Frankenstein Fix

This commit is contained in:
happydayz 2016-01-19 21:30:41 +11:00
parent f5b3b49113
commit 272a6a7bd8
2 changed files with 11 additions and 0 deletions

View File

@ -83,9 +83,18 @@ if (_primaryw == "") then {
};
if (_target getVariable["REVIVE", true]) then {
_targetsbleedoutcountdown = _target getVariable "BleedoutCountDownEnd";
_secondsRemaining = _targetsbleedoutcountdown - time;
if (_secondsRemaining >= 17) then
{
_target setVariable["antidupe", -1, true];
ENIGMA_revivePlayer = [_target,player,1];
publicVariableServer "ENIGMA_revivePlayer";
} else {
systemChat Format ["RIP %1! They are too far gone!",_targetname];
};
} else {
systemChat Format ["RIP %1! They suffered a fatal injury!",_targetname];

View File

@ -45,6 +45,8 @@ ExileClientBleedOutHeartbeatPlaying = false;
ExileClientBleedOutCountDownDuration = _respawnDelay;
ExileClientBleedOutCountDownEnd = time + _respawnDelay;
player setVariable ["BleedoutCountDownEnd", ExileClientBleedOutCountDownEnd, true];
//added to prevent player bodies being revived after they have died! Frankenstein!!!!
_layer = "BIS_fnc_respawnCounter" call bis_fnc_rscLayer;
_layer cutText ["", "plain"];