Files
DayZ-Epoch/SQF/dayz_code/system/BIS_Effects/init.sqf
AirwavesMan 0b6df45690 Update BIS Effects and fix eject bug for Cessna
This commit fixes the cessna getOut bug. Sometimes if the cessna explodes and the player did not die he was trapped inside of the cessna wreck. Switching from getOut to eject fixes this problem.
Ive did a lot tests and it should be save to eject instead of getOut.
2020-10-31 10:19:27 +01:00

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BIS_Effects_Init = true;
Corepatch_Effects_Init = true;
if (isNil "BIS_Effects_Init_DZ") then {
BIS_Effects_Init_DZ = true;
diag_log "Res3tting B!S effects...";
BIS_Effects_EH_Fired=compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\fired.sqf"; // Allows tanks to use smoke counter measures
BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
BIS_Effects_Rifle = {false};
BIS_Effects_Cannon=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\cannon.sqf";
BIS_Effects_HeavyCaliber=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavycaliber.sqf";
BIS_Effects_HeavySniper=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\heavysniper.sqf";
BIS_Effects_Rocket=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rocket.sqf";
BIS_Effects_SmokeShell=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokeshell.sqf";
BIS_Effects_SmokeLauncher=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\smokelauncher.sqf";
BIS_Effects_Flares=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\flares.sqf";
//must use spawn command for these:
BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
BIS_Effects_AircraftVapour=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\misc\aircraftvapour.sqf";
BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
BIS_Effects_Secondaries = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\secondaries.sqf";
//BIS_Effects_RocketTrail=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\muzzle\rockettrail.sqf";
/////////////////Dwarden fixing fire in the sky bug
BIS_Effects_globalEvent =
{
BIS_effects_gepv = _this;
publicVariable "BIS_effects_gepv";
_this call BIS_Effects_startEvent;
};
BIS_Effects_startEvent =
{
private "_KillEject";
_KillEject = {
private "_cancel";
if (((vehicle player) == (_this select 0)) && {(vehicle player) != player} && {player in (crew (_this select 0))}) then {
_cancel = false;
{
if ((isInTraderCity || !canbuild) && {(player distance (_x select 0)) < (_x select 1)}) exitWith {_cancel = true;};
} count DZE_SafeZonePosArray;
player action ["eject", (_this select 0)];
if (!_cancel && !((_this select 0) iskindof "car")) then {
[player, "explosion"] call player_death;
};
};
};
call {
private "_state";
_state = _this select 0;
if (_state == "AirDestruction") exitwith {
[_this select 1] spawn BIS_Effects_AirDestruction;
[_this select 1] call _KillEject;
};
if (_state == "AirDestructionStage2") exitwith {
[_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
};
if (_state == "Burn") exitwith {
[_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
};
if (_state == "Eject") exitwith {
[_this select 1] call _KillEject;
};
};
};
"BIS_effects_gepv" addPublicVariableEventHandler {
if(time <= 0) exitWith {(_this select 1) spawn { //Fire in the sky bug fix
waitUntil {sleep 1; !isNull findDisplay 46}; // Display 46 is indication that client finished loading
_this call BIS_Effects_startEvent;
}};
(_this select 1) call BIS_Effects_startEvent;
};
};