_player_tranquilized" call dayz_rollingMessages;
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[_unit,0.01] call fnc_usec_damageUnconscious;
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_unit setVariable ["NORRN_unconscious", true, true];
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player setVariable["medForceUpdate",true,true];
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};
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};
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if (_damage > 0.4) then {
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//Melee knockout system
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if ((_isHeadHit) && (_ammo in ["Crowbar_Swing_Ammo","Bat_Swing_Ammo","Sledge_Swing_Ammo"])) then {
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if ((_isHeadHit) && {_ammo in ["Crowbar_Swing_Ammo","Bat_Swing_Ammo","Sledge_Swing_Ammo"]}) then {
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r_player_timeout = 20 + round(random 60);
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[_unit] spawn {
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private "_unit";
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_unit = _this select 0;
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localize "str_actions_medical_knocked_out" call dayz_rollingMessages;
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localize "str_actions_medical_knocked_out" call dayz_rollingMessages;
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[_unit,0.01] call fnc_usec_damageUnconscious;
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_unit setVariable ["NORRN_unconscious", true, true];
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player setVariable["medForceUpdate",true,true];
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@@ -161,7 +167,7 @@ if (_unit == player) then {
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};
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};
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};
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//(vehicle _source != _source) does not work to detect if source unit is in a vehicle in HandleDamage EH
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_isVehicle = ({_sourceVehicleType isKindOf _x} count ["LandVehicle","Air","Ship"] > 0);
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@@ -170,46 +176,46 @@ if (_unit == player) then {
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_wpst = weaponState _source;
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_source setVariable ["lastloghit",diag_ticktime];
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_sourceDist = round(_unit distance _source);
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_sourceWeap = switch (true) do {
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case (_ammo in ["PipeBomb","Mine","MineE"]): { format["with %1",_ammo] };
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case (_isVehicle) : { format ["with %1",_sourceVehicleType] };
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case (_ammo in MeleeAmmo) : { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
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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) : { format ["with %1 suspicious", currentWeapon _source]};
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case ((_wpst select 0 == "") AND {_wpst select 4 == 0}) : { format ["with %1/%2 suspicious", primaryWeapon _source, _ammo] };
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case (_wpst select 0 != "") : { format ["with %1/%2 <ammo left:%3>", _wpst select 0, _ammo, _wpst select 4] };
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default { "with suspicious weapon" };
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_sourceWeap = call {
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if (_ammo in ["PipeBomb","Mine","MineE"]) exitwith { format["with %1",_ammo] };
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if (_isVehicle) exitwith { format ["with %1",_sourceVehicleType] };
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if (_ammo in MeleeAmmo) exitwith { format ["with %2%1",_wpst select 0, if (_sourceDist>6) then {"suspicious weapon "} else {""}] };
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if (_wpst select 0 == "Throw") exitwith { format ["with %1 thrown", _wpst select 3] };
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if (["Horn",currentWeapon _source] call fnc_inString) exitwith { format ["with %1 suspicious", currentWeapon _source]};
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if ((_wpst select 0 == "") AND {_wpst select 4 == 0}) exitwith { format ["with %1/%2 suspicious", primaryWeapon _source, _ammo] };
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if (_wpst select 0 != "") exitwith { format ["with %1/%2 <ammo left:%3>", _wpst select 0, _ammo, _wpst select 4] };
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"with suspicious weapon";
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};
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PVDZ_sec_atp = [_unit, _source, _sourceWeap, _sourceDist, _hit, (_damage min 999999)];
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publicVariableServer "PVDZ_sec_atp";
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};
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dayz_lastDamageSource = switch (true) do {
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case (_falling): {"fall"};
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case (_isZombieHit): {"zombie"};
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case (_ammo == "Crash"): {"crash"};
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case (_ammo == "RunOver"): {"runover"};
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case (_ammo == "Dragged"): {"eject"};
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case (_ammo in MeleeAmmo): {"melee"};
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case (!_isLocal && {(_isMan && !(currentWeapon _source in ["","Throw"])) or _isVehicle}): {"shot"};
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default {"none"};
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dayz_lastDamageSource = call {
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if (_falling) exitwith {"fall"};
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if (_isZombieHit) exitwith {"zombie"};
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if (_ammo == "Crash") exitwith {"crash"};
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if (_ammo == "RunOver") exitwith {"runover"};
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if (_ammo == "Dragged") exitwith {"eject"};
