Not perfect, occasionally the player can double tap a button to lock VON
on - which now they cannot turn off unless they open the escape menu and
double tap to turn off.
Chat channel changes are now blocked when VON is active.
ActionKeys are now recalculated on key binding change, but it is
important to note that double tap bindings DO NOT work with the
ActionKeys command. This is why inputAction check is neccesary
Summary: Double tapping a key to lock von on (VoiceOverNet) is not
reliably blocked, nor is it blocked at all in secondary
displays/dialogs. otherwise, this works pretty well.
Issue was:
A. with locality, we were checking the wrong vehicle in one instance and
B. with variable names, since we called local_setFuel and _vehicle was
private already from the calling script we ran into an issue with
duplicate variables causing the command to fail. local_setFuel doesnt
really need any local variable so I removed them and this fixed the
issue (script filters may need to be adjusted accordingly)
6cf740e7d4 caused undefined variable
errors since the variables were private in 2 places. _forced and
_recorddmg should be declared private in the top of the script where
they are defined, not in the compile.
If the gear sync script is called during the animation, the player will
fail the gear sync and not change clothes. After removing the anim this
no longer happens. Also I think this is a BS change that only
inconveniences the player and makes something that is already cumbersome
even more so
Everytime a piece of wood was spawned resulting from a chainsaw the
player would become more hungry and thirsty. Obviously in less than 10
seconds this would kill the player if they chopped multiple trees down.
better logging as well.
I haven't had objects purchased spawn in the debug, only those spawned
in with the admin tools since the position doesn't always have a third
element.
Don't even bother using vector in the key calculation, the sqf ObjectUID
isn't as critical anymore. This method will be much faster.
Changed ObjectUID column to Varchar since with this key generation
method we can approach the BigINT ceiling much quicker than we used to.
Timeout is no longer restarted when you click abort and the loop now
closes the gear menu so the player cannot attempt to dupe with the gear
menu and abort menu open at the same time.
append diag_ticktime to key. Max length is 24 characters in the DB so
the limit so this shouldn't cause issues unless the server is up for
hundreds of days.
This adds keydown handler for chat, map, and diary displays.
Additionally, this can be used to handle malicious chat input without a
delay by modifying the associated compile
This allows players to carry the magazines, without modification to
ammo.sqf the side guns of the pook transport are supported to be
rearmed. Modification will be required to allow turrets assigned to the
pilot to be rearmed, such as the pook H13 gunship and mozzie grenades.
Fixes wrecks bouncing 500m into the sky, players not dying when crashing
these vehicles, and sound falloff (someone verify in a multiplayer game,
I teleported away from a flying mozzie and it appeared fixed).
I made a new startup and stop sound for the mozzie which is acceptable I
think, but I'm using the MV22 Osprey noise startup and stop noises for
the gyrocopter. The osprey startup is fairly well fitting, but the stop
noice is out of place, if anyone can come up with a better noise please
change it otherwise if it's out of place enough I'll just remove it
altogether.
shift + - is used to ented arma "chests" which allow the player to issue
endMission, and limit their fps (min 5 fps limit). This unfortunately
disables the flush cheat, but attempts to filter out input and allow
flush are not reliable.
This fixes config errors for unknown animation sources for both
vehicles. The turrets do not have thermal capabilities and this restores
the missing co-pilot/observer seat in the UH1Y. Also I can't seem to get
the turret on the AH6X to rotate, but if someone knows how please leave
a comment or commit the changes. there's currently no overlay for the
observer of the AH6X since it can't move I feel it's limited enough
without an overlay like the UH1Y.