Commit Graph

10 Commits

Author SHA1 Message Date
jonpas
a48db26996 Fix Load Patient/Captive actions (#5544)
* Disable (un)load patient action if unit is dead but was uncoscious before

* Remove handcuffs on death (prevents stand-up ragoll restart), Don't show load patient and captive at the same time

* Only allow unloading from outside - fix #5525 as discussed

* Also prevent unloading captives from inside

* Add debug logging
2017-09-27 15:41:05 -05:00
SilentSpike
7c846502b5 Reset captive status on respawn for reliability
Previously we were resetting on death, but this caused problems when the respawnDelay was 0 as the dead unit wasn't actually the player.

To account for "group" and "side" respawn types where you change unit on respawn and could potentially become a captive unit, I am explicity checking the mission respawn type before resetting variables.
2015-09-12 15:42:20 +01:00
jokoho48
24dd320c3c Updated parameterization in Captives module. 2015-08-05 01:15:20 +02:00
PabstMirror
c4e5e9a7ac #1298 - Reset handcuffs on respawn 2015-05-18 22:02:50 -05:00
PabstMirror
d4d0a0a6de Make sure to remove animEH 2015-03-26 00:53:38 -05:00
PabstMirror
c117e9bf16 Header Examples 2015-02-06 17:03:56 -06:00
PabstMirror
7a3029b9fd replace spawns 2015-02-06 03:38:27 -06:00
PabstMirror
122a38a6aa More Refactoring 2015-02-05 16:39:45 -06:00
PabstMirror
435b3b8b86 Move Code out of CfgVehicles 2015-02-04 13:16:19 -06:00
PabstMirror
11cd426b87 Redo XEH 2015-02-04 00:35:51 -06:00