diff --git a/SQF/dayz_code/actions/study_body.sqf b/SQF/dayz_code/actions/study_body.sqf index a664c047c..173ff62d9 100644 --- a/SQF/dayz_code/actions/study_body.sqf +++ b/SQF/dayz_code/actions/study_body.sqf @@ -1,4 +1,4 @@ -private["_body","_name","_method","_methodStr","_message","_killingBlow"]; +private["_body","_name","_method","_methodStr","_message","_killingBlow","_ConfirmedHumanKills","_ConfirmedBanditKills"]; _body = _this select 3; _name = _body getVariable["bodyName","unknown"]; @@ -8,28 +8,28 @@ _killingBlow = _body getVariable ["KillingBlow",[objNull,false]]; /* Setup by player_death - [Object,Punished]; + [Object,Punished]; _killer = _killingBlow select 0; //Killer _Punished = _killingBlow select 1; //False = HumanKill, True = BanditKill */ // "His/Her name was %1, it appears he/she died from %2" -_message = if (_body isKindOf "SurvivorW2_DZ") then {"str_player_studybody_female"} else {"str_player_studybody"}; +_message = ["str_player_studybody","str_player_studybody_female"] select (_body isKindOf "SurvivorW2_DZ"); format[localize _message,_name,_methodStr] call dayz_rollingMessages; //Body hasnt already been Studied lets set the confimed Kills system. if !(_body getVariable ["BodyStudied",false]) then { if (!isNull (_killingBlow select 0)) then { - if (!(_killingBlow select 1)) then { + if (_killingBlow select 1) then { _ConfirmedHumanKills = (_killingBlow select 0) getVariable ["ConfirmedHumanKills",0]; (_killingBlow select 0) setVariable ["ConfirmedHumanKills",(_ConfirmedHumanKills + 1),true]; } else { _ConfirmedBanditKills = (_killingBlow select 0) getVariable ["ConfirmedBanditKills",0]; (_killingBlow select 0) setVariable ["ConfirmedBanditKills",(_ConfirmedBanditKills + 1),true]; }; - + //Set the body as Studied for all. _body setVariable ["BodyStudied",true,true]; }; -}; \ No newline at end of file +}; diff --git a/SQF/dayz_code/compile/fn_damageHandler.sqf b/SQF/dayz_code/compile/fn_damageHandler.sqf index 6a283b971..b93871f67 100644 --- a/SQF/dayz_code/compile/fn_damageHandler.sqf +++ b/SQF/dayz_code/compile/fn_damageHandler.sqf @@ -5,7 +5,8 @@ scriptName "Functions\misc\fn_damageHandler.sqf"; - Function - [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler; ************************************************************/ -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"]; +private ["_end","_unit","_hit","_damage","_unconscious","_source","_ammo","_isMinor","_isHeadHit","_isPlayer","_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","_rndBleedChance"]; + _unit = _this select 0; _hit = _this select 1; _damage = _this select 2; @@ -23,7 +24,7 @@ _isHeadHit = (_hit == "head_hit"); _isZombieHit = _ammo == "zombie"; _isLocal = local _source; -_falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})}); +_falling = (((_hit == "legs") && {(_source==_unit)}) && {((_ammo=="") && {(Dayz_freefall select 1 > 3)})}); //Simple hack to help with a few issues from direct damage to physics based damage. ***until 2.0*** //If a vehicle is moving faster than 15 lets register some kind of direct damage rather than relying on indirect/physics damage. @@ -37,7 +38,7 @@ _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Da _ammo = "RunOver"; } else { { - if ((speed _x > 10 or (speed _x < -8)) && {typeOf _x != "ParachuteWest"}) exitWith { + if ((speed _x > 10 || (speed _x < -8)) && {typeOf _x != "ParachuteWest"}) exitWith { dayz_hitByTime = diag_tickTime; _ammo = "RunOver"; }; @@ -90,60 +91,13 @@ if (_unit == player) then { _unit setVariable["inCombat",true,true]; }; - if (_hit == "" && {_ammo != "Crash"}) exitWith //Ignore none part dmg. Exit after processing humanity hit. Don't punish driver for damaging passenger in crash - { - if (!