I noticed that when a bandit kills a bandit or a hero kills a hero their humanity stays the same.
I'd like to change this so it obviously has the opposite effect to a player.
I believe it's to do with the dayz_code.pbo / compiles / player_death.sqf and I think it might be this section but I don't fully understand it :
Spoiler
if (!local _source && isPlayer _source && !(_body isKindOf "PZombie_VB")) then { //If corpse is a player zombie do not give killer a human or bandit kill
//Values like humanity which were setVariabled onto player before death remain on corpse.
_isBandit = (_body getVariable["humanity",0]) <= -2000;
//_isBandit = (typeOf _body in ["Bandit1_DZ","BanditW1_DZ"]);
//if you are a bandit or start first - player will not recieve humanity drop
_punishment = (_isBandit or {_body getVariable ["OpenTarget",false]});
_humanityHit = 0;
_realSource = effectiveCommander vehicle _source;
if (!_punishment) then {
//I'm "not guilty" - kill me and be punished
_myKills = (_body getVariable ["humanKills",0]) * 33.3;
// how many non bandit players have I (the dead player) killed?
// punish my killer 2000 for shooting a surivor
// but subtract 500 for each survivor I've murdered
_humanityHit = -(2000 - _myKills);
_kills = _realSource getVariable ["humanKills",0];
_realSource setVariable ["humanKills",(_kills + 1),true];
PVDZ_send = [_realSource,"Humanity",[_humanityHit,300]];
publicVariableServer "PVDZ_send";
} else {
//i'm "guilty" - kill me as bandit
_killsV = _realSource getVariable ["banditKills",0];
_realSource setVariable ["banditKills",(_killsV + 1),true];
};
//Setup for study bodys.
_body setVariable ["KillingBlow",[_realSource,_punishment],true];
};
Question
JakeQue
Hi,
I noticed that when a bandit kills a bandit or a hero kills a hero their humanity stays the same.
I'd like to change this so it obviously has the opposite effect to a player.
I believe it's to do with the dayz_code.pbo / compiles / player_death.sqf and I think it might be this section but I don't fully understand it :
if (!local _source && isPlayer _source && !(_body isKindOf "PZombie_VB")) then { //If corpse is a player zombie do not give killer a human or bandit kill
//Values like humanity which were setVariabled onto player before death remain on corpse.
_isBandit = (_body getVariable["humanity",0]) <= -2000;
//_isBandit = (typeOf _body in ["Bandit1_DZ","BanditW1_DZ"]);
//if you are a bandit or start first - player will not recieve humanity drop
_punishment = (_isBandit or {_body getVariable ["OpenTarget",false]});
_humanityHit = 0;
_realSource = effectiveCommander vehicle _source;
if (!_punishment) then {
//I'm "not guilty" - kill me and be punished
_myKills = (_body getVariable ["humanKills",0]) * 33.3;
// how many non bandit players have I (the dead player) killed?
// punish my killer 2000 for shooting a surivor
// but subtract 500 for each survivor I've murdered
_humanityHit = -(2000 - _myKills);
_kills = _realSource getVariable ["humanKills",0];
_realSource setVariable ["humanKills",(_kills + 1),true];
PVDZ_send = [_realSource,"Humanity",[_humanityHit,300]];
publicVariableServer "PVDZ_send";
} else {
//i'm "guilty" - kill me as bandit
_killsV = _realSource getVariable ["banditKills",0];
_realSource setVariable ["banditKills",(_killsV + 1),true];
};
//Setup for study bodys.
_body setVariable ["KillingBlow",[_realSource,_punishment],true];
};
disableSerialization;
Thanks in advance for the help
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