IED to zeus unfortunately doesn't work
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@ -28,12 +28,7 @@ if (!(isnull _roadobj)) then {
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_ied_obj = createMine [_ied_type, _roadpos getPos [_spread, random (360)], [], 0];
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_ied_obj setdir (random 360);
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if (KP_liberation_asymmetric_debug > 0) then {
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private _text = format ["[KP LIBERATION] [ASYMMETRIC] manage_asymIED.sqf -> IED %1 spawned at %2", _count, markerText _sector];_text remoteExec ["diag_log",2];
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{
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[_x, [[_ied_obj], true]] remoteExecCall ["addCuratorEditableObjects", 2];
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} forEach allCurators;
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};
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if (KP_liberation_asymmetric_debug > 0) then {private _text = format ["[KP LIBERATION] [ASYMMETRIC] manage_asymIED.sqf -> IED %1 spawned at %2", _count, markerText _sector];_text remoteExec ["diag_log",2];};
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while {(_sector in KP_liberation_asymmetric_sectors) && (mineActive _ied_obj) && !_goes_boom} do {
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_nearinfantry = ((getpos _ied_obj) nearEntities ["Man", _activation_radius_infantry]) select {side _x == GRLIB_side_friendly};
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@ -34,12 +34,7 @@ if (!(isnull _roadobj)) then {
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_ied_obj = createMine [_ied_type, _roadpos getPos [_spread, random 360], [], 0];
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_ied_obj setdir (random 360);
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if (KP_liberation_asymmetric_debug > 0) then {
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private _text = format ["[KP LIBERATION] [ASYMMETRIC] ied_manager.sqf -> IED %1 spawned at %2", _number, markerText _sector];_text remoteExec ["diag_log",2];
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{
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[_x, [[_ied_obj], true]] remoteExecCall ["addCuratorEditableObjects", 2];
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} forEach allCurators;
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};
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if (KP_liberation_asymmetric_debug > 0) then {private _text = format ["[KP LIBERATION] [ASYMMETRIC] ied_manager.sqf -> IED %1 spawned at %2", _number, markerText _sector];_text remoteExec ["diag_log",2];};
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while {_sector in active_sectors && mineActive _ied_obj && !_goes_boom} do {
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_nearinfantry = ((getpos _ied_obj) nearEntities ["Man", _activation_radius_infantry]) select {side _x == GRLIB_side_friendly};
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@ -180,7 +180,6 @@ class Missions
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* Tweaked: Changes in elite vehicles in presets are now also applied during a running campaign.
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* Tweaked: Player lead squads are now also saved near FOBs. (but still needs to be reassigned via zeus after load, of course)
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* Tweaked: Weather is now only handled by the server.
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* Tweaked: IEDs placed via mission scripts are now added to Zeus, if asymmetric debug is enabled.
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* Fixed: Intel value could get corrupted if leaving the secondary dialog directly after starting a mission.
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* Fixed: "All is red" for first player after a server restart. (just a visual bug, doesn't affect gameplay)
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