_isLocal && {_isPlayer} && {alive player} && {!_isPZombie}) then //Do not punish for shooting a player zombie - { - _isBandit = (player getVariable["humanity",0]) <= -5000; - //_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]); - - //if player is not free to shoot at inform server that _source shot at player - if (!_isBandit && {!(player getVariable ["OpenTarget",false])}) then - { - PVDZ_send = [(effectiveCommander vehicle _source),"OpenTarget",[]]; - publicVariableServer "PVDZ_send"; - }; - - // Due to server errors or desync killing someone in a bandit skin with >-2000 humanity CAN occur. - // Attacker should not be punished for killing a Bandit skin under any circumstances. - // To prevent this we check for Bandit Skin. - - // - Accidental Murder - \\ When wearing the garb of a non-civilian you are taking your life in your own hands - // Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb. - - _punishment = (_isBandit or {player getVariable ["OpenTarget",false]}); - _humanityHit = 0; - - if (!_punishment && {(dayz_lastHumanityChange + 3) < diag_tickTime}) then { - dayz_lastHumanityChange = diag_tickTime; - _myKills = 200 - ((player getVariable ["humanKills",0]) * 3.3); - // how many non bandit players have I (the shot/damaged player) killed? - // punish my killer 200 for shooting a surivor - // but subtract 50 for each survivor I've murdered - _humanityHit = -(_myKills * _damage); - if (_humanityHit < -800) then { - _humanityHit = -800; - }; - // In the case of outrageous damage (crashes, explosions, desync repeated headshots); cap the limit on humanity lost. - - [(effectiveCommander vehicle _source),_humanityHit] spawn { - private ["_source","_humanityHit"]; - _source = _this select 0; - _humanityHit = _this select 1; - PVDZ_send = [_source,"Humanity",[_humanityHit,30]]; - publicVariableServer "PVDZ_send"; - }; - }; - }; - }; - - if (r_player_timeout == 0 && !_inVehicle) then { + if (r_player_timeout == 0 && {!_inVehicle}) then { if (_ammo == "tranquiliser_bolt") then { r_player_timeout = 20 + round(random 60); - [_unit] spawn { + _unit spawn { private "_unit"; - _unit = _this select 0; + _unit = _this; localize "str_player_tranquilized" call dayz_rollingMessages; [_unit,0.01] call fnc_usec_damageUnconscious; _unit setVariable ["NORRN_unconscious", true, true]; @@ -154,10 +108,10 @@ if (_unit == player) then { //Melee knockout system if ((_isHeadHit) && {_ammo in ["Crowbar_Swing_Ammo","Bat_Swing_Ammo","Sledge_Swing_Ammo"]}) then { r_player_timeout = 20 + round(random 60); - [_unit] spawn { + _unit spawn { private "_unit"; - _unit = _this select 0; + _unit = _this; localize "str_actions_medical_knocked_out" call dayz_rollingMessages; [_unit,0.01] call fnc_usec_damageUnconscious; _unit setVariable ["NORRN_unconscious", true, true]; @@ -170,7 +124,7 @@ if (_unit == player) then { _isVehicle = ({_sourceVehicleType isKindOf _x} count ["LandVehicle","Air","Ship"] > 0); //Log to server. Useful for detecting damage and ammo cheats. - if (!_isLocal && {!_isZombieHit} && {_isMan or _isVehicle} && {diag_ticktime-(_source getVariable["lastloghit",0]) > 2}) then { + if (!_isLocal && {!_isZombieHit} && {_isMan || _isVehicle} && {diag_ticktime-(_source getVariable["lastloghit",0]) > 2}) then { _wpst = weaponState _source; _source setVariable ["lastloghit",diag_ticktime]; _sourceDist = round(_unit distance _source); @@ -196,7 +150,7 @@ if (_unit == player) then { if (_ammo == "RunOver") exitwith {"runover"}; if (_ammo == "Dragged") exitwith {"eject"}; if (_ammo in MeleeAmmo) exitwith {"melee"}; - if (!_isLocal && {(_isMan && !(currentWeapon _source in ["","Throw"])) or _isVehicle}) exitwith {"shot"}; + if (!_isLocal && {(_isMan && {!