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[Release][Fix Bugs] Unconscious and invisible for AI && humanity boost


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Make unconscious then you invisible for AI

 

When player play action "Die"(playActionNow "Die") or some animation like this, he broke world space synchronization!

 

And to game(to server side), thinks: now player stay only this position, then player go on mission, AI don’t see him, kill all take loot. If player change animation(use bandage), world space change to new place, but synchronization still broken.

When player log out and he log in last "unconscious place".

Jast if u get in vihecle synchronization will be work ok.

 

 

And if AI or same times player find your broken world space, whey easy kill you!

 

 

This animatoin use in unconscious, its easy to fix:

Chnge playActionNow "Die" to switchMove "AmovPpneMrunSnonWnonDfr"

and use infistar unconscious.

 

Need change in:

setup_functions_med.sqf

player_monitor.fsm

AH.sqf

 

Humanity boost (-20 000 use only 30 round)

 

Your frend lay down, you take automatic rifle, and shoot full ammo in his had

fn_damageHandler.sqf have bag, and give to you ~ -20K humanity! 

 

Easy to fix:

in fn_damageHandler.sqf chenge

if (_unitIsPlayer) then {
    if (_hit == "") then {
        if ((_source != player) && _isPlayer) then {
        //Enable aggressor Actions
            if (_source isKindOf "CAManBase") then {
                _source setVariable["startcombattimer",1];
            };
            _canHitFree =     player getVariable ["freeTarget",false];
            _isBandit = (player getVariable["humanity",0]) <= -5000;
            _isPZombie = player isKindOf "PZombie_VB";

            if (!_canHitFree && !_isBandit && !_isPZombie) then {
                //Process Morality Hit
                _myKills = 0 max (1 - (player getVariable ["humanKills",0]) / 5);
                _humanityHit = -100 * _myKills * _damage;

                /* PVS/PVC - Skaronator */
                if (_humanityHit != 0) then {
                    [_source,_humanityHit] spawn {
                        private ["_source","_humanityHit"];
                        _source = _this select 0;
                        _humanityHit = _this select 1;
                        PVDZE_send = [_source,"Humanity",[_source,_humanityHit,30]];
                        publicVariableServer "PVDZE_send";
                    };
                };
            };
        };
    };
};

to:

if (_unitIsPlayer) then {
    if (_hit == "") then {
        if ((_source != player) && _isPlayer) then {
        //Enable aggressor Actions
            if (_source isKindOf "CAManBase") then {
                _source setVariable["startcombattimer",1];
            };
        };
    };
};

change path for fn_damageHandler.sqf  in:

compiles.sqf

infistar_safe_zone.sqf - or some like

AH.sqf

 

 

 

I will be happy if I helped someone!

Sorry for my bad english!  :P 

 

 

 with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.

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  • 2 weeks later...

 

 

This animatoin use in unconscious, its easy to fix:

Chnge playActionNow "Die" to switchMove "AmovPpneMrunSnonWnonDfr"

and use infistar unconscious.

 

Need change in:

setup_functions_med.sqf

player_monitor.fsm

AH.sqf

 

 

Where i find the setup_functions_med.sqf or how to compile it ?

 

thx!

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Btw, you might want to use this instead:

[objNull, _unit, rSwitchMove, "AmovPpneMrunSnonWnonDfr"] call RE;

The effect of switchMove is local only.

 

For future incase you didn't already know, each page on the BIKI gives you info about the command's locality and it's effects.

 

Example:

 

switchMove

b48b2f9faa.png

 

 

5d175206da.png

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Hello. Concerning your theme. The bug all operates, and your scripts don't help. Yes, if the character runs at once on sector, him kill, and if he has a rest a little and runs, it don't see. Perhaps you have still any councils? Yours faithfully, Boris.

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For the switch move, the remote execution is only needed in the Antihack part, the rest is already local

 

Doesn't matter whether the object is local or remote, the effect is only local. You want all clients to see a player get knocked out right?

Read the thing I posted a few posts ago.

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I had the experience that this wasnt the case.. well gonna test it this afternoon, but thanks for the suggestion

 

I wouldn't doubt for 1 second that the BIKI is wrong... it is Arma and all. Lmk how your testing goes, will be interesting to know the results.

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It is really weird, I tested it with the result that, if you get unconscious there is a chance for other players not to see the anim, the chance gets higher if you get shot by AI. However the said version you told works flawlessly :)

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It is really weird, I tested it with the result that, if you get unconscious there is a chance for other players not to see the anim, the chance gets higher if you get shot by AI. However the said version you told works flawlessly :)

That's good to know the BIKI isn't wrong :-) Thanks for testing.

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