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https://github.com/EpochModTeam/Epoch.git
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87c23b106f
* 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
61 lines
1.9 KiB
Plaintext
61 lines
1.9 KiB
Plaintext
_position = getPosATL player;
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EPOCH_nearestLocations = nearestLocations[player, ["NameCityCapital", "NameCity", "Airport"], 300];
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EPOCH_playerIsSwimming = false;
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if !(surfaceIsWater _position) then {
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if (EPOCH_nearestLocations isEqualTo []) then{
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if (count(_position nearEntities["Animal_Base_F", 800]) < 2) then {
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call EPOCH_client_loadAnimalBrain;
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};
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};
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} else {
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// spawn shark if player is deep water and not in vehicle
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if (vehicle player == player) then{
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_offsetZ = ((_position vectorDiff getPosASL player) select 2);
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EPOCH_playerIsSwimming = (_offsetZ > 1.7);
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if (_offsetZ > 50) then {
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"GreatWhite_F" call EPOCH_unitSpawn;
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};
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};
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};
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// default power state
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EPOCH_nearPower = false;
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EPOCH_chargeRate = 0;
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// energy Charge from nearby power plants
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_powerSources = nearestObjects[player, ["Land_spp_Tower_F","Land_wpp_Turbine_V2_F","Land_wpp_Turbine_V1_F","SolarGen_EPOCH"], _energyRange];
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if !(_powerSources isEqualTo[]) then {
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_totalCapacity = 0;
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{
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_powerClass = typeOf _x;
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_powerCap = getNumber(configFile >> "CfgVehicles" >> _powerClass >> "powerCapacity");
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_powerType = getNumber(configFile >> "CfgVehicles" >> _powerClass >> "powerType");
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if (_powerCap == 0) then {
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_powerCap = 100;
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};
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if (_powerType == 1) then {
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if (sunOrMoon < 1) then {
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_powerCap = _powerCap/2;
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};
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};
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_totalCapacity = _totalCapacity + _powerCap;
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} forEach _powerSources;
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if (_totalCapacity > 0) then {
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_players = player nearEntities[["Epoch_Male_F", "Epoch_Female_F"], _energyRange];
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if (_players isEqualTo []) then {
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EPOCH_chargeRate = ceil _totalCapacity;
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} else {
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EPOCH_chargeRate = ceil (_totalCapacity / (count _players));
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};
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EPOCH_nearPower = true;
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};
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};
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// downtick Alcohol
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EPOCH_playerAlcohol = ((EPOCH_playerAlcohol - 1) min 100) max 0;
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EPOCH_playerAliveTime = round(EPOCH_playerAliveTime + (_tickTime - EPOCH_clientAliveTimer));
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EPOCH_clientAliveTimer = _tickTime;
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