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Better immersion through using hideUnit
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parent
59a3e62d69
commit
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@ -12,8 +12,8 @@
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private ["_pos","_dir","_anim"];
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_anim = animationState ACE_player;
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["HeadbugFixUsed", [profileName, (animationState ACE_player)]] call FUNC(serverEvent);
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["HeadbugFixUsed", [profileName, (animationState ACE_player)]] call FUNC(localEvent);
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["HeadbugFixUsed", [profileName, _anim]] call FUNC(serverEvent);
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["HeadbugFixUsed", [profileName, _anim]] call FUNC(localEvent);
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if (ACE_player != vehicle ACE_player || { !([ACE_player, objNull, ["isNotSitting"]] call FUNC(canInteractWith)) } ) exitWith {false};
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@ -21,19 +21,22 @@ _pos = getposATL ACE_player;
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_dir = getDir ACE_player;
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titleCut ["", "BLACK"];
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[ACE_Player, "headBugFix"] call FUNC(hideUnit);
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// create invisible headbug fix vehicle
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_ACE_HeadbugFix = createVehicle ["ACE_Headbug_Fix", [0,0,10000], [], 0, "NONE"];
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_ACE_HeadbugFix = "ACE_Headbug_Fix" createVehicleLocal _pos;
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_ACE_HeadbugFix setDir _dir;
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ACE_player moveInAny _ACE_HeadbugFix;
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_ACE_HeadbugFix setposATL _pos;
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sleep 0.1;
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unassignVehicle ACE_player;
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ACE_player action ["Eject", vehicle ACE_player];
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ACE_player setDir _dir;
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ACE_player setposATL _pos;
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sleep 1.0;
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deleteVehicle _ACE_HeadbugFix;
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[ACE_Player, "headBugFix"] call FUNC(unhideUnit);
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titleCut ["", "PLAIN"];
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true
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