getRelPos don't take positions. It should be getPos.

This commit is contained in:
Christian 2018-04-04 17:35:30 +02:00
parent 7ca024cb5b
commit 6eaae4564c
No known key found for this signature in database
GPG Key ID: 2D3FEE0019ED51F5
13 changed files with 27 additions and 27 deletions

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@ -56,7 +56,7 @@ while {true} do {
_b_action_id1 = _next_box addAction ["<t color='#FFFF00'>" + localize "STR_ACTION_LOAD_BOX" + "</t>","scripts\client\ammoboxes\do_load_box_action.sqf","",-501,true,true,"","build_confirmed == 0 && (_this distance _target < 5) && (vehicle player == player)"];
_b_action_id2 = _next_box addAction ["<t color='#FFFF00'>" + localize "STR_ACTION_STORE_CRATE" + "</t>",{[(_this select 0), (nearestObjects [player,KP_liberation_storage_buildings,20]) select 0,true] call F_crateToStorage;},"",-502,true,true,"","build_confirmed == 0 && (_this distance _target < 5) && (vehicle player == player)"];
_b_action_id3 = _next_box addAction ["<t color='#FFFF00'>" + localize "STR_ACTION_CRATE_VALUE" + "</t>",{[_this select 0] call F_crateCheckValue;uiSleep 3; hint "";},"",-503,true,true,"","build_confirmed == 0 && (_this distance _target < 5) && (vehicle player == player)"];
_b_action_id4 = _next_box addAction ["<t color='#FFFF00'>" + localize "STR_ACTION_CRATE_PUSH" + "</t>",{(_this select 0) setPos ((_this select 0) getRelPos [1, (((_this select 0) getRelDir player) - 180)]);},"",-504,true,false,"","build_confirmed == 0 && (_this distance _target < 5) && (vehicle player == player)"];
_b_action_id4 = _next_box addAction ["<t color='#FFFF00'>" + localize "STR_ACTION_CRATE_PUSH" + "</t>",{(_this select 0) setPos ((_this select 0) getPos [1, (player getDir (_this select 0))]);},"",-504,true,false,"","build_confirmed == 0 && (_this distance _target < 5) && (vehicle player == player)"];
_next_box setVariable ["GRLIB_ammo_box_action", _b_action_id1, false];
_next_box setVariable ["KP_crate_store_action", _b_action_id2, false];
_next_box setVariable ["KP_crate_value_action", _b_action_id3, false];

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@ -35,7 +35,7 @@ if ( dialog ) then {
if ( dojump > 0 ) then {
GRLIB_last_halo_jump = time;
halo_position = halo_position getRelPos [random 250, random 360];
halo_position = halo_position getPos [random 250, random 360];
halo_position = [ halo_position select 0, halo_position select 1, GRLIB_halo_altitude + (random 200) ];
halojumping = true;
sleep 0.1;

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@ -155,7 +155,7 @@ while {true} do {
if (count (choiceslist select _idxchoice) == 3) then {
private _truck = (choiceslist select _idxchoice) select 2;
player setposATL (_truck getRelPos [5 + (random 3), random 360]);
player setposATL (_truck getPos [5 + (random 3), random 360]);
KP_liberation_respawn_mobile_done = true;
} else {
private _destpos = ((choiceslist select _idxchoice) select 1);

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@ -15,7 +15,7 @@ private _infantry_trigger = 1 + (ceil (random 2));
private _vehicle_trigger = 1;
private _ied_type = selectRandom ["IEDLandBig_F","IEDLandSmall_F","IEDUrbanBig_F","IEDUrbanSmall_F"];
private _ied_obj = objNull;
private _roadobj = [(getmarkerpos (_sector) getRelPos [random (200), random (360)]), 200, []] call BIS_fnc_nearestRoad;
private _roadobj = [(getmarkerpos (_sector) getPos [random (200), random (360)]), 200, []] call BIS_fnc_nearestRoad;
private _goes_boom = false;
private _ied_marker = "";
@ -25,7 +25,7 @@ if (_count > 0) then {
if (!(isnull _roadobj)) then {
private _roadpos = getpos _roadobj;
_ied_obj = createMine [_ied_type, _roadpos getRelPos [_spread, random (360)], [], 0];
_ied_obj = createMine [_ied_type, _roadpos getPos [_spread, random (360)], [], 0];
_ied_obj setdir (random 360);
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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@ -33,7 +33,7 @@ while { GRLIB_endgame == 0 } do {
_nearestroad = objNull;
while { isNull _nearestroad } do {
_nearestroad = [(getmarkerpos (_spawnsector)) getRelPos [random (100), random (360)], 200, []] call BIS_fnc_nearestRoad;
_nearestroad = [(getmarkerpos (_spawnsector)) getPos [random (100), random (360)], 200, []] call BIS_fnc_nearestRoad;
sleep 1;
};
@ -74,7 +74,7 @@ while { GRLIB_endgame == 0 } do {
{_x doFollow leader _grp} foreach units _grp;
{
_nearestroad = [(getmarkerpos _x) getRelPos [random(100), random(360)], 200, []] call BIS_fnc_nearestRoad;
_nearestroad = [(getmarkerpos _x) getPos [random(100), random(360)], 200, []] call BIS_fnc_nearestRoad;
if ( isNull _nearestroad ) then {
_waypoint = _grp addWaypoint [ markerpos _x, 100 ];
} else {

