Not needed anymore since BI Revive
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f64a675319
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@ -41,8 +41,6 @@ if ( !isNil "greuh_options_profile" ) then {
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[] call compile preprocessFileLineNumbers "GREUH\GREUH_config.sqf";
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[] call compile preprocessFileLineNumbers "GREUH\scripts\GREUH_version.sqf";
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execVM "GREUH\scripts\GREUH_actionmanager.sqf";
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execVM "GREUH\scripts\GREUH_revive_camera.sqf";
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execVM "GREUH\scripts\GREUH_medic_listener.sqf";
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if ( GREUH_allow_mapmarkers ) then { execVM "GREUH\scripts\GREUH_playermarkers.sqf"; };
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if ( GREUH_allow_platoonview ) then { execVM "GREUH\scripts\GREUH_platoonoverlay.sqf"; };
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if ( GREUH_allow_platoonview ) then { execVM "GREUH\scripts\GREUH_cache_units.sqf"; };
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@ -1,14 +0,0 @@
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public_medic_message = [];
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while { true } do {
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waitUntil {
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sleep 0.3;
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count public_medic_message != 0;
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};
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_unit = (public_medic_message select 0);
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if (_unit != player) then {
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_unit sidechat (public_medic_message select 1);
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};
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public_medic_message = [];
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};
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@ -1,66 +0,0 @@
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revive_ui = compile preprocessFileLineNumbers "GREUH\scripts\GREUH_revive_ui.sqf";
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closeDialog 0;
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closeDialog 0;
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closeDialog 0;
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sleep 1;
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while { true } do {
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waitUntil { ( player getVariable "GREUH_isUnconscious") == 1 };
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_camobj = player;
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_pos = positionCameraToWorld [0,0,-0.2];
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_destpos = [getpos player select 0, getpos player select 1, (getpos player select 2) + 150];
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_cam = "camera" camCreate _pos;
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_cam cameraEffect ["internal", "BACK"];
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_cam camSetFOV 1.0;
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showCinemaBorder false;
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if ( (date select 3) < 4 || (date select 3) >= 20 ) then { camUseNVG true; } else { camUseNVG false; };
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_cam camSetTarget _camobj;
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_dialog = createDialog "blackscreen";
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0 fadesound 0;
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[] spawn {
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sleep 3.5;
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3 fadesound 1;
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titleText [ "" ,"BLACK IN",3];
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};
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"filmGrain" ppEffectAdjust [0.3, 2, 4, 0.5, 0.5, true];
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"filmGrain" ppEffectCommit 0;
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"filmGrain" ppEffectEnable TRUE;
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"colorCorrections" ppEffectAdjust [1, 1.6, -0.35, [1, 1, 1, 0], [1, 1, 1, 0], [0.75, 0.25, 0, 1.0]];
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"colorCorrections" ppEffectCommit 0;
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"colorCorrections" ppEffectEnable TRUE;
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_randomsound1 = ceil (random 6);
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_randomsound2 = ceil (random 3);
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_deathsound = format ["A3\sounds_f\characters\human-sfx\P0%1\Hit_Max_%2.wss",_randomsound1,_randomsound2];
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playSound3D [_deathsound, player, false, getPos player, 1, 1, 0];
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_cam camCommit 0;
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_cam camSetPos _destpos;
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_cam camCommit 900;
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waitUntil { ((player getVariable "GREUH_isUnconscious") == 0) || ((player getVariable "FAR_isUnconscious") == 1) };
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closeDialog 0;
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waitUntil {!dialog};
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if ((player getVariable "GREUH_isUnconscious") != 0) then {
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[] spawn revive_ui;
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waitUntil {dialog};
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};
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waitUntil { ( player getVariable "FAR_isUnconscious" ) == 0 || !alive player || !dialog };
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player setVariable ["GREUH_isUnconscious", 0, true];
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closeDialog 5566;
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"colorCorrections" ppEffectEnable FALSE;
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"filmGrain" ppEffectEnable FALSE;
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_cam cameraEffect ["Terminate", "BACK"];
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camDestroy _cam;
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camUseNVG false;
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};
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@ -1,63 +0,0 @@
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_dialog = createDialog "GREUH_respawn";
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waitUntil { dialog };
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_labelwidth = -1;
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_labelpos = [];
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_tick = 0;
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replace_ai = 0;
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while { dialog && alive player } do {
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if ( !isNil "public_bleedout_message" && !isNil "public_bleedout_timer") then {
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if (_labelwidth == -1) then { _labelwidth = (ctrlPosition ((findDisplay 5566) displayCtrl 6699)) select 2 };
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_labelpos = [ctrlPosition ((findDisplay 5566) displayCtrl 6699) select 0, ctrlPosition ((findDisplay 5566) displayCtrl 6699) select 1,_labelwidth * (public_bleedout_timer / FAR_BleedOut), ctrlPosition ((findDisplay 5566) displayCtrl 6699) select 3];
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((findDisplay 5566) displayCtrl 6699) ctrlSetPosition _labelpos;
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ctrlSetText [5567,public_bleedout_message];
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if (public_bleedout_timer <= 30) then {
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((findDisplay 5566) displayCtrl 5567) ctrlSetTextColor [1, 0, 0, 1];
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if ( public_bleedout_timer % 2 == 0 ) then {
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((findDisplay 5566) displayCtrl 6698) ctrlSetTextColor [1, 0, 0, 1];
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} else {
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((findDisplay 5566) displayCtrl 6698) ctrlSetTextColor [1, 1, 1, 1];
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}
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} else {
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((findDisplay 5566) displayCtrl 5567) ctrlSetTextColor [1, 1, 1, 1];
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};
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((findDisplay 5566) displayCtrl 6699) ctrlCommit 0.5;
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((findDisplay 5566) displayCtrl 6698) ctrlCommit 0.5;
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};
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if ( _tick % 10 == 0 ) then {
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[ 10000 ] call BIS_fnc_bloodEffect;
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};
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_tick = _tick + 1;
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_nearby_ais = [ units group player, { !(isPlayer _x) && (_x distance player < 100) } ] call BIS_fnc_conditionalSelect;
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if ( count _nearby_ais > 0 ) then {
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_nearby_ai = ( [ _nearby_ais , [] , { _x distance player } , 'ASCEND' ] call BIS_fnc_sortBy ) select 0;
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((findDisplay 5566) displayCtrl 678) ctrlEnable true;
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((findDisplay 5566) displayCtrl 678) ctrlShow true;
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if ( replace_ai > 0 && (alive _nearby_ai) ) then {
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cutText [ "","BLACK IN", 3 ];
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GRLIB_replace_ai = true;
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player setVariable ["FAR_isUnconscious", 0, true];
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_ai_pos = getposATL _nearby_ai;
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_ai_dir = getDir _nearby_ai;
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_ai_damage = damage _nearby_ai;
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deleteVehicle _nearby_ai;
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player setPosATL _ai_pos;
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player setDir _ai_dir;
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player setDamage _ai_damage;
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};
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} else {
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replace_ai = 0;
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((findDisplay 5566) displayCtrl 678) ctrlEnable false;
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((findDisplay 5566) displayCtrl 678) ctrlShow false;
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};
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sleep 0.25;
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};
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