mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
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.
79 lines
3.6 KiB
Plaintext
79 lines
3.6 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 ["eject", (_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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call {
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private "_state";
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_state = _this select 0;
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if (_state == "AirDestruction") exitwith {
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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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if (_state == "AirDestructionStage2") exitwith {
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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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if (_state == "Burn") exitwith {
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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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if (_state == "Eject") exitwith {
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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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