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@ -13,9 +13,9 @@ private _convoy_destinations = [];
private _spawnpos = _convoy_destinations select 0;
[4, _spawnpos] remoteExec ["remote_call_intel"];
private _scout_vehicle = [_spawnpos getRelPos [30, 0], opfor_mrap, true, false] call F_libSpawnVehicle;
private _escort_vehicle = [_spawnpos getRelPos [10, 0], selectRandom opfor_vehicles_low_intensity, true, false] call F_libSpawnVehicle;
private _transport_vehicle = [_spawnpos getRelPos [10, 180], opfor_ammobox_transport, true, false] call F_libSpawnVehicle;
private _scout_vehicle = [_spawnpos getPos [30, 0], opfor_mrap, true, false] call F_libSpawnVehicle;
private _escort_vehicle = [_spawnpos getPos [10, 0], selectRandom opfor_vehicles_low_intensity, true, false] call F_libSpawnVehicle;
private _transport_vehicle = [_spawnpos getPos [10, 180], opfor_ammobox_transport, true, false] call F_libSpawnVehicle;
private _boxes_amount = 0;
{
@ -38,7 +38,7 @@ while { _boxes_loaded < _boxes_amount } do {
sleep 0.5;
private _troop_vehicle = [_spawnpos getRelPos [30, 180], opfor_transport_truck, true, true, false ] call F_libSpawnVehicle;
private _troop_vehicle = [_spawnpos getPos [30, 180], opfor_transport_truck, true, true, false ] call F_libSpawnVehicle;
sleep 0.5;

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@ -3,7 +3,7 @@ private _spawn_marker = [ 3000, 999999, false ] call F_findOpforSpawnPoint;
if ( _spawn_marker == "" ) exitWith { diag_log "[KP LIBERATION] [ERROR] Could not find position for search and rescue mission"; };
used_positions pushbackUnique _spawn_marker;
private _helopos = (getmarkerpos _spawn_marker) getRelPos [random 200, random 360];
private _helopos = (getmarkerpos _spawn_marker) getPos [random 200, random 360];
private _helowreck = GRLIB_sar_wreck createVehicle _helopos;
_helowreck allowDamage false;
_helowreck setPos _helopos;
@ -16,10 +16,10 @@ _helofire setpos (getpos _helowreck);
_helofire setpos (getpos _helowreck);
private _pilotsGrp = createGroup [GRLIB_side_enemy, true];
private _pilotsPos = (getpos _helowreck) getRelPos [25, random 360];
private _pilotsPos = (getpos _helowreck) getPos [25, random 360];
pilot_classname createUnit [ _pilotsPos, _pilotsGrp,"this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]", 0.5, "private"];
sleep 0.2;
pilot_classname createUnit [_pilotsPos getRelPos [1, random 360], _pilotsGrp,"this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]", 0.5, "private"];
pilot_classname createUnit [_pilotsPos getPos [1, random 360], _pilotsGrp,"this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]", 0.5, "private"];
sleep 2;
private _pilotUnits = units _pilotsGrp;
{
@ -56,12 +56,12 @@ private _grpsentry = createGroup [GRLIB_side_enemy, true];
private _nbsentry = 2 + (floor (random 3));
for [ {_idx=0},{_idx < _nbsentry},{_idx=_idx+1} ] do {
opfor_sentry createUnit [_pilotsPos getRelPos [1, random 360], _grpsentry,"this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]", 0.5, "private"];
opfor_sentry createUnit [_pilotsPos getPos [1, random 360], _grpsentry,"this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]", 0.5, "private"];
};
(leader _grpsentry) setDir (random 360);
(opfor_transport_truck createVehicle ((getpos _helowreck) getRelPos [25, random 360])) setDir random 360;
(opfor_transport_truck createVehicle ((getpos _helowreck) getPos [25, random 360])) setDir random 360;
private _vehicle_pool = opfor_vehicles;
if ( combat_readiness < 50 ) then {
@ -71,10 +71,10 @@ if ( combat_readiness < 50 ) then {
private _vehtospawn = [];
private _spawnchances = [75,50,15];
{if (random 100 < _x) then {_vehtospawn pushBack (selectRandom _vehicle_pool);};} foreach _spawnchances;
{([(getpos _helowreck) getRelPos [30 + (random 30), random 360], _x, true] call F_libSpawnVehicle) addMPEventHandler ['MPKilled', {_this spawn kill_manager}]; } foreach _vehtospawn;
{([(getpos _helowreck) getPos [30 + (random 30), random 360], _x, true] call F_libSpawnVehicle) addMPEventHandler ['MPKilled', {_this spawn kill_manager}]; } foreach _vehtospawn;
secondary_objective_position = getpos _helowreck;
secondary_objective_position_marker = secondary_objective_position getRelPos [800, random 360];
secondary_objective_position_marker = secondary_objective_position getPos [800, random 360];
publicVariable "secondary_objective_position_marker";
sleep 1;
GRLIB_secondary_in_progress = 2; publicVariable "GRLIB_secondary_in_progress";

