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Timer bug fix
Had to do some magic with group creation. Added new BE filter to scripts.txt
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@ -9,3 +9,4 @@ line 1 - !="HelicopterExploSmall"
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scripts.txt
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line 1 - !"[_explosive,_random0,_random1] call BIS_fnc_SetPitchBank;"
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line 35 - !"_illogic = _grp createUnit ["logic", Position _explo""
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@ -1,19 +1,20 @@
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/*
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Stealthstick's "Explosive-To-Vehicle" Script
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-Allows players to attach their explosive charges to any vehicle.
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-Edited by second_coming and Darth Rogue to work with Epoch
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Stealthstick's "Explosive-To-Vehicle" Script adapted by second_coming and DarthRogue to
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Allow players to attach their explosive charges to any vehicle or lockable Epoch door.
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*/
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systemChat "EtV is loading...";
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EtV_ChargeCheck =
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{
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_charge = _this select 0;
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_unit = _this select 1;
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_hasIt = _charge in (magazines _unit);
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_nearVehs = nearestObjects [_unit,["Air","Ship","LandVehicle","CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"],5]; //add or remove classnames here to determine what explosives will stick to
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_nearVehs = nearestObjects [_unit,["Air","Ship","LandVehicle","CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"],5];
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_return = (_hasIt && count _nearVehs > 0 && alive _unit);
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_return = (_hasIt && count _nearVehs > 0 && alive _unit && !inSafeZone);
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_return
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};
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@ -23,13 +24,18 @@ EtV_TouchOff =
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_unit = _array select 0;
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_explosives = _unit getVariable ["charges",[]];
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{
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if(alive _x) then
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if(alive _x && !inSafeZone) then
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{
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_nearVehicle = (nearestObjects [_x,["Air","Ship","LandVehicle","CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"],5]) select 0;
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"HelicopterExploSmall" createVehicle (position _x);
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deleteVehicle _x;
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_existingDamage = damage _nearVehicle;
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_nearVehicle setDamage _existingDamage + 0.34;
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};
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} forEach _explosives;
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_unit setVariable ["charges",[]];
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};
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EtV_UnitCheck =
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@ -53,7 +59,10 @@ EtV_TimedCharge =
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{
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_explosive = _this select 0;
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_unit = _this select 1;
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_illogic = group server createUnit ["logic", Position _explosive, [], 0, "FORM"];
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//_illogic = group server createUnit ["logic", Position _explosive, [], 0, "FORM"];
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_grp = createGroup east;
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_illogic = _grp createUnit ["logic", Position _explosive, [], 0, "FORM"];
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[_illogic] join _grp;
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_illogic attachTo [_explosive];
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while {alive _explosive} do
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{
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@ -87,13 +96,13 @@ EtV_AttachCharge =
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{
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_class = "DemoCharge_Remote_Ammo";
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};
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case "SatchelCharge_Remote_Mag": //add or remove either "case" to limit the type of explosives that can be used
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{
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_class = "SatchelCharge_Remote_Ammo";
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};
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};
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_nearVehicle = (nearestObjects [_unit,["Air","Ship","LandVehicle","CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"],5]) select 0; //add or remove classnames here to determine what explosives will stick to
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_nearVehicle = (nearestObjects [_unit,["Air","Ship","LandVehicle","CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"],5]) select 0;
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_explosive = _class createVehicle [0,0,0];
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_explosive attachTo [_unit,[0,0,0],"leftHand"];
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_random0 = random 180;
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@ -108,7 +117,16 @@ EtV_AttachCharge =
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_random1 = _this select 4;
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sleep 1.5;
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if ((typeOf _nearVehicle) in ["CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"]) then
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{
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_explosive attachTo [_nearVehicle, [0,0,0.6]];
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}
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else
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{
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_explosive attachTo [_nearVehicle, [0,0,0.2]];
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};
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[_explosive,_random0,_random1] call BIS_fnc_SetPitchBank;
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_unit setVariable ["charges",(_unit getVariable ["charges",[]]) + [_explosive]];
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[_explosive,_unit] spawn EtV_TimedCharge;
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@ -158,10 +176,13 @@ EtV_Actions =
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{
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private ["_unit"];
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_unit = _this select 0;
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_unit addAction ["<t color=""#FFE496"">" +"Attach Satchel Charge", EtV_AttachCharge, ["SatchelCharge_Remote_Mag",_unit], 1, true, true, "","['SatchelCharge_Remote_Mag',_target] call EtV_ChargeCheck"]; //if you eliminate one of the charge types above, you also have to eliminate it here
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_unit addAction ["<t color=""#FFE496"">" +"Attach Explosive Charge", EtV_AttachCharge, ["DemoCharge_Remote_Mag",_unit], 1, true, true, "","['DemoCharge_Remote_Mag',_target] call EtV_ChargeCheck"];
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_unit addAction ["<t color=""#FFE496"">" +"Touch-Off Explosives", EtV_TouchOff, [_unit], 1, true, true, "","[_target] call EtV_UnitCheck"];
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_unit addAction ["<t color=""#FFE496"">" +"+30Secs to Timer", EtV_Timer, [_unit], 1, true, true, "","[_target] call EtV_UnitCheckTimer"];
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_unit addAction ["<t color=""#CC3300"">" +"Touch-Off Explosives", EtV_TouchOff, [_unit], 1, true, true, "","[_target] call EtV_UnitCheck"];
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_unit addAction ["<t color=""#CC3300"">" +"+30Secs to Timer", EtV_Timer, [_unit], 1, true, true, "","[_target] call EtV_UnitCheckTimer"];
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};
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//=======================
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EtVInitialized = true;
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[player] call EtV_Actions;
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