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https://github.com/EpochModTeam/DayZ-Epoch.git
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Updated to same formatting and comments as latest Corepatch files: https://github.com/Goliath86/CorePatch/tree/master/CorePatch_FIS/data/scripts airdestruction.sqf: - fixed _velocity variable was undefined - updated, Sa-Matra removed clearVehicleInit - !isNull checks are not needed because (local objNull) returns false and (speed objNull) returns zero BIS_Effects_startEvent: - 6th parameter is not used in BIS_Effects_Burn, neither in the old nor new version. Although the formatting is ugly, it is better to stay consistent with Bohemia's so they are easy to compare with future updates and scripts.txt exceptions are the same whether the official or custom files are used. Added Sa-Matra's final commit from yesterday:5e696bebdcThis partially revertsc15caf5.
77 lines
3.5 KiB
Plaintext
77 lines
3.5 KiB
Plaintext
BIS_Effects_Init = true;
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Corepatch_Effects_Init = true;
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if (isNil "BIS_Effects_Init_DZ") then {
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BIS_Effects_Init_DZ = true;
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diag_log "Res3tting B!S effects...";
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BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\fired.sqf"; // Allows tanks to use smoke counter measures
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BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
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BIS_Effects_Rifle = {false};
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BIS_Effects_Cannon=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\cannon.sqf";
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BIS_Effects_HeavyCaliber=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavycaliber.sqf";
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BIS_Effects_HeavySniper=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavysniper.sqf";
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BIS_Effects_Rocket=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rocket.sqf";
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BIS_Effects_SmokeShell=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokeshell.sqf";
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BIS_Effects_SmokeLauncher=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokelauncher.sqf";
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BIS_Effects_Flares=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\flares.sqf";
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//must use spawn command for these:
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BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
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BIS_Effects_AircraftVapour=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";
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BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
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BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
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BIS_Effects_Secondaries = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\secondaries.sqf";
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//BIS_Effects_RocketTrail=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rockettrail.sqf";
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/////////////////Dwarden fixing fire in the sky bug
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BIS_Effects_globalEvent =
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{
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BIS_effects_gepv = _this;
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publicVariable "BIS_effects_gepv";
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_this call BIS_Effects_startEvent;
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};
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BIS_Effects_startEvent =
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{
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private "_KillEject";
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_KillEject = {
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private "_cancel";
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if (((vehicle player) == (_this select 0)) && {(vehicle player) != player} && {player in (crew (_This select 0))}) then {
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_cancel = false;
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{
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if ((isInTraderCity || !canbuild) && {(player distance (_x select 0)) < (_x select 1)}) exitWith {_cancel = true;};
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} count DZE_SafeZonePosArray;
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player action ["getOut", (_this select 0)];
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if (!_cancel && {!((_this select 0) iskindof "car")}) then {
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[player, "explosion"] call player_death;
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};
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};
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};
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switch (_this select 0) do {
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case "AirDestruction": {
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[_this select 1] spawn BIS_Effects_AirDestruction;
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[_this select 1] call _KillEject;
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};
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case "AirDestructionStage2": {
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[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
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};
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case "Burn": {
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[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
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};
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case "Eject": {
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[_this select 1] call _KillEject;
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};
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};
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};
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"BIS_effects_gepv" addPublicVariableEventHandler {
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if(time <= 0) exitWith {(_this select 1) spawn { //Fire in the sky bug fix
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waitUntil {sleep 1; !isNull findDisplay 46}; // Display 46 is indication that client finished loading
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_this call BIS_Effects_startEvent;
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}};
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(_this select 1) call BIS_Effects_startEvent;
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};
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};
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