wooooooooooops

This commit is contained in:
happydayz 2016-09-03 01:34:30 +10:00
parent 60d0c12b20
commit f14b6e411a

View File

@ -8,7 +8,8 @@ Enigma Exile Revive Initialization
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////Custom Settings////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////Custom Settings//////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if (!hasInterface && isServer) exitWith { if (!hasInterface && isServer) exitWith
{
GR8HumanityInstalled = false; //If you are running GR8's Humanity script set this to true! GR8HumanityInstalled = false; //If you are running GR8's Humanity script set this to true!
@ -20,7 +21,7 @@ DamageWhenRevived = 0.95; //Set to a percentage. 0.95 = 95% damage.... or 5% hea
FatiguewhenRevived = 1; //Set to a percentage. 1 = 100% fatigued and can only walk. FatiguewhenRevived = 1; //Set to a percentage. 1 = 100% fatigued and can only walk.
//NOTE: this has been designed to only allow 1 revive. I havent put in any checks to prevent players using this to gain respect by killing each other and reviving again!!! //NOTE: this has been designed to only allow 1 revive. I havent put in any checks to prevent players using this to gain respect by killing each other and reviving again!!!
//You have been warned! //You have been warned!
@ -59,7 +60,7 @@ Diag_log "Initializing Enigma Revive!";
if (hasInterface) then { if (hasInterface) then {
[] execVM "Custom\EnigmaRevive\compiles.sqf"; [] execVM "Custom\EnigmaRevive\compiles.sqf";
player setVariable ['EnigmaRevivePermitted', false, true]; player setVariable ['EnigmaRevivePermitted', false, true];
player setVariable["antidupe", 1, true]; player setVariable["antidupe", 1, true];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////EventHandlers////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////EventHandlers//////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@ -67,8 +68,8 @@ player setVariable["antidupe", 1, true];
private["_newPlayerObject","_oldPlayerObject","_packet","_weapon","_reviver"]; private["_newPlayerObject","_oldPlayerObject","_packet","_weapon","_reviver"];
_packet = _this select 1; _packet = _this select 1;
_newPlayerObject = _packet select 0; _newPlayerObject = _packet select 0;
if (alive _newPlayerObject) then if (alive _newPlayerObject) then
{ {
if (isPlayer _newPlayerObject) then if (isPlayer _newPlayerObject) then
{ {
cutText ["","BLACK IN",20]; cutText ["","BLACK IN",20];
@ -85,9 +86,9 @@ if (alive _newPlayerObject) then
["endBambiStateRequest"] call ExileClient_system_network_send; //remove bambi status (changed in some previous version to clientside control) ["endBambiStateRequest"] call ExileClient_system_network_send; //remove bambi status (changed in some previous version to clientside control)
[ExileClientEndBambiStateThread] call ExileClient_system_thread_removeTask; [ExileClientEndBambiStateThread] call ExileClient_system_thread_removeTask;
ExileClientPlayerIsBambi = false; ExileClientPlayerIsBambi = false;
false call ExileClient_gui_hud_toggleBambiIcon; false call ExileClient_gui_hud_toggleBambiIcon;
player setVariable["antidupe", 1, true]; //remove the antidupe from the revived player! player setVariable["antidupe", 1, true]; //remove the antidupe from the revived player!
} }
else else
{ {
@ -98,8 +99,8 @@ else
{ {
call ExileClient_object_player_death_forceRespawn; call ExileClient_object_player_death_forceRespawn;
}; };
};
"EnigmaReviveFail" addPublicVariableEventHandler "EnigmaReviveFail" addPublicVariableEventHandler
{ {
_packet = _this select 1; _packet = _this select 1;
_requestingPlayer = _packet select 0; _requestingPlayer = _packet select 0;
@ -109,7 +110,7 @@ else
call ExileClient_object_player_death_forceRespawn; //force kill player call ExileClient_object_player_death_forceRespawn; //force kill player
}; };
"EnigmaReviveMSG" addPublicVariableEventHandler "EnigmaReviveMSG" addPublicVariableEventHandler
{ {
_packet = _this select 1; _packet = _this select 1;
_msg = _packet select 0; _msg = _packet select 0;
@ -119,5 +120,3 @@ else
sleep 10; sleep 10;
systemChat "Loading: Enigma Exile Revive"; //Please leave this line as a way of saying thanks to me! :D HAPPYD systemChat "Loading: Enigma Exile Revive"; //Please leave this line as a way of saying thanks to me! :D HAPPYD
}; };