Missing ACE function for civ informant
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65b4d60817
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@ -27,11 +27,15 @@ while {true} do {
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_informant setPos (selectRandom (_house buildingPos -1));
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_informant setUnitPos "UP";
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sleep 1;
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_informant disableAI "ANIM";
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_informant disableAI "MOVE";
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_informant playmove "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon";
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sleep 2;
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_informant setCaptive true;
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if (KP_liberation_ace) then {
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[_informant, true] call ACE_captives_fnc_setSurrendered;
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} else {
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_informant disableAI "ANIM";
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_informant disableAI "MOVE";
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_informant playmove "AmovPercMstpSnonWnonDnon_AmovPercMstpSsurWnonDnon";
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sleep 2;
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_informant setCaptive true;
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};
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if (KP_liberation_civinfo_debug > 0) then {private _text = format ["[KP LIBERATION] [CIVINFO] Informant %1 spawned on: %2 - Position: %3", name _informant, debug_source, getPos _informant];_text remoteExec ["diag_log",2];};
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@ -53,8 +57,12 @@ while {true} do {
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if (_waiting_time > 0) then {
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if (alive _informant) then {
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_informant enableAI "ANIM";
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_informant enableAI "MOVE";
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if (KP_liberation_ace) then {
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[_informant, false] call ACE_captives_fnc_setSurrendered;
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} else {
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_informant enableAI "ANIM";
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_informant enableAI "MOVE";
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};
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sleep 1;
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[_informant] remoteExec ["civinfo_escort"];
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} else {
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@ -172,6 +172,7 @@ class Missions
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* Tweaked: Guerilla forces event chances, strength gain values and unit amounts.
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* Fixed: Placement of buildings after save/load. Thanks to [Cre8or](https://github.com/Cre8or)
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* Fixed: Sometimes helicopters exploded when spawning on the deck of the USS Freedom.
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* Fixed: Players couldn't ziptie the civilian informant, if playing with ACE.
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### 0.963 (05th January 2018)
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* Added: Some missing RHS vehicles for the ACE medical system.
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