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@ -18,7 +18,7 @@ if (random 100 < 12) then {
private _vehicle_trigger = 1;
private _ied_type = selectRandom ["IEDLandBig_F","IEDLandSmall_F","IEDUrbanBig_F","IEDUrbanSmall_F"];
private _ied_obj = objNull;
private _roadobj = [(getmarkerpos _sector) getRelPos [random _radius, random 360], _radius, []] call BIS_fnc_nearestRoad;
private _roadobj = [(getmarkerpos _sector) getPos [random _radius, random 360], _radius, []] call BIS_fnc_nearestRoad;
private _goes_boom = false;
private _ied_marker = "";
@ -31,7 +31,7 @@ if (_number > 0) then {
if (!(isnull _roadobj)) then {
_roadpos = getpos _roadobj;
_ied_obj = createMine [_ied_type, _roadpos getRelPos [_spread, random 360], [], 0];
_ied_obj = createMine [_ied_type, _roadpos getPos [_spread, random 360], [], 0];
_ied_obj setdir (random 360);
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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@ -12,7 +12,7 @@ if (!(_sector in KP_capture_sectors_already_activated)) then {
private _spawnpos = zeropos;
while { _spawnpos distance zeropos < 1000 } do {
_spawnpos = ((markerpos _sector) getRelPos [random 50, random 360]) findEmptyPosition [10, 100, 'B_Heli_Transport_01_F'];
_spawnpos = ((markerpos _sector) getPos [random 50, random 360]) findEmptyPosition [10, 100, 'B_Heli_Transport_01_F'];
if ( count _spawnpos == 0 ) then { _spawnpos = zeropos; };
};

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@ -24,11 +24,11 @@ switch (typeOf _storage) do {
};
_i = 0;
_unload_pos = _storage getRelPos [_unload_distance, (getDir _storage) - 180];
_unload_pos = _storage getPos [_unload_distance, (getDir _storage) - 180];
while {!((nearestObjects [_unload_pos,KP_liberation_crates,1]) isEqualTo [])} do {
_i = _i + 1;
_unload_pos = _storage getRelPos [_unload_distance + _i * 1.8, (getDir _storage) - 180];
_unload_pos = _storage getPos [_unload_distance + _i * 1.8, (getDir _storage) - 180];
};
sleep 0.5;

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@ -13,7 +13,7 @@ if ( _precise_position ) then {
_spawnpos = [] + _sectorpos;
} else {
while { _spawnpos distance zeropos < 1000 } do {
_spawnpos = (_sectorpos getRelPos [random 150, random 360]) findEmptyPosition [10, 100, 'B_Heli_Transport_01_F'];
_spawnpos = (_sectorpos getPos [random 150, random 360]) findEmptyPosition [10, 100, 'B_Heli_Transport_01_F'];
if ( count _spawnpos == 0 ) then { _spawnpos = zeropos; };
};
};

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@ -1,10 +1,10 @@
params [ "_sector", "_squadies_to_spawn" ];
private _sectorpos = (getMarkerPos _sector) getRelPos [random 100, random 360];
private _sectorpos = (getMarkerPos _sector) getPos [random 100, random 360];
private _spawnpos = zeropos;
while {_spawnpos distance zeropos < 1000} do {
_spawnpos = (_sectorpos getRelPos [random 50, random 360]) findEmptyPosition [5, 100, "B_Heli_Light_01_F"];
_spawnpos = (_sectorpos getPos [random 50, random 360]) findEmptyPosition [5, 100, "B_Heli_Light_01_F"];
if (count _spawnpos == 0) then {_spawnpos = zeropos;};
};

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@ -168,7 +168,7 @@ class Missions
* Removed: Some old scripts which aren't needed anymore.
* Tweaked: All `spawn compileFinal preprocessFileLineNumbers` replaced with `execVM`.
* Tweaked: All `createGroup` now with activated `deleteWhenEmpty`.
* Tweaked: All `BIS_fnc_relPos` replaced with `getRelPos`.
* Tweaked: All `BIS_fnc_relPos` replaced with `getPos`.
* Fixed: Placement of buildings after save/load. Thanks to [Cre8or](https://github.com/Cre8or)
* Fixed: Sometimes helicopters exploded when spawning on the deck of the USS Freedom.