Fixes for issues with vehicle patrols and static weapons
Code for spawning and monitoring vehicle patrols and static weapons was redone. A new method of monitoring these vehicles using a single loop rather than many loops was added.
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@ -36,8 +36,8 @@ while {true} do
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uiSleep 20;
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{
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_v setHitPointDamage [_x, 1];
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diag_log format["vehicleMonitor: hitpart %1 for vehicle %1 set to 1",_x,_v];
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} forEach ["HitLFWheel","HitRFWheel","HitEngine","HitLBWheel","HitRBWheel","HitTurret","HitGun"];
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//diag_log format["vehicleMonitor: hitpart %1 for vehicle %1 set to 1",_x,_v];
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} forEach ["HitLFWheel","HitLF2Wheel","HitRFWheel","HitRF2Wheel","HitEngine","HitLBWheel","HitLMWheel","HitRBWheel","HitRMWheel","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun","HitTurret","HitGun"];
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if (blck_debugOn) then
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{
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diag_log format["_fnc_vehicleMonitor:: damage applied to a patrol vehicle -- >> current damage for vehicle %1 is = %2",_v, (getAllHitPointsDamage _v)];
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@ -3,10 +3,10 @@
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For the Mission System originally coded by blckeagls
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By Ghostrider
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Functions and global variables used by the mission system.
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Last modified 10/17/16
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Last modified 10/25/16
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*/
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//blck_variablesLoaded = false;
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blck_debugON = true;
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blck_debugON = false;
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blck_debugLevel = 3;
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blck_minFPS = 13;
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