Removed Cities as production sectors
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@ -35,11 +35,11 @@ if (isServer) then {
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blufor_sectors pushback _liberated_sector; publicVariable "blufor_sectors";
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stats_sectors_liberated = stats_sectors_liberated + 1;
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if ((_liberated_sector in sectors_factory) || (_liberated_sector in sectors_capture)) then {
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if (_liberated_sector in sectors_factory) then {
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private ["_sectorType", "_sectorFacilities", "_producing"];
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if (_liberated_sector in sectors_factory) then {_sectorType = 1;_sectorFacilities = true;_producing = 0;} else {_sectorType = 0;_sectorFacilities = false;_producing = 3;};
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private _sectorType = 1;
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private _sectorFacilities = true;
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private _producing = 0;
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{
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if (_liberated_sector in _x) exitWith {KP_liberation_production = KP_liberation_production - [_x];};
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@ -183,6 +183,7 @@ class Missions
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* Tweaked: Amounts of resources on each FOB and production site is now visible in logistic dropdown menu as `(Supplies/Ammo/Fuel)`.
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* Tweaked: Removed the logistic convoy cap of 26 (which was due to the alphabet).
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* Tweaked: Captured enemy vehicles are now also listed in the commanders zeus interface.
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* Tweaked: Cities won't be able to produce resources anymore.
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* Fixed: Player got custom recoil and aiming coefficients on respawn.
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* Fixed: Rare script error on closing respawn screen directly after joining the mission.
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* Fixed: Players could deploy multiple FOBs when they selected deploy fast enough on the same container.
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