attempt to improve locked gear checks

This commit is contained in:
vbawol 2015-12-20 10:21:06 -06:00
parent 3bba54789b
commit f196d8461f
3 changed files with 3 additions and 3 deletions

View File

@ -1,9 +1,9 @@
private["_unit"]; private["_unit"];
for "_i" from 0 to 4 step 1 do { for "_i" from 0 to 4 step 1 do {
_unit = createGroup RESISTANCE createUnit ["Epoch_Female_F", getPos player, [], 400, "CAN_COLLIDE"]; _unit = createGroup RESISTANCE createUnit ["Epoch_Female_F", getPos player, [], 400, "CAN_COLLIDE"];
_unit addBackPack "B_Kitbag_Base"; _unit addBackPack "B_FieldPack_blk";
_unit addWeapon "Hatchet"; _unit addWeapon "Hatchet";
_unit addMagazine "hatchet_swing"; _unit addMagazine "hatchet_swing";
{_unit disableAI _x}count["TARGET","AUTOTARGET","FSM"]; {_unit disableAI _x}count["TARGET","AUTOTARGET","FSM"];

View File

@ -74,7 +74,7 @@ class CfgSecConf
checks[] = {"Fired","InventoryClosed","InventoryOpened","Killed","HandleDamage","HandleHeal","Dammaged","Hit","HitPart"}; checks[] = {"Fired","InventoryClosed","InventoryOpened","Killed","HandleDamage","HandleHeal","Dammaged","Hit","HitPart"};
Fired = "_this call EPOCH_fnc_playerFired;"; Fired = "_this call EPOCH_fnc_playerFired;";
InventoryClosed = "if !(EPOCH_arr_interactedObjs isEqualTo[]) then {EPOCH_arr_interactedObjs remoteExec['EPOCH_server_save_vehicles', 2]; EPOCH_arr_interactedObjs = [];};"; InventoryClosed = "if !(EPOCH_arr_interactedObjs isEqualTo[]) then {EPOCH_arr_interactedObjs remoteExec['EPOCH_server_save_vehicles', 2]; EPOCH_arr_interactedObjs = [];};";
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)"; 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;};};";
Killed = "_this call EPOCH_fnc_playerDeath;"; Killed = "_this call EPOCH_fnc_playerDeath;";
HandleDamage = ""; HandleDamage = "";
HandleHeal = ""; HandleHeal = "";