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https://github.com/EpochModTeam/Epoch.git
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Sherbet Fixes #1
- Increased defuse chance - More restricted run around base obj - Remove terminal after UAV mission - Looting dead UAV fixed - Exploding Vehicles fix (Arma has changed HitPointNames to LowerCase)
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@ -10,7 +10,7 @@ uisleep 5;
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if (alive player && !isnull _object) then {
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_reward = gettext (configfile >> "cfgammo" >> _type >> "defaultMagazine");
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if !(_reward isequalto "") then {
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_chance = ["CfgEpochClient", "DefuseBombChance", 0.4] call EPOCH_fnc_returnConfigEntryV2;
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_chance = ["CfgEpochClient", "DefuseBombChance", 0.6] call EPOCH_fnc_returnConfigEntryV2;
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if (_chance >= ((random 100) / 100)) then {
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[_object,false,player,Epoch_personalToken] remoteexec ["EPOCH_server_DefuseBomb",2];
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}
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@ -190,10 +190,10 @@ if (vehicle player == player) then {
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};
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if (_dikCode in(actionKeys "moveFastForward") || _dikCode in(actionKeys "moveForward")) then {
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if ((diag_tickTime - EPOCH_lastAGTime) > 1) then {
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if ((diag_tickTime - EPOCH_lastAGTime) > 0.5) then {
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EPOCH_lastAGTime = diag_tickTime;
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if !(player nearObjects["Const_All_Walls_F", 6] isEqualTo[]) then {
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_currentPos = player modelToWorld[0, 1, 1];
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_currentPos = player modelToWorld[0, 1.75, 1];
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if !(surfaceIsWater _currentPos) then {
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_currentPos = ATLtoASL _currentPos;
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};
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@ -239,9 +239,11 @@ if (!isnil "EPOCH_ResetTraderMission") then {
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EPOCH_taskMarker = nil;
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};
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if !(_EPOCH_TraderMissionArray isequalto []) then {
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_EPOCH_TraderMissionArray params ["_mainblock"];
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_EPOCH_TraderMissionArray params ["_mainblock","","","","","_taskFailed"];
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_mainblock params ["","","","","",["_missionCleanUpCall",""]];
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call _missionCleanUpCall;
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_taskFailed params ['','','','',["_taskFailedCall",""]];
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call _taskFailedCall;
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};
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EPOCH_ActiveTraderMission = [];
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_EPOCH_TraderMissionArray = [];
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@ -588,7 +588,7 @@ class BaseCam
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};
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class ConnectUAV
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{
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condition = "dyna_cursorTarget iskindof 'UAV_01_base_F' || dyna_cursorTarget iskindof 'UAV_06_base_F'";
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condition = "(dyna_cursorTarget iskindof 'UAV_01_base_F' || dyna_cursorTarget iskindof 'UAV_06_base_F') && alive dyna_cursorTarget";
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action = "if ({_x in (assigneditems player)} count ['B_UavTerminal','O_UavTerminal','I_UavTerminal','C_UavTerminal'] > 0) then {dyna_cursorTarget spawn {_unit = _this;if (isnull (driver _unit)) then {_plyr = player;_grp = createGroup side _plyr;_driver = _grp createUnit[""I_UAV_AI"", position _unit, [], 0, ""CAN_COLLIDE""];_driver moveInAny _unit;uisleep 0.5;};player action [""SwitchToUAVDriver"", _unit];};}else {['You need an UAV-Terminal to connect',5] call epoch_message;};";
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icon = "x\addons\a3_epoch_code\Data\UI\buttons\epoch_UAV.paa";
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tooltip = "Connect to UAV";
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@ -66,7 +66,7 @@ class CfgEpochClient
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ActionBurnBarrelOffExtinguisher = "true"; // FireExtinguisher is needed to put off Burn Barrels
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ActionHookRope = "true"; // Rope is needed to hook vehicles (get back on release)
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DefuseBombChance = 0.4; // Chance for successfully defuse a bomb -> If fail, the bomb will explode
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DefuseBombChance = 0.6; // Chance for successfully defuse a bomb -> If fail, the bomb will explode
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DisableDoorInteractForACE = "true"; // If true, Door-Interactions from ACE-Mod will be blocked (no effect, if ACE is not running)
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epochMessageBackgroundCol[] = {0,0,0,0.2}; //Epoch_message background color (format: {R,G,B,A})
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@ -75,7 +75,7 @@ class CfgEpochClient
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EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."};
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deathMorphClass[] = {"Epoch_Sapper_F","Epoch_SapperG_F","Epoch_SapperB_F","I_UAV_01_F","Epoch_Cloak_F"}; //Random selection of these classes when player morphs after death. Currently available: Epoch_Cloak_F, Epoch_SapperB_F, Epoch_Sapper_F, I_UAV_01_F
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niteLight[] = {0,1.88,22}; // 0 = disabled or 1 = enabled, Set ambient lighting at night: {Brightness of light,Height of light}. Default (Low Ambient): {1.88,22} | Twilight: {7.2,88} | Distant: {12.8,142}
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niteLight[] = {1,1.88,22}; // 0 = disabled or 1 = enabled, Set ambient lighting at night: {Brightness of light,Height of light}. Default (Low Ambient): {1.88,22} | Twilight: {7.2,88} | Distant: {12.8,142}
