Possible changes for Antiwall

Added string check for model names if class type isn't defined like "wall_indcnc_4.p3d" i.e the walls behind back of shop @ electro.

Add moving player back into vehicle if a free position in vehicle. If no position is available, kill the player.
This commit is contained in:
Torndeco
2013-11-23 05:32:05 +00:00
parent e931bf3169
commit fe93d3d9d3

View File

@@ -6,22 +6,53 @@
private ["_vehicle","_vehiclePos","_playerPos","_activated","_id","_intersectsWith"];
_activated = false;
_vehicle = _this;
_vehiclePos = aimpos _vehicle;
_playerPos = visiblePositionASL player;
_playerPos set [2,(_playerPos select 2)+1];
_intersectsWith = lineIntersectsWith [_playerPos, _vehiclePos, player, _vehicle];
if ((count _intersectsWith) > 0) then {
{
//diag_log format ["DEBUG: AntiWall: %1", (typeOf _x)];
//diag_log format ["DEBUG: AntiWall2: %1", _x];
if (_x isKindOf "Building" or _x isKindOf "DZE_Housebase") exitWith {
_activated = true;
};
if (["wall_", str _x, false] call fnc_inString) exitWith {
_activated = true;
};
} forEach _intersectsWith;
if(_activated) then {
// limit distance just incase
if((_playerPos distance _vehiclePos) < 10) then {
// diag_log format["Player Wall glitched %1 - player: %2 vehicle:%3", player,_playerPos,_vehiclePos];
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"crushed"] spawn player_death;
//diag_log format["Player Wall glitched %1 - player: %2 vehicle:%3", player,_playerPos,_vehiclePos];
switch(true)do{
case ((_vehicle emptyPositions "driver") > 0):
{
player action ["getInDriver", _vehicle];
};
case ((_vehicle emptyPositions "gunner") > 0):
{
player action ["GetInGunner", _vehicle];
};
case ((_vehicle emptyPositions "commander") > 0):
{
player action ["GetInCommander", _vehicle];
};
case ((_vehicle emptyPositions "cargo") > 0):
{
player action ["GetInCargo", _vehicle];
};
default
{
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"crushed"] spawn player_death;
};
};
};
};
};
};