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https://github.com/EpochModTeam/DayZ-Epoch.git
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Kill and eject player when their vehicle explodes
Previous changes to the destruction effects file broke previous fixes that resolved the world is on fire glitch. I reverted those in this commit. Note: the CH53 is still broken in this commit
This commit is contained in:
@@ -81,6 +81,7 @@
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[FIXED] Reworked death messages. Fixed messages not always showing, undefined errors and wrong distance bug. Added bled out, killed by zombie, etc. MPHit event handler (fnc_plyrHit) is no longer needed. @ebaydayz
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[FIXED] Reworked death messages. Fixed messages not always showing, undefined errors and wrong distance bug. Added bled out, killed by zombie, etc. MPHit event handler (fnc_plyrHit) is no longer needed. @ebaydayz
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[FIXED] Player no longer hears radiation sound when changing clothes. @ebaydayz
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[FIXED] Player no longer hears radiation sound when changing clothes. @ebaydayz
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[FIXED] Ponds and lakes are now detected correctly in player_goFishing. #1678 @ebaydayz
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[FIXED] Ponds and lakes are now detected correctly in player_goFishing. #1678 @ebaydayz
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[FIXED] Players are now ejected and killed when their vehicle is destroyed. @icomrade
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[UPDATED] .hpp files updated in dayz_epoch_b CfgLootPos > CfgBuildingPos. @Uro1
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[UPDATED] .hpp files updated in dayz_epoch_b CfgLootPos > CfgBuildingPos. @Uro1
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[UPDATED] .bat files updated in Config-Examples @Raziel23x
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[UPDATED] .bat files updated in Config-Examples @Raziel23x
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@@ -5,7 +5,13 @@ _int = (fuel _v)*(8+random 2);
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_t=time;
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_t=time;
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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if (player in (crew _v)) then {
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[] spawn { //kill players when their vehicle explodes since this is too difficult for ArmA on its own
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player action ["Eject",vehicle player]; //eject player so I can get their gear
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sleep 0.01; //don't use uisleep here
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[player, "explosion"] spawn player_death;
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};
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};
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_fl = "#particlesource" createVehicleLocal getPosATL _v;
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_fl = "#particlesource" createVehicleLocal getPosATL _v;
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_fl attachto [_v,[0,0,0],"destructionEffect2"];
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_fl attachto [_v,[0,0,0],"destructionEffect2"];
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_fl setParticleRandom [0.3, [1, 1, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
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_fl setParticleRandom [0.3, [1, 1, 0], [0, 0, 0], 0, 0.3, [0, 0, 0, 0], 0, 0];
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@@ -31,9 +37,7 @@ _tv=11;
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//Remove weapons/ammo to prevent explosion. Script will create its own explosions (doesnt work?)
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//Remove weapons/ammo to prevent explosion. Script will create its own explosions (doesnt work?)
