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Update Humanity System
This updates the humanity system. It removes the OpenTarget from Dayz Mod which is not needed for Epoch and more confusing as it helps to understand why a player gets a humanity drop or not. The new system gives players always humanity. Survivor killed Survivor = Negative Humanity Survivor killed Bandit = Positive Humanity Survivor killed Hero = Negative Humanity Hero killed Bandit = Positive Humanity Hero killed Hero = Negative Humanity Hero killed Survivor = Negative Humanity Bandit killed Bandit = Negative Humanity Bandit killed Hero = Negative Humanity Bandit killed Survivor = Negative Humanity The values are strict and have no longer a complicated calculation based on a kill counter. This change needs more testing in the beta state of this update.
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@@ -1,32 +1,9 @@
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private ["_change","_wait","_humanity"];
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private ["_change","_humanity"];
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/*
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Set humanity chanages and sets freeTarget(openTarget)
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Set humanity chanages
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*/
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_change = _this select 0;
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_wait = _this select 1;
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_change = _this;
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_humanity = (player getVariable["humanity",0]) + _change;
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player setVariable["humanity",_humanity,true];
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if (_change < 0) then { //non-bandit player can be "punished" in next "_wait" seconds w/o loosing humanity
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if ((_humanity > -2000) and (_wait > 0)) then {
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player setVariable ["FTcounter",((player getVariable ["FTcounter",0]) + _wait)];
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[_wait] spawn {
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private ["_endtime","_wait"];
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_wait = _this select 0;
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_endTime = diag_tickTime + _wait;
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waitUntil { uiSleep 1; diag_tickTime > _endTime };
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player setVariable ["FTcounter",((player getVariable ["FTcounter",0]) - _wait)];
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if ((player getVariable ["FTcounter",0]) <= 0) then {
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player setVariable ["FTcounter",0];
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};
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};
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};
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};
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/*
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Should block damageHandler running humanityCheck(Skin change check), allow all other humanity events to run humanityCheck(Skin change check)
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*/
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//if ((_wait == 0) and (vehicle player == player)) then { [_humanity] call player_humanityCheck; };
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//Humanity morphing disabled on Epoch to avoid loss of purchased clothing
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