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ryanZombiesEnabled = "true";
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antagonistChances[] = {
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@ -59,6 +59,7 @@ class sampletask {
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abandonTime = 240; // Timeout for task
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failedCondition = "false"; // Failed Condition for Task
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faileddialogues[] = {"Text1","Text2"}; // Array of random dialogues when task failed
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failedCall = ""; // Code to call when task failed
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completeCondition = "'B_UavTerminal' in assignedItems player"; // Condition to complete the task succesfully
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completedialogues[] = {"Text1","Text2"}; // Array of random dialogues when task completed successfully
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completedCALL = ""; // Code to call when task completed successfully
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@ -108,6 +108,7 @@ class doUAVSpawn{
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abandonTime = 240;
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failedCondition = "!('B_UavTerminal' in assignedItems player) || !(alive player)";
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faileddialogues[] = {"Lost it already.. Mission Over","Not a willing pilot eh ? Try again later.","Equipment Lost.. Mission Failed !"};
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failedCall = "player unassignItem 'B_UavTerminal'; player removeItem 'B_UavTerminal'";
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completeCondition = "!(isNull axeUAV)";
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completedialogues[] = {};
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completedCALL = "";
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@ -138,6 +139,7 @@ class doUAVAttach{
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abandonTime = 1200;
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failedCondition = "!('B_UavTerminal' in assignedItems player) || !(alive axeUAV) || !(alive player) || cameraon != axeUAV";
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faileddialogues[] = {"Lost it already.. Mission Over","Not a natural pilot. Try again later.","Mission Failed !"};
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failedCall = "player unassignItem 'B_UavTerminal'; player removeItem 'B_UavTerminal'";
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completeCondition = "(getPosATL axeUAV select 2) > 10";
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completedialogues[] = {};
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completedCALL = "if(SunOrMoon < 1)then{player action [""lightOn"", axeUAV];};";
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@ -178,6 +180,7 @@ class takeOffUAV{
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abandonTime = 240;
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failedCondition = "!('B_UavTerminal' in assignedItems player) || !(alive axeUAV) || !(alive player) || cameraon != axeUAV";
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faileddialogues[] = {"Oh dear, that didn't go well..","Try again later.","Misison Failed !"};
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failedCall = "player unassignItem 'B_UavTerminal'; player removeItem 'B_UavTerminal'";
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completeCondition = "false";
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completedialogues[] = {};
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completedCALL = "";
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@ -197,7 +200,7 @@ class uavMission1{
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markerRadius = 180;
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markerText = "Trader House Recon";
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initcall = "_obj = selectRandom (nearestObjects [axeUAV,[""HOUSE""],2500]);EPOCH_taskMarkerPos = getPosATL _obj;";
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cleanUpCall = "[(driver axeUAV)] joinSilent grpNull; removeFromRemainsCollector [axeUAV]; deletevehicle axeUAV";
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cleanUpCall = "[(driver axeUAV)] joinSilent grpNull; removeFromRemainsCollector [axeUAV]; deletevehicle axeUAV;player unassignItem 'B_UavTerminal'; player removeItem 'B_UavTerminal'";
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dialogues[] = {
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{
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"true",
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@ -235,7 +238,7 @@ class uavMission2{
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markerRadius = 220;
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markerText = "UAV Trader";
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initcall = "_obj = selectRandom (Epoch_Traders select {player distance _x > 50 && alive _x && !((_x getvariable ['AI_SLOT',-1]) == -1)});EPOCH_taskMarkerPos = getPosATL _obj;";
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cleanUpCall = "[(driver axeUAV)] joinSilent grpNull; removeFromRemainsCollector [axeUAV]; deletevehicle axeUAV";
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cleanUpCall = "[(driver axeUAV)] joinSilent grpNull; removeFromRemainsCollector [axeUAV]; deletevehicle axeUAV;player unassignItem 'B_UavTerminal'; player removeItem 'B_UavTerminal'";
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dialogues[] = {
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{
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"true",
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@ -30,7 +30,7 @@ if !(isNull _vehObj) then{
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// add random damage to vehicle (avoid setting engine or fuel to 100% damage to prevent instant destruction)
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if (_spawnDamaged) then {
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{
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_maxDamage = if (_x in ["HitEngine","HitFuel","HitHull"]) then {0.8} else {1};
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_maxDamage = if ((tolower _x) in ["hitengine","hitfuel","hithull","hitbody"]) then {0.8} else {1};
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_vehObj setHitIndex [_forEachIndex,((random 1 max 0.1) min _maxDamage)];
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} forEach ((getAllHitPointsDamage _vehObj) param [0,[]]);
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};
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