Hey guys, I am needing some help to disable this. I want to be able to have a script execute "HelicopterExploSmall" or "HelicopterExploBig". Doesn't matter I am wanting it to cause damage regardless what I use. I have found though that damage is canceled if there is no vehicle within 25m of the explosion.
My question is how can I disable that? I found the below code in fn_damageHandler.sqf, but I tried commenting out the whole code and I was still not taking damage.
Spoiler
//Simple hack to help with a few issues from direct damage to physic based damage. ***until 2.0***
if (isNull dayz_getout) then {
_vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank"],3];
{if (typeOf _x == "ParachuteWest") then {_vehicleArray = _vehicleArray - [_x];};} count _vehicleArray;
{
if ((speed _x > 10) or (speed _x < -8)) exitwith { dayz_HitBy = _x; };
} count _vehicleArray;
};
//Lets see if the player has been struck by a moving vehicle.
if (!isNull dayz_HitBy && vehicle player == player) then { _ammo = "RunOver"; };
if ((_hit == "Legs") AND {(_ammo == "RunOver")}) then { dayz_HitBy = objNull; };
//If a vehicle is moveing faster then 15 lets register some kind of direct damage rather then relying on indirect/physics damage.
if (!isNull dayz_getout && diag_tickTime - dayz_getoutTime < 5) then { _ammo = "Dragged"; };
if ((_hit == "Legs") AND {(_ammo == "Dragged")}) then { dayz_getout = objNull; };
_end = false;
if (!_falling) then {
if (_ammo == "" && _hit == "" && vehicle player != player) then {_ammo = "Crash";};
//No _ammo type exit, indirect/physics damage.
if (_ammo == "") exitwith { _end = true; };
//If _source contains no object exit. But lets not exit if the unit returns player. Maybe its his own fault.
if (isNull _source && !(_ammo in ["Dragged","RunOver"])) then {
_vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank","TrapTripwireGrenade"],25];
{if (typeOf _x == "ParachuteWest") then {_vehicleArray = _vehicleArray - [_x];};} count _vehicleArray;
//Don't exit if a drivable vehicle (or drivable vehicle wreck) is nearby, because vehicle explosions register as a null source
if (count _vehicleArray == 0) then {
_end = true;
/*
Possible cheat. Record to block any incoming fall damage.
NOTE: Only vehicle explosions register a null source. Satchel charges, mines, grenades, vehicle missiles
and other explosives DO NOT register a null source. UNLESS they are spawned manually via script (i.e. tripwire grenade),
their source is always the player who placed, threw or fired them.
*/
dayz_lastDamageSourceNull = true; diag_log "Warning: Fn_DamageHandler source isNull with no drivable vehicle (or drivable vehicle wreck) in 25m radius. Exiting with no damage.";
};
};
} else {
if (dayz_lastDamageSourceNull) then { _end = true; }; // Block incoming fall damage.
};
if (_end) exitwith { 0 };
//End Simple hack for damage ***until 2.0***
Question
azzdayz
Hey guys, I am needing some help to disable this. I want to be able to have a script execute "HelicopterExploSmall" or "HelicopterExploBig". Doesn't matter I am wanting it to cause damage regardless what I use. I have found though that damage is canceled if there is no vehicle within 25m of the explosion.
My question is how can I disable that? I found the below code in fn_damageHandler.sqf, but I tried commenting out the whole code and I was still not taking damage.
//Simple hack to help with a few issues from direct damage to physic based damage. ***until 2.0***
if (isNull dayz_getout) then {
_vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank"],3];
{if (typeOf _x == "ParachuteWest") then {_vehicleArray = _vehicleArray - [_x];};} count _vehicleArray;
{
if ((speed _x > 10) or (speed _x < -8)) exitwith { dayz_HitBy = _x; };
} count _vehicleArray;
};
//Lets see if the player has been struck by a moving vehicle.
if (!isNull dayz_HitBy && vehicle player == player) then { _ammo = "RunOver"; };
if ((_hit == "Legs") AND {(_ammo == "RunOver")}) then { dayz_HitBy = objNull; };
//If a vehicle is moveing faster then 15 lets register some kind of direct damage rather then relying on indirect/physics damage.
if (!isNull dayz_getout && diag_tickTime - dayz_getoutTime < 5) then { _ammo = "Dragged"; };
if ((_hit == "Legs") AND {(_ammo == "Dragged")}) then { dayz_getout = objNull; };
_end = false;
if (!_falling) then {
if (_ammo == "" && _hit == "" && vehicle player != player) then {_ammo = "Crash";};
//No _ammo type exit, indirect/physics damage.
if (_ammo == "") exitwith { _end = true; };
//If _source contains no object exit. But lets not exit if the unit returns player. Maybe its his own fault.
if (isNull _source && !(_ammo in ["Dragged","RunOver"])) then {
_vehicleArray = nearestObjects [(getPosATL (vehicle _unit)),["Car","Air","Motorcycle","Ship","Tank","TrapTripwireGrenade"],25];
{if (typeOf _x == "ParachuteWest") then {_vehicleArray = _vehicleArray - [_x];};} count _vehicleArray;
//Don't exit if a drivable vehicle (or drivable vehicle wreck) is nearby, because vehicle explosions register as a null source
if (count _vehicleArray == 0) then {
_end = true;
/*
Possible cheat. Record to block any incoming fall damage.
NOTE: Only vehicle explosions register a null source. Satchel charges, mines, grenades, vehicle missiles
and other explosives DO NOT register a null source. UNLESS they are spawned manually via script (i.e. tripwire grenade),
their source is always the player who placed, threw or fired them.
*/
dayz_lastDamageSourceNull = true;
diag_log "Warning: Fn_DamageHandler source isNull with no drivable vehicle (or drivable vehicle wreck) in 25m radius. Exiting with no damage.";
};
};
} else {
if (dayz_lastDamageSourceNull) then { _end = true; }; // Block incoming fall damage.
};
if (_end) exitwith { 0 };
//End Simple hack for damage ***until 2.0***
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