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_crewDriver = _grp0 createUnit ["C_man_1", _pos, [], 0, "CARGO"]; | ||
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[_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.
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[_group,_veh] call _createDriver; | ||
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if (_vehicleType == "RDS_Ikarus_Civ_01" || _vehicleType == "RDS_Ikarus_Civ_02") exitWith { |
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ikarus can have some more cargo people
}; | ||
}; | ||
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_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"; | |||
}; | |||
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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", | ||
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- "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; | ||
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- 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?
@nomisum not sure which changes are sensible here, which should be specific to rat trap etc.