Dedmen Miller
e2ac18a05d
[WIP] Fix script errors reporting wrong line numbers ( #6407 )
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* advanced_ballistics
* advanced_fatigue
* advanced_throwing
* ai
* aircraft
* arsenal
* atragmx
* attach
* backpacks
* ballistics
* captives
* cargo
* chemlights
* common
* concertina_wire
* cookoff
* dagr
* disarming
* disposable
* dogtags
* dragging
* explosives
* fastroping
* fcs
* finger
* frag
* gestures
* gforces
* goggles
* grenades
* gunbag
* hearing
* hitreactions
* huntir
* interact_menu
* interaction
* inventory
* kestrel4500
* laser
* laserpointer
* logistics_uavbattery
* logistics_wirecutter
* magazinerepack
* map
* map_gestures
* maptools
* markers
* medical
* medical_ai
* medical_blood
* medical_menu
* microdagr
* minedetector
* missileguidance
* missionmodules
* mk6mortar
* modules
* movement
* nametags
* nightvision
* nlaw
* optics
* optionsmenu
* overheating
* overpressure
* parachute
* pylons
* quickmount
* rangecard
* rearm
* recoil
* refuel
* reload
* reloadlaunchers
* repair
* respawn
* safemode
* sandbag
* scopes
* slideshow
* spectator
* spottingscope
* switchunits
* tacticalladder
* tagging
* trenches
* tripod
* ui
* vector
* vehiclelock
* vehicles
* viewdistance
* weaponselect
* weather
* winddeflection
* yardage450
* zeus
* arsenal defines.hpp
* optionals
* DEBUG_MODE_FULL 1
* DEBUG_MODE_FULL 2
* Manual fixes
* Add SQF Validator check for #include after block comment
* explosives fnc_openTimerUI
* fix uniqueItems
2018-09-17 14:19:29 -05:00
jonpas
a48db26996
Fix Load Patient/Captive actions ( #5544 )
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* 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
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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