Files
DayZ-Epoch/SQF/dayz_code/compile/player_antiWall.sqf
2013-12-23 12:28:13 -05:00

73 lines
2.4 KiB
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/*
DayZ Epoch anti wall
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_vehicle","_vehiclePos","_playerPos","_activated","_id","_intersectsWith"];
_activated = false;
_vehicle = _this;
// position usually the drivers head area
_vehiclePos = aimpos _vehicle;
// works best for this type of check on players
_playerPos = visiblePositionASL player;
// ignore if distance is too far
if((_playerPos distance _vehiclePos) > 10) exitWith {};
// Important! without this we looking at the players feet this gets us torso area
_playerPos set [2,(_playerPos select 2)+1];
// Look for any intersecting objects
_intersectsWith = lineIntersectsWith [_playerPos, _vehiclePos, player, _vehicle];
if ((count _intersectsWith) > 0) then {
{
// buildings
if (_x isKindOf "Building" or _x isKindOf "DZE_Housebase") exitWith {
_activated = true;
};
// walls
if ((typeOf _x) == "" and {["wall_", str _x, false] call fnc_inString}) exitWith {
_activated = true;
};
} forEach _intersectsWith;
};
if(_activated) then {
// this method is said to be faster than switch, lets try it.
call {
if (DZE_AntiWallCounter == DZE_AntiWallLimit) exitWith {
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"crushed"] spawn player_death;
};
if ((_vehicle emptyPositions "driver") > 0) exitWith {
cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"];
player action ["getInDriver", _vehicle];
DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
};
if ((_vehicle emptyPositions "gunner") > 0) exitWith {
cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"];
player action ["GetInGunner", _vehicle];
DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
};
if ((_vehicle emptyPositions "commander") > 0) exitWith {
cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"];
player action ["getInCommander", _vehicle];
DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
};
if ((_vehicle emptyPositions "cargo") > 0) exitWith {
cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"];
player action ["getInCargo", _vehicle];
DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
};
// kill player if none of the above are matched
cutText [(localize "str_epoch_player_9"), "PLAIN DOWN"];
_id = [player,"crushed"] spawn player_death;
};
} else {
DZE_AntiWallCounter = 0;
};