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attempt to improve locked gear checks
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@ -3,7 +3,7 @@ private["_unit"];
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for "_i" from 0 to 4 step 1 do {
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for "_i" from 0 to 4 step 1 do {
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_unit = createGroup RESISTANCE createUnit ["Epoch_Female_F", getPos player, [], 400, "CAN_COLLIDE"];
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_unit = createGroup RESISTANCE createUnit ["Epoch_Female_F", getPos player, [], 400, "CAN_COLLIDE"];
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_unit addBackPack "B_Kitbag_Base";
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_unit addBackPack "B_FieldPack_blk";
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_unit addWeapon "Hatchet";
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_unit addWeapon "Hatchet";
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_unit addMagazine "hatchet_swing";
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_unit addMagazine "hatchet_swing";
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{_unit disableAI _x}count["TARGET","AUTOTARGET","FSM"];
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{_unit disableAI _x}count["TARGET","AUTOTARGET","FSM"];
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@ -74,7 +74,7 @@ class CfgSecConf
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checks[] = {"Fired","InventoryClosed","InventoryOpened","Killed","HandleDamage","HandleHeal","Dammaged","Hit","HitPart"};
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checks[] = {"Fired","InventoryClosed","InventoryOpened","Killed","HandleDamage","HandleHeal","Dammaged","Hit","HitPart"};
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Fired = "_this call EPOCH_fnc_playerFired;";
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Fired = "_this call EPOCH_fnc_playerFired;";
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InventoryClosed = "if !(EPOCH_arr_interactedObjs isEqualTo[]) then {EPOCH_arr_interactedObjs remoteExec['EPOCH_server_save_vehicles', 2]; EPOCH_arr_interactedObjs = [];};";
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InventoryClosed = "if !(EPOCH_arr_interactedObjs isEqualTo[]) then {EPOCH_arr_interactedObjs remoteExec['EPOCH_server_save_vehicles', 2]; EPOCH_arr_interactedObjs = [];};";
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InventoryOpened = "_this spawn EPOCH_initUI;_container = _this select 1; _lockedNear = false;if (_container isKindOf 'GroundWeaponHolder') then {{if (locked _x in [2, 3] || _x getVariable['EPOCH_Locked', false]) exitWith {_lockedNear = true}} forEach (player nearSupplies 5);};(locked _container in [2, 3] || _container getVariable['EPOCH_Locked', false] || _lockedNear)";
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InventoryOpened = "_this spawn EPOCH_initUI;_container = _this select 1;_lockedNear = false;if (_container isKindOf 'GroundWeaponHolder') then {{if (locked _x in [2, 3] ||_x getVariable['EPOCH_Locked', false]) exitWith {_lockedNear = true}} forEach (player nearSupplies 10);};if (locked _container in [2, 3] || _container getVariable['EPOCH_Locked', false] || _lockedNear) then {[] spawn {disableSerialization;waitUntil {!isNull findDisplay 602};_display = findDisplay 602;_ctrl_cargo = _display displayCtrl 6401;_ctrl_ground = _display displayCtrl 6321;_ctrl_cargo ctrlEnable false;ctrlSetFocus _ctrl_ground;ctrlActivate _ctrl_ground;};};";
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Killed = "_this call EPOCH_fnc_playerDeath;";
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Killed = "_this call EPOCH_fnc_playerDeath;";
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HandleDamage = "";
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HandleDamage = "";
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HandleHeal = "";
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HandleHeal = "";
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