Epoch/Sources/epoch_code/compile/setup/masterLoop/Event5.sqf
vbawol 87c23b106f Release 0.3.8 (#502)
* first build for 0.3.8

* 0.3.8.0190

* 0.3.8.0202

* 0.3.8.0213

* 0.3.7.0214

* 0.3.8.0222

* 0.3.8.0246

* 0.3.8.0247

fixed typo

* 0.3.8.0249

more fixes for server compiler

* 0.3.8.0256

* add build number and simple batch file for packing

* match build number with internal

* add build numbers to server pbo's and mission files

also reworked build script for more options

* 0.3.8.0261

* 0.3.8.0261

* 0.3.8.0283

* 0.3.8.0284

* changelog

* 0.3.8.0307

* 0.3.8.0311

* remove old BEC plugin

* update redis-server.exe to latest build and full config

* 0.3.8.0314

* 0.3.8.0315

* inverse logic

This should correctly prevent spawning these units nearby jammer or
protection zones

* use pushbackUnique here

* optimized loot function

by using selectRandom instead of slower sqf logic

* 0.3.8.0316

* make use of new getDir functionality instead of BIS fnc

* add lower disconnect value to server.cfg

* use new getpos functionality

* 0.3.8.0317

* 0.3.8.0319

* 0.3.8.0327

* 0.3.8.0338

changelog update tba

* changelog

* 0.3.8.0341

* BE update

* 0.3.8.0353

* changelog

* removed duplicates

* 0.3.8.0355

fixed error in getIDC

* 0.3.8.0356

revert to BIS_fnc_param as params threw errors

* 0.3.8.0357

fixes for #496 #497

* 0.3.8.0359

fixed #497
fixed #496

* 0.3.8.0365

* 0.3.8.0371

* 0.3.8.0373

* 0.3.8.0379

* 0.3.8.0381

* 0.3.8.0386

* 0.3.8.0393

* 0.3.8.0395

* 0.3.8.0396

* 0.3.8.0397

* 0.3.8.0406

* 0.3.8.0409

* 0.3.8.0410

loot balance
suppress error in spawnloot
make near object check based on building size

* 0.3.8.0412

* 0.3.8.0414

removed classes with scope 0
test remove loot trash on gear for #498
fixed #501

* 0.3.8.0415

* same
2016-04-08 15:21:46 -05:00

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_position = getPosATL player;
EPOCH_nearestLocations = nearestLocations[player, ["NameCityCapital", "NameCity", "Airport"], 300];
EPOCH_playerIsSwimming = false;
if !(surfaceIsWater _position) then {
if (EPOCH_nearestLocations isEqualTo []) then{
if (count(_position nearEntities["Animal_Base_F", 800]) < 2) then {
call EPOCH_client_loadAnimalBrain;
};
};
} else {
// spawn shark if player is deep water and not in vehicle
if (vehicle player == player) then{
_offsetZ = ((_position vectorDiff getPosASL player) select 2);
EPOCH_playerIsSwimming = (_offsetZ > 1.7);
if (_offsetZ > 50) then {
"GreatWhite_F" call EPOCH_unitSpawn;
};
};
};
// default power state
EPOCH_nearPower = false;
EPOCH_chargeRate = 0;
// energy Charge from nearby power plants
_powerSources = nearestObjects[player, ["Land_spp_Tower_F","Land_wpp_Turbine_V2_F","Land_wpp_Turbine_V1_F","SolarGen_EPOCH"], _energyRange];
if !(_powerSources isEqualTo[]) then {
_totalCapacity = 0;
{
_powerClass = typeOf _x;
_powerCap = getNumber(configFile >> "CfgVehicles" >> _powerClass >> "powerCapacity");
_powerType = getNumber(configFile >> "CfgVehicles" >> _powerClass >> "powerType");
if (_powerCap == 0) then {
_powerCap = 100;
};
if (_powerType == 1) then {
if (sunOrMoon < 1) then {
_powerCap = _powerCap/2;
};
};
_totalCapacity = _totalCapacity + _powerCap;
} forEach _powerSources;
if (_totalCapacity > 0) then {
_players = player nearEntities[["Epoch_Male_F", "Epoch_Female_F"], _energyRange];
if (_players isEqualTo []) then {
EPOCH_chargeRate = ceil _totalCapacity;
} else {
EPOCH_chargeRate = ceil (_totalCapacity / (count _players));
};
EPOCH_nearPower = true;
};
};
// downtick Alcohol
EPOCH_playerAlcohol = ((EPOCH_playerAlcohol - 1) min 100) max 0;
EPOCH_playerAliveTime = round(EPOCH_playerAliveTime + (_tickTime - EPOCH_clientAliveTimer));
EPOCH_clientAliveTimer = _tickTime;