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if (_ammo in MeleeAmmo) exitwith {"melee"};
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if (!_isLocal && {(_isMan && !(currentWeapon _source in ["","Throw"])) or _isVehicle}) exitwith {"shot"};
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"none";
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};
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if (dayz_lastDamageSource != "none") then {dayz_lastDamageTime = diag_tickTime;};
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};
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//Ignore none part dmg. Exit after processing humanity hit
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if (_hit == "" && _ammo != "Crash") exitWith { 0 };
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if (_hit == "" && {_ammo != "Crash"}) exitWith { 0 };
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//Ammo Type Setup
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_type = switch true do {
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case ({_ammo isKindOf _x} count ["Grenade","ShellBase","TimeBombCore","BombCore","MissileCore","RocketCore","FuelExplosion","GrenadeBase"] > 0): { 1 };
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case ((_ammo isKindof "B_127x107_Ball") or (_ammo isKindof "B_127x99_Ball")): { 2 };
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case (_isZombieHit): { 3 };
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case (_ammo == "RunOver"): { 4 };
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case (_ammo == "Dragged"): { 5 };
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case (_ammo == "Crash"): { 6 };
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default { 0 };
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_type = call {
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if ({_ammo isKindOf _x} count ["Grenade","ShellBase","TimeBombCore","BombCore","MissileCore","RocketCore","FuelExplosion","GrenadeBase"] > 0) exitwith { 1 };
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if ((_ammo isKindof "B_127x107_Ball") or (_ammo isKindof "B_127x99_Ball")) exitwith { 2 };
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if (_isZombieHit) exitwith { 3 };
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if (_ammo == "RunOver") exitwith { 4 };
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if (_ammo == "Dragged") exitwith { 5 };
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if (_ammo == "Crash") exitwith { 6 };
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0;
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};
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//Shake the cam, frighten them!
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@@ -226,15 +232,15 @@ if (_damage > 0.1) then {
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//Pure base blood damage
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_scale = 200;
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if (_damage > 0.4) then {
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if (_damage > 0.4) then {
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//Scale damage based on headhits.
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if (_isHeadHit) then {
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_scale = _scale * 2; //700 = Normal, 900 = Viral, 500 = wild
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};
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//End body part scale
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//???????????
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if (!(player == _source) && (_isPlayer or (_isMan && !_isZombieHit))) then { //Scale shots from AI units the same as shots from players
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if (!(player == _source) && {_isPlayer or (_isMan && {!_isZombieHit})}) then { //Scale shots from AI units the same as shots from players
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dayz_sourceBleeding = _source; //Used in player_death
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_scale = _scale + 800;
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if (_isHeadHit) then {
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@@ -245,36 +251,36 @@ if (_damage > 0.4) then {
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};
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};
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};
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//Modify base scale based on the types, Allows us to modify specific types of damage if needed.
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switch (_type) do {
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call {
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//Explosions
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case 1: {_scale = _scale + 300};
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if (_type == 1) exitwith {_scale = _scale + 300};
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//Bullet types
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case 2: {_scale = _scale + 150};
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if (_type == 2) exitwith {_scale = _scale + 150};
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//Zombies
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case 3: {_scale = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "damageScale"); if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;};};
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if (_type == 3) exitwith {_scale = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "damageScale"); if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;};};
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//RunOver
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case 4: {_scale = 10}; //Based on 12k blood for run over with SUV at 70km/h
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if (_type == 4) exitwith {_scale = 10}; //Based on 12k blood for run over with SUV at 70km/h
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//Dragged
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case 5: {_scale = 25};
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if (_type == 5) exitwith {_scale = 25};
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//Crash
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case 6: {_scale = 400};
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if (_type == 6) exitwith {_scale = 400};
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};
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//Display some info in the players log file.