(currentWeapon _source in ["","Throw"])}) || _isVehicle}) exitwith {"shot"}; "none"; }; if (dayz_lastDamageSource != "none") then {dayz_lastDamageTime = diag_tickTime;}; @@ -208,7 +162,7 @@ if (_hit == "" && {_ammo != "Crash"}) exitWith { 0 }; //Ammo Type Setup _type = call { if ({_ammo isKindOf _x} count ["Grenade","ShellBase","TimeBombCore","BombCore","MissileCore","RocketCore","FuelExplosion","GrenadeBase"] > 0) exitwith { 1 }; - if ((_ammo isKindof "B_127x107_Ball") or (_ammo isKindof "B_127x99_Ball")) exitwith { 2 }; + if ((_ammo isKindof "B_127x107_Ball") || (_ammo isKindof "B_127x99_Ball")) exitwith { 2 }; if (_isZombieHit) exitwith { 3 }; if (_ammo == "RunOver") exitwith { 4 }; if (_ammo == "Dragged") exitwith { 5 }; @@ -235,7 +189,7 @@ if (_damage > 0.4) then { //End body part scale //??????????? - if (!(player == _source) && {_isPlayer or (_isMan && {!_isZombieHit})}) then { //Scale shots from AI units the same as shots from players + if (!(player == _source) && {_isPlayer || (_isMan && {!_isZombieHit})}) then { //Scale shots from AI units the same as shots from players dayz_sourceBleeding = _source; //Used in player_death _scale = _scale + 800; if (_isHeadHit) then { @@ -254,7 +208,9 @@ if (_damage > 0.4) then { //Bullet types if (_type == 2) exitwith {_scale = _scale + 150}; //Zombies - if (_type == 3) exitwith {_scale = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "damageScale"); if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;};}; + if (_type == 3) exitwith {_scale = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "damageScale"); + if (dayz_DamageMultiplier > 1) then {_scale = _scale * dayz_DamageMultiplier;}; + }; //RunOver if (_type == 4) exitwith {_scale = 10}; //Based on 12k blood for run over with SUV at 70km/h //Dragged @@ -287,7 +243,6 @@ if (_damage > 0.4) then { _isHit = _unit getVariable["hit_"+_wound,false]; _isbleeding = false; - _isScratched = false; _rndBleed = floor(random 100); _rndBleedChance = getNumber (configFile >> "CfgVehicles" >> _sourceType >> "BleedChance"); @@ -312,7 +267,7 @@ if (_damage > 0.4) then { if (!_isInjured) then { _unit setVariable["USEC_injured",true,true]; - if ((_unit == player) and (!_isZombieHit)) then { + if ((_unit == player) && {!_isZombieHit}) then { dayz_sourceBleeding = _source; }; }; @@ -342,7 +297,7 @@ if (_damage > 0.4) then { }; }; } else { - if (!_isHit && !_isPZombie) then { + if (!_isHit && {!_isPZombie}) then { //Create Wound _unit setVariable["hit_"+_wound,true,true]; @@ -384,11 +339,10 @@ if (_hit in USEC_MinorWounds) then { _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, - "height:", (Dayz_freefall select 1), "blood loss", (_nrj2 * 25) ]; - [_unit,_hit,_damage] call object_processHit; + 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 { - [_unit,"arms",(_damage / 6)] call object_processHit; // prevent broken arms due to arma bugs + [_unit,"arms",(_damage / 6)] call object_processHit; // prevent broken arms due to arma bugs }; if (_nrj2 > 30) then { (3 min (_nrj2/100)) call fnc_usec_bulletHit; // red flash diff --git a/SQF/dayz_code/compile/player_death.sqf b/SQF/dayz_code/compile/player_death.sqf index eeb26658c..c204f2bac 100644 --- a/SQF/dayz_code/compile/player_death.sqf +++ b/SQF/dayz_code/compile/player_death.sqf @@ -1,7 +1,7 @@ if (deathHandled) exitWith {}; deathHandled = true; -private ["_ammo","_body","_distance","_infected","_killed","_playerID","_sourceName","_sourceWeapon","_sourceVehicleType","_isBandit","_punishment","_humanityHit","_myKills","_kills","_killsV","_display","_myGroup","_camera","_deathPos","_animState","_animStateArray","_animCheck","_source","_method","_realSource","_sourceID"]; +private ["_humankill","_ammo","_body","_distance","_infected","_killed","_playerID","_sourceName","_sourceWeapon","_sourceVehicleType","_humanityBody","_humanitySource","_humanityHit","_kills","_killsV","_display","_myGroup","_camera","_deathPos","_animState","_animStateArray","_animCheck","_source","_method","_realSource","_sourceID"]; // Get reference to player object before respawn into new unit (respawnDelay=0 in description.ext) if (typeName (_this select 0) == "ARRAY") then { @@ -64,11 +64,11 @@ if (!isNull _source) then { _sourceVehicleType = typeOf (vehicle _source); _sourceWeapon = currentWeapon _source; - _sourceWeapon = switch true do { - case (_ammo in ["PipeBomb","Mine","MineE"]): {_ammo}; - case ({_sourceVehicleType isKindOf _x} count ["LandVehicle","Air","Ship"] > 0): {_sourceVehicleType}; - case (_sourceWeapon == "Throw"): {(weaponState _source) select 3}; - default {_sourceWeapon}; + _sourceWeapon = call { + if (_ammo in ["PipeBomb","Mine","MineE"]) exitwith {_ammo}; + if ({_sourceVehicleType isKindOf _x} count ["LandVehicle","Air","Ship"] > 0) exitwith {_sourceVehicleType}; + if (_sourceWeapon == "Throw") exitwith {(weaponState _source) select 3}; + _sourceWeapon; }; if (alive _source) then { @@ -92,33 +92,72 @@ _body setVariable ["deathType", if (_method == "suicide") then {"shot"} else {_m if (!local _source && {isPlayer _source} && {!(_body isKindOf "PZombie_VB")}) then { //If corpse is a player zombie do not give killer a human or bandit kill //Values like humanity which were setVariabled onto player before death remain on corpse. - _isBandit = (_body getVariable["humanity",0]) <= -2000; - //_isBandit = (typeOf _body in ["Bandit1_DZ","BanditW1_DZ"]); - - //if you are a bandit or start first - player will not recieve humanity drop - _punishment = (_isBandit or {_body getVariable ["OpenTarget",false]}); + _humankill = false; _humanityHit = 0; + _humanityBody = _body getVariable["humanity",0]; _realSource = effectiveCommander vehicle _source; + _humanitySource = _realSource getVariable ["humanity",0]; - if (!_punishment) then { - //I'm "not guilty" - kill me and be punished - _myKills = (_body getVariable ["humanKills",0]) * 33.3; - // how many non bandit players have I (the dead player) killed? - // punish my killer 2000 for shooting a surivor - // but subtract 500 for each survivor I've murdered - _humanityHit = -(2000 - _myKills); - _kills = _realSource getVariable ["humanKills",0]; - _realSource setVariable ["humanKills",(_kills + 1),true]; - PVDZ_send = [_realSource,"Humanity",[_humanityHit,300]]; - publicVariableServer "PVDZ_send"; - } else { - //i'm "guilty" - kill me as bandit - _killsV = _realSource getVariable ["banditKills",0]; - _realSource setVariable ["banditKills",(_killsV + 1),true]; + call { + if (_humanitySource <= -2000) exitwith {//Killer is Bandit + call { + if (_humanityBody <= -2000) exitwith {//Body is Bandit + _killsV = _realSource getVariable ["banditKills",0]; + _realSource setVariable ["banditKills",(_killsV + 1),true]; + _humanityHit = -250; + }; + + _kills = _realSource getVariable ["humanKills",0]; + _realSource setVariable ["humanKills",(_kills + 1),true]; + _humankill = true; + + if (_humanityBody >= 5000) exitwith {//Body is Hero + _humanityHit = -1000; + }; + _humanityHit = -500; //Body is Survivor + }; + }; + if (_humanitySource >= 5000) exitwith {//Killer is Hero + call { + if (_humanityBody <= -2000) exitwith {//Body is Bandit + _killsV = _realSource getVariable ["banditKills",0]; + _realSource setVariable ["banditKills",(_killsV + 1),true]; + _humanityHit = 1000; + }; + + _kills = _realSource getVariable ["humanKills",0]; + _realSource setVariable ["humanKills",(_kills + 1),true]; + _humankill = true; + + if (_humanityBody >= 5000) exitwith {//Body is Hero + _humanityHit = -1000; + }; + _humanityHit = -500; //Body is Survivor + }; + }; + call {//Killer is Survivor + if (_humanityBody <= -2000) exitwith {//Body is Bandit + _killsV = _realSource getVariable ["banditKills",0]; + _realSource setVariable ["banditKills",(_killsV + 1),true]; + _humanityHit = 500; + }; + + _kills = _realSource getVariable ["humanKills",0]; + _realSource setVariable ["humanKills",(_kills + 1),true]; + _humankill = true; + + if (_humanityBody >= 5000) exitwith {//Body is Hero + _humanityHit = -500; + }; + _humanityHit = -250; //Body is Survivor + }; }; + PVDZ_send = [_realSource,"Humanity",[_humanityHit]]; + publicVariableServer "PVDZ_send"; + //Setup for study bodys. - _body setVariable ["KillingBlow",[_realSource,_punishment],true]; + _body setVariable ["KillingBlow",[_realSource,_humankill],true]; }; disableSerialization; diff --git a/SQF/dayz_code/compile/player_humanityChange.sqf b/SQF/dayz_code/compile/player_humanityChange.sqf index f0f149416..4a6250248 100644 --- a/SQF/dayz_code/compile/player_humanityChange.sqf +++ b/SQF/dayz_code/compile/player_humanityChange.sqf @@ -1,32 +1,9 @@ -private ["_change","_wait","_humanity"]; +private ["_change","_humanity"]; /* - Set humanity chanages and sets freeTarget(openTarget) + Set humanity chanages */ -_change = _this select 0; -_wait = _this select 1; +_change = _this; _humanity = (player getVariable["humanity",0]) + _change; player setVariable["humanity",_humanity,true]; - -if (_change < 0) then { //non-bandit player can be "punished" in next "_wait" seconds w/o loosing humanity - if ((_humanity > -2000) and (_wait > 0)) then { - player setVariable ["FTcounter",((player getVariable ["FTcounter",0]) + _wait)]; - [_wait] spawn { - private ["_endtime","_wait"]; - _wait = _this select 0; - _endTime = diag_tickTime + _wait; - waitUntil { uiSleep 1; diag_tickTime > _endTime }; - player setVariable ["FTcounter",((player getVariable ["FTcounter",0]) - _wait)]; - if ((player getVariable ["FTcounter",0]) <= 0) then { - player setVariable ["FTcounter",0]; - }; - }; - }; -}; - -/* - Should block damageHandler running humanityCheck(Skin change check), allow all other humanity events to run humanityCheck(Skin change check) -*/ -//if ((_wait == 0) and (vehicle player == player)) then { [_humanity] call player_humanityCheck; }; -//Humanity morphing disabled on Epoch to avoid loss of purchased clothing \ No newline at end of file diff --git a/SQF/dayz_code/init/publicEH.sqf b/SQF/dayz_code/init/publicEH.sqf index eb44b0acd..513c239a1 100644 --- a/SQF/dayz_code/init/publicEH.sqf +++ b/SQF/dayz_code/init/publicEH.sqf @@ -256,7 +256,6 @@ if (!isDedicated) then { "PVCDZ_hlt_PainK" addPublicVariableEventHandler {(_this select 1) call player_medPainkiller}; "PVCDZ_hlt_AntiB" addPublicVariableEventHandler {(_this select 1) call player_medAntiBiotics}; "PVCDZ_hlt_Wipe" addPublicVariableEventHandler {(_this select 1) call player_medABWipe}; - "PVCDZ_OpenTarget_Reset" addPublicVariableEventHandler { OpenTarget_Time = diag_tickTime; }; //reset OpenTarget timer "PVCDZ_plr_Legs" addPublicVariableEventHandler { _entity = (_this select 1) select 0; diff --git a/SQF/dayz_code/init/variables.sqf b/SQF/dayz_code/init/variables.sqf index 007c7b00f..2731a6fa3 100644 --- a/SQF/dayz_code/init/variables.sqf +++ b/SQF/dayz_code/init/variables.sqf @@ -42,7 +42,6 @@ call { // Custom DayZ preset variables are also located in the mission init file if (isNil "dayz_spawnCrashSite_clutterCutter") then {dayz_spawnCrashSite_clutterCutter = 0;}; if (isNil "dayz_spawnInfectedSite_clutterCutter") then {dayz_spawnInfectedSite_clutterCutter = 0;}; if (isNil "dayz_bleedingeffect") then {dayz_bleedingeffect = 2;}; - if (isNil "dayz_OpenTarget_TimerTicks") then {dayz_OpenTarget_TimerTicks = 60 * 10;}; if (isNil "dayz_temperature_override") then {dayz_temperature_override = true;}; if (isNil "dayz_nutritionValuesSystem") then {dayz_nutritionValuesSystem = false;}; if (isNil "dayz_classicBloodBagSystem") then {dayz_classicBloodBagSystem = false;}; @@ -56,7 +55,6 @@ call { // Custom DayZ preset variables are also located in the mission init file dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grass dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass dayz_bleedingeffect = 2; //1= blood on the ground, 2= partical effect, 3 = both. - dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked. dayz_temperature_override = true; // Set to true to disable all temperature changes. dayz_nutritionValuesSystem = false; //Enables nutrition system dayz_classicBloodBagSystem = true; //Enables one type of bloodbag @@ -70,7 +68,6 @@ call { // Custom DayZ preset variables are also located in the mission init file dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grass dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass dayz_bleedingeffect = 3; //1= blood on the ground, 2= partical effect, 3 = both. - dayz_OpenTarget_TimerTicks = 60 * 25; //how long can a player be freely attacked for after attacking someone unprovoked. dayz_temperature_override = false; // Set to true to disable all temperature changes. dayz_nutritionValuesSystem = true; //Enables nutrition system dayz_classicBloodBagSystem = false; //Enables one type of bloodbag @@ -84,7 +81,6 @@ call { // Custom DayZ preset variables are also located in the mission init file dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grass dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass dayz_bleedingeffect = 3; //1= blood on the ground, 2= partical effect, 3 = both. - dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked. dayz_temperature_override = false; // Set to true to disable all temperature changes. dayz_nutritionValuesSystem = true; //Enables nutrition system dayz_classicBloodBagSystem = false; //Enables one type of bloodbag @@ -310,7 +306,6 @@ if (!isDedicated) then { a_player_boil = false; // General Variables - OpenTarget_Time = 0; dayz_actionInProgress = false; dayz_DisplayGenderSelect = true; carryClick = false; diff --git a/SQF/dayz_code/system/player_spawn_2.sqf b/SQF/dayz_code/system/player_spawn_2.sqf index 16bf17fd0..d1f4f519d 100644 --- a/SQF/dayz_code/system/player_spawn_2.sqf +++ b/SQF/dayz_code/system/player_spawn_2.sqf @@ -59,12 +59,6 @@ while {1 == 1} do { dayz_areaAffect = _size; - //reset OpenTarget variable if the timer has run out. - if (OpenTarget_Time > 0 && {diag_tickTime - OpenTarget_Time >= dayz_OpenTarget_TimerTicks}) then - { - player setVariable ["OpenTarget",false,true]; - }; - if ((diag_tickTime - _timer150) > 60) then { //Digest Food. if (r_player_foodstack > 0) then { r_player_foodstack = r_player_foodstack - 1; }; diff --git a/SQF/dayz_server/eventHandlers/server_sendToClient.sqf b/SQF/dayz_server/eventHandlers/server_sendToClient.sqf index 888099615..1692e5d2e 100644 --- a/SQF/dayz_server/eventHandlers/server_sendToClient.sqf +++ b/SQF/dayz_server/eventHandlers/server_sendToClient.sqf @@ -67,7 +67,7 @@ call { }; if (_variable == "Humanity") exitWith { - PVCDZ_plr_Humanity = _arraytosend; + PVCDZ_plr_Humanity = _arraytosend select 0; _owner publicVariableClient "PVCDZ_plr_Humanity"; //diag_log ("Humanity" +str(PVCDZ_plr_Humanity)); }; @@ -118,12 +118,6 @@ call { _owner publicVariableClient "PVCDZ_plr_Legs"; }; - if (_variable == "OpenTarget") exitWith { - _unit setVariable ["OpenTarget",true,true]; - PVCDZ_OpenTarget_Reset = true; - _owner publicVariableClient "PVCDZ_OpenTarget_Reset"; - }; - if (_variable == "tagFriendly") exitWith { PVDZE_plr_FriendRQ = _arraytosend; _owner publicVariableClient "PVDZE_plr_FriendRQ";