Removed Cities as production sectors

This commit is contained in:
Christian 2017-09-27 07:13:11 +02:00
parent 68f8bf8887
commit 464aac8ae7
2 changed files with 5 additions and 4 deletions

View File

@ -35,11 +35,11 @@ if (isServer) then {
blufor_sectors pushback _liberated_sector; publicVariable "blufor_sectors";
stats_sectors_liberated = stats_sectors_liberated + 1;
if ((_liberated_sector in sectors_factory) || (_liberated_sector in sectors_capture)) then {
if (_liberated_sector in sectors_factory) then {
private ["_sectorType", "_sectorFacilities", "_producing"];
if (_liberated_sector in sectors_factory) then {_sectorType = 1;_sectorFacilities = true;_producing = 0;} else {_sectorType = 0;_sectorFacilities = false;_producing = 3;};
private _sectorType = 1;
private _sectorFacilities = true;
private _producing = 0;
{
if (_liberated_sector in _x) exitWith {KP_liberation_production = KP_liberation_production - [_x];};

View File

@ -183,6 +183,7 @@ class Missions
* Tweaked: Amounts of resources on each FOB and production site is now visible in logistic dropdown menu as `(Supplies/Ammo/Fuel)`.
* Tweaked: Removed the logistic convoy cap of 26 (which was due to the alphabet).
* Tweaked: Captured enemy vehicles are now also listed in the commanders zeus interface.
* Tweaked: Cities won't be able to produce resources anymore.
* Fixed: Player got custom recoil and aiming coefficients on respawn.
* Fixed: Rare script error on closing respawn screen directly after joining the mission.
* Fixed: Players could deploy multiple FOBs when they selected deploy fast enough on the same container.