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if (_unit == player) then {
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diag_log format["DAMAGE: player hit by %1 in %2 with %3 for %4 scaled to %5, Conscious %6",_sourceVehicleType,_hit,_ammo,(str(_damage)),(str(_damage * _scale)),(str (!_unconscious))];
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r_player_blood = r_player_blood - (_damage * _scale);
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//Pain and Infection
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_rndPain = floor(random 10);
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_hitPain = (_rndPain < _damage);
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if ((_isHeadHit) or (_hitPain)) then {
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_rndPain = floor(random 10);
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_hitPain = (_rndPain < _damage);
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if ((_isHeadHit) || {_hitPain}) then {
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_hitPain = true;
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};
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if (_hitPain) then {
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r_player_inpain = true;
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player setVariable["USEC_inPain",true,true];
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@@ -284,10 +290,10 @@ if (_damage > 0.4) then {
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//Create wound and cause bleed
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_wound = _hit call fnc_usec_damageGetWound;
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_isHit = _unit getVariable["hit_"+_wound,false];
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_isbleeding = false;
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_isScratched = false;
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_rndBleed = floor(random 100);
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_rndBleedChance = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "BleedChance");
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_hitBleed = (_rndBleed < _rndBleedChance);
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@@ -297,25 +303,25 @@ if (_damage > 0.4) then {
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};
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if (_type == 3) then {
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if (!_isHit && _isbleeding && !_isPZombie) then {
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if (!_isHit && {_isbleeding} && {!_isPZombie}) then {
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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PVDZ_hlt_Bleed = [_unit,_wound];
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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[_unit,_wound] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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//Set Injured if not already
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_isInjured = _unit getVariable["USEC_injured",false];
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if (!_isInjured) then {
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_unit setVariable["USEC_injured",true,true];
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if ((_unit == player) and (!_isZombieHit)) then {
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dayz_sourceBleeding = _source;
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};
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};
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//Set ability to give blood
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_lowBlood = _unit getVariable["USEC_lowBlood",false];
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if (!_lowBlood) then {
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@@ -324,10 +330,12 @@ if (_damage > 0.4) then {
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if (_unit == player) then {
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r_player_injured = true;
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};
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//HitInfection from zombies
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if ((!r_player_infected) and !(r_player_Sepsis select 0)) then {
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if ((!r_player_infected) && {!(r_player_Sepsis select 0)}) then {
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if (_type == 3) then {
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private ["_rndSepsis", "_sepsisChance"];
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_rndSepsis = floor(random 100);
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_sepsisChance = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "sepsisChance");
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@@ -342,7 +350,7 @@ if (_damage > 0.4) then {
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if (!_isHit && !_isPZombie) then {
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//Create Wound
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_unit setVariable["hit_"+_wound,true,true];
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PVDZ_hlt_Bleed = [_unit,_wound];