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removeallweapons _v;
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removeallweapons _v;
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if((local _v) AND (_v isKindOf"Air") )then{
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if (local _v) then {_expl=createVehicle ["HelicopterExploSmall", (getPosATL _v), [], 0, "CAN_COLLIDE"];};
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_expl=createVehicle["HelicopterExploSmall",(getPosATL _v),[],0,"CAN_COLLIDE"];
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};
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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while {_i <1200 && ((velocity _v select 2)<-20 || (getPosATL _v select 2)>8) && !(alive _v) && !(isnull _v) && (getPosATL _v select 2)>1} do
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while {_i <1200 && ((velocity _v select 2)<-20 || (getPosATL _v select 2)>8) && !(alive _v) && !(isnull _v) && (getPosATL _v select 2)>1} do
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@@ -43,7 +47,7 @@ if (_tv>2) then {_dr=1/_tv} else {_dr=1};
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_fl setDropInterval _dr;
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_fl setDropInterval _dr;
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_sm setDropInterval _dr;
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_sm setDropInterval _dr;
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_i=_i+1;
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_i=_i+1;
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uiSleep 0.2;
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sleep 0.2;
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};
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};
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}; // end of dedicated check
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}; // end of dedicated check
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@@ -74,7 +78,7 @@ if (!isDedicated) then { //dw, particle stuff don't need run on dedicated
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_splash setparticlecircle [2,[0,3,15]];
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_splash setparticlecircle [2,[0,3,15]];
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_splash setDropInterval 0.002;
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_splash setDropInterval 0.002;
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uiSleep 0.2;
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sleep 0.2;
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deletevehicle _wave;deletevehicle _splash;
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deletevehicle _wave;deletevehicle _splash;
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}; // end of dedicated check
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}; // end of dedicated check
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/*
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/*
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@@ -113,7 +117,7 @@ else
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_velz=velocity _v select 2;
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_velz=velocity _v select 2;
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if (_velz>1) then {_v setvelocity [velocity _v select 0,velocity _v select 1,0]};
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if (_velz>1) then {_v setvelocity [velocity _v select 0,velocity _v select 1,0]};
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_expl = createVehicle ["HelicopterExploBig", [_pos select 0,_pos select 1,(_pos select 2) + 1], [], 0, "CAN_COLLIDE"];
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_expl = createVehicle ["HelicopterExploBig", [_pos select 0,_pos select 1,(_pos select 2) + 1], [], 0, "CAN_COLLIDE"];
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uiSleep 0.05;
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sleep 0.05;
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/*
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/*
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_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
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_wreck=GetText (configFile >> "CfgVehicles" >> (typeof _v) >> "wreck");
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if (_wreck!="") then
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if (_wreck!="") then
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@@ -128,7 +132,7 @@ else
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deleteVehicle _v;
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deleteVehicle _v;
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_v =(_wreck) createvehicle _pos;
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_v =(_wreck) createvehicle _pos;
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{_x moveincargo _v} foreach _crw;
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{_x moveincargo _v} foreach _crw;
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//uiSleep 0.05;
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//sleep 0.05;
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_v setvelocity _vel;
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_v setvelocity _vel;
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//_v setPos _pos;
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//_v setPos _pos;
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_v setvectordir (_dir);
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_v setvectordir (_dir);
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@@ -66,7 +66,7 @@ _dirt setDropInterval 0.05;
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_dirt setDropInterval _dr;
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_dirt setDropInterval _dr;
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//_shards setDropInterval _dr;
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//_shards setDropInterval _dr;
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uiSleep (0.25 - (_speed / 1000));
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sleep (0.25 - (_speed / 1000));
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_i = _i + 1;
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_i = _i + 1;
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};
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};
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deleteVehicle _smoke;
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deleteVehicle _smoke;
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@@ -84,5 +84,5 @@ if (local _v) then
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["Burn", _v, _int, _t] call BIS_Effects_globalEvent;
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["Burn", _v, _int, _t] call BIS_Effects_globalEvent;
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[_v,_int,false] spawn BIS_Effects_Secondaries;
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[_v,_int,false] spawn BIS_Effects_Secondaries;
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};
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};
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uiSleep 0.5;
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sleep 0.5;
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_v setvelocity [0,0,-0.01];
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_v setvelocity [0,0,-0.01];
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@@ -21,7 +21,7 @@ while {_int>1} do
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};
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};
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{
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{
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uiSleep _x;
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sleep _x;
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if((_lifecheck&&(alive _v))||(isnull _v)||(((getposASL _v)select 2)<0))exitwith{};
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if((_lifecheck&&(alive _v))||(isnull _v)||(((getposASL _v)select 2)<0))exitwith{};
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"SmallSecondary" createvehicle(_v modelToWorld _effect2pos);
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createVehicle ["SmallSecondary", (_v modelToWorld _effect2pos), [], 0, "CAN_COLLIDE"];
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}foreach(_list);
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}foreach(_list);
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