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Rat trap patch #1

Merged
merged 11 commits into from
Jan 1, 2017
Merged

Rat trap patch #1

merged 11 commits into from
Jan 1, 2017

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Fusselwurm
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@nomisum not sure which changes are sensible here, which should be specific to rat trap etc.

_crewDriver = _grp0 createUnit ["C_man_1", _pos, [], 0, "CARGO"];

[_crewDriver] call randomCivilian; // rebel loadout
[_crewDriver, _car0, true] call ACE_VehicleLock_fnc_addKeyForVehicle;
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gives the driver a key for the car - but car is locked initially, so driver has to get out and ripped to drive it.


[_group,_veh] call _createDriver;

if (_vehicleType == "RDS_Ikarus_Civ_01" || _vehicleType == "RDS_Ikarus_Civ_02") exitWith {
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ikarus can have some more cargo people

};
};

_veh addEventhandler ["HandleDamage",{if ((_this select 4) == "") then {0};}]; // ignore crash damage
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vehicles dont take damage if damage source (projectile!) is unknown

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wot. wir erschaffen uncrashbare zombiefahrzeuge? hmmm :/ klingt nach irgendwas das in ne config sollte, oder von außen gesetzt wird.

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driving KI führt sonst dazu, dass je nach map sehr schnell alle irgendwo am straßenrand liegen.

1677490,
1677489,
1677525,
1677524
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tanoa streets are not necessary at all. are not used in any form and probably never

@@ -17,3 +17,15 @@ if (isServer) then {
call compile preprocessFileLineNumbers "node_modules\engima-traffic\Server\Functions.sqf";
call compile preprocessFileLineNumbers "node_modules\engima-traffic\ConfigAndStart.sqf";
};


setCustomFace =
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not used afaik, but handy if you want a specific ethnicity

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not core functionality, can be added by spawn event handler, will remove it.

@@ -0,0 +1,21 @@
private ["_object","_sPos","_tPos","_bullet","_bPos","_heading","_velocity"];
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afaik didnt work

"RDS_Lada_Civ_03",
- "RDS_Lada_Civ_04",

- "RDS_Zetor6945_Base",
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tractor?

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uh ka. würd die config eh noch iwie auslagern wollen, die is kacke so

- ["MAX_SPAWN_DISTANCE", 2500],
- ["MIN_SKILL", 1],
- ["MAX_SKILL", 1],
+ ["MIN_SPAWN_DISTANCE", 800],
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800 is quite close for minimum spawn distance. probably enough if no air is involved

_isOk = true;

- if (_tooClose || _tooFarAwayFromAll || _tooCloseToAnotherVehicle || !_insideMarker) then {
+ if (_tooClose || _tooFarAwayFromAll || _tooCloseToAnotherVehicle || !_insideMarker || !_isRoad) then {
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the whole concept of checking for roads didnt work out in the end, as waypoints/driving routes are set by the engine. now its better to use the new driving ai commands anyway

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will remove _isRoad check

+ ["MAX_SPAWN_DISTANCE", 2000],
+ ["MIN_SKILL", 0.4],
+ ["MAX_SKILL", 0.6],
+ ["AREA_MARKER", "mrk_drive_area"],
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ist der pflicht, btw?

@Fusselwurm Fusselwurm merged commit 0e85db2 into master Jan 1, 2017
@Fusselwurm Fusselwurm deleted the rat-trap-patch branch January 1, 2017 21:45
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2 participants