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publicVariable "PVDZ_hlt_Bleed"; // draw blood stream on character, on all gameclients
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[_unit,_wound] spawn fnc_usec_damageBleed; // draw blood stream on character, locally
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@@ -350,7 +358,7 @@ if (_damage > 0.4) then {
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_isInjured = _unit getVariable["USEC_injured",false];
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if (!_isInjured) then {
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_unit setVariable["USEC_injured",true,true];
|
||||
if ((_unit == player) and (!_isZombieHit)) then {
|
||||
if ((_unit == player) && {!_isZombieHit}) then {
|
||||
dayz_sourceBleeding = _source;
|
||||
};
|
||||
};
|
||||
@@ -376,10 +384,12 @@ if (_hit in USEC_MinorWounds) then {
|
||||
};
|
||||
} else {
|
||||
if (_falling) then {
|
||||
private ["_nrj2", "_gravity"];
|
||||
|
||||
_gravity = 9.81 min (2*(Dayz_freefall select 1)/((0.00001 + (Dayz_freefall select 2))^2));
|
||||
_nrj2 = _gravity * (Dayz_freefall select 1);
|
||||
if (random(_nrj2 / (5 * 9.81)) > 0.5) then { // freefall from 5m => 1/2 chance to get hit legs registered
|
||||
diag_log[__FILE__, "Legs damage registered from freefall, damage:",_damage,"gravity:", _gravity,
|
||||
diag_log[__FILE__, "Legs damage registered from freefall, damage:",_damage,"gravity:", _gravity,
|
||||
"height:", (Dayz_freefall select 1), "blood loss", (_nrj2 * 25) ];
|
||||
[_unit,_hit,_damage] call object_processHit;
|
||||
} else {
|
||||
@@ -399,7 +409,7 @@ if (_type == 1) then {
|
||||
/*
|
||||
BALISTIC DAMAGE
|
||||
*/
|
||||
if ((_damage > 0.01) and (_unit == player)) then {
|
||||
if ((_damage > 0.01) && {_unit == player}) then {
|
||||
//affect the player
|
||||
[20,45] call fnc_usec_pitchWhine; //Visual , Sound
|
||||
};
|
||||
@@ -440,14 +450,14 @@ if (_type == 2) then {
|
||||
};
|
||||
|
||||
if (_type == 3) then {
|
||||
if (!_unconscious and !_isMinor and _isHeadHit) then {
|
||||
if (!_unconscious && {!_isMinor} && {_isHeadHit}) then {
|
||||
_chance = random 1;
|
||||
if ((_damage > 0.8) and (_chance < 0.5)) then {
|
||||
if ((_damage > 0.8) && {_chance < 0.5}) then {
|
||||
[_unit,_damage] call fnc_usec_damageUnconscious;
|
||||
};
|
||||
};
|
||||
} else {
|
||||
if (!_unconscious and !_isMinor and ((_damage > 2) or ((_damage > 0.5) and _isHeadHit))) then {
|
||||
if (!_unconscious && {!_isMinor} && {(_damage > 2) || {(_damage > 0.5) && {_isHeadHit}}}) then {
|
||||
//set unconsious
|
||||
[_unit,_damage] call fnc_usec_damageUnconscious;
|
||||
};
|
||||
@@ -455,4 +465,3 @@ if (_type == 3) then {
|
||||
|
||||
// all "HandleDamage event" functions should return the effective damage that the engine will record
|
||||
0
|
||||
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
setMousePosition [0.5, 0.5];
|
||||
|
||||
private ["_exit","_nearestObjects","_rID","_display","_cTarget","_dis","_friendlyTo","_lastSave","_startTime"];
|
||||
private ["_exit","_nearestObjects","_rID","_display","_cTarget","_dis","_friendlyTo","_lastSave","_startTime","_vehType","_gearSelection","_supplyPositionWorld","_ctType"];
|
||||
|
||||
// players inside vehicle can always access its gear
|
||||
if ((vehicle player) == player) then {
|
||||
disableSerialization;
|
||||
_display = _this select 0;
|
||||
_cTarget = cursorTarget;
|
||||
_dis = if (_cTarget isKindOf "USEC_ch53_E" || _cTarget isKindOf "MV22") then {25} else {12};
|
||||
_dis = [12,25] select (_cTarget isKindOf "USEC_ch53_E" || {_cTarget isKindOf "MV22"});
|
||||
_exit = false;
|
||||
|
||||
if (!DZE_GearCheckBypass) then {
|
||||
@@ -33,7 +33,7 @@ if ((vehicle player) == player) then {
|
||||
if (DZE_BackpackAntiTheft) then {
|
||||
_friendlyTo = player getvariable ["friendlyTo",[]];
|
||||
_rID = if (DZE_permanentPlot) then { getPlayerUID _cTarget } else { _cTarget getVariable ["CharacterID","0"] };
|
||||
if ((!canbuild or isInTraderCity) && {alive _cTarget} && {isPlayer _cTarget} && {!(_rID in _friendlyTo) && !(_cTarget in (units group player))} && {(player distance _cTarget) < 12}) then {
|
||||
if ((isInTraderCity || {DZE_PVE_Mode} || {!canbuild}) && {alive _cTarget} && {isPlayer _cTarget} && {!(_rID in _friendlyTo) && !(_cTarget in (units group player))} && {(player distance _cTarget) < 12}) then {
|
||||
localize "STR_EPOCH_PLAYER_316" call dayz_rollingMessages;
|
||||
_display closeDisplay 2;
|
||||
};
|
||||
|
||||
@@ -35,6 +35,7 @@ DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate
|
||||
DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max]; Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)
|
||||
DZE_lockablesHarderPenalty = true; // Enforce an exponential wait on attempts between unlocking a safe/lockbox from a failed code.
|
||||
DZE_Hide_Body = true; //Enable hide dead bodies. Hiding a dead body removes the corpse marker from the map too. Default = true
|
||||
DZE_PVE_Mode = false; //Disable the PvP damage on the server. If DZE_BackpackAntiTheft = true, the backpack anti theft is active on the whle server. This is just a basic support for PVE Servers. Default = false
|
||||
|
||||
// SafeZone
|
||||
DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
|
||||
|
||||
Reference in New Issue
Block a user