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It makes no sense to rename the identical DayZ PVs to have an E in their name. I don't see any good reason it was done in the first place. All it accomplishes is breaking script compatibility between the two mods and requiring different publicvariable.txt filters. The only time it makes sense is for custom Epoch variables that aren't used in vanilla. All admins have to do to update custom scripts is swap the names according to the change log. Note I've submitted a pull request to replace PVDZ_veh_Save with PVDZ_obj_Save in official too because they are duplicates.
52 lines
1.3 KiB
Plaintext
52 lines
1.3 KiB
Plaintext
// Load_wounded.sqf
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// OCTOBER 2010 - norrin
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private ["_wounded","_vcl","_group"];
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_wounded = _this select 0;
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if (!local _wounded) exitWith {};
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uiSleep 1;
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_vcl = _wounded getVariable "NORRN_loadVcl";
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_wounded setVariable ["NORRN_unit_dragged", true, true];
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_wounded assignAsCargo _vcl;
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_wounded moveInCargo _vcl;
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uiSleep 1;
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//["PVDZ_drg_RaLW",_wounded] call broadcastRpcCallAll;
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PVDZ_drg_RaLW = _wounded;
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publicVariable "PVDZ_drg_RaLW";
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_wounded switchMove "kia_hmmwv_driver";
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if (local _wounded) then
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{
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waitUntil {!(_wounded getVariable "NORRN_unconscious")|| !alive _wounded || vehicle _wounded == _wounded || (assignedVehicleRole _wounded) select 0 != "Cargo"};
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if ((vehicle _wounded == _wounded) || (assignedVehicleRole _wounded) select 0 != "Cargo") exitWith
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{
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if (_wounded getVariable "NORRN_AIunconscious") then
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{
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if (vehicle _wounded != _wounded) then
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{
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unassignVehicle _wounded;
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uiSleep 0.05;
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_wounded action ["EJECT", _vcl];
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uiSleep 1;
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};
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// PVDZ_drg_RAlie = _wounded; // not used
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// publicVariable "PVDZ_drg_RAlie"; // not used
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_wounded switchMove "ainjppnemstpsnonwrfldnon";
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_wounded setVariable ["NORRN_unit_dragged", false, true];
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uiSleep 1;
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};
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};
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if (vehicle _wounded != _wounded && alive _wounded) then
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{
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_wounded playMove "BasicDriver";
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};
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};
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uiSleep 0.01;
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if (true) exitWith {}; |