Manatee Hunter
Valued Member!
Hey,
I been basically working off some of the stuff i've seen on Tavi with the skin changes at various humanity levels....
When I test this in game (switching around humanity in the DB), it DOES appear to occur in game, but every 10-15 seconds it attempts to do a character model change, but ends up staying the same... But it's REALLY intrusive... I assume I've missed something somewhere, not sure if anyone knows what it might be?
Also - Don't mind the redic humanity levels.
I been basically working off some of the stuff i've seen on Tavi with the skin changes at various humanity levels....
When I test this in game (switching around humanity in the DB), it DOES appear to occur in game, but every 10-15 seconds it attempts to do a character model change, but ends up staying the same... But it's REALLY intrusive... I assume I've missed something somewhere, not sure if anyone knows what it might be?
Also - Don't mind the redic humanity levels.
Code:
private["_refObj","_size","_vel","_speed","_hunger","_thirst","_array","_unsaved","_timeOut","_result","_lastSave"];
disableSerialization;
_timeOut = 0;
_messTimer = 0;
_lastSave = 0;
_lastTemp = dayz_temperatur;
_debug = getMarkerpos "respawn_west";
_isBandit = false;
_isHero = false;
player setVariable ["temperature",dayz_temperatur,true];
dayz_myLoad = (((count dayz_myBackpackMags) * 0.2) + (count dayz_myBackpackWpns)) + (((count dayz_myMagazines) * 0.1) + (count dayz_myWeapons * 0.5));
//player addMagazine "Hatchet_swing";
//player addWeapon "MeleeHatchet";
while {true} do {
//Initialize
_refObj = vehicle player;
_size = (sizeOf typeOf _refObj) * 0.6;
_vel = velocity player;
_speed = round((_vel distance [0,0,0]) * 3.5);
_saveTime = (playersNumber west * 2) + 10;
//reset position
_randomSpot = true;
_tempPos = getPosATL player;
_distance = _debug distance _tempPos;
if (_distance < 2000) then {
_randomSpot = false;
};
_distance = [0,0,0] distance _tempPos;
if (_distance < 500) then {
_randomSpot = false;
};
_distance = _mylastPos distance _tempPos;
if (_distance > 400) then {
_randomSpot = false;
};
if (_randomSpot) then {
_mylastPos = _tempPos;
};
dayz_mylastPos = _mylastPos;
dayz_areaAffect = _size;
//CheckVehicle
/*
if (_refObj != player) then {
_isSync =_refObj getVariable ["ObjectID",0] > 0;
if (!_isSync) then {
_veh allowDamage true;
_veh setDamage 1;
player setDamage 1;
};
};
*/
if (_speed > 0.1) then {
_timeOut = _timeOut + 1;
};
_humanity = player getVariable ["humanity",0];
if (_humanity < -120000 and _timeOut > 5) then {
//_isBandit3 = true;
_model = typeOf player;
if (_model in ["Clan_UN_Helmet_DZC","Clan_UN_Cap_DZC","Clan_Delta3_DZC","Clan_Delta","Survivor3_DZ","Clan_Terror_DZC","Clan_Terror2_DZC","Clan_GER_DZC","Clan_GER_Hvy_DZC"]) then {
toModel = "Clan_GER_Hvy_DZC";
_timeOut = 0;
[dayz_playerUID,dayz_characterID,toModel] spawn player_humanityMorph;
};
};
if (_humanity >= -120000 and _humanity <= -60000 and _timeOut > 5) then {
_isBandit2 = true;
_model = typeOf player;
if (_model in ["Clan_UN_Helmet_DZC","Clan_UN_Cap_DZC","Clan_Delta3_DZC","Clan_Delta","Survivor3_DZ","Clan_Terror_DZC","Clan_Terror2_DZC","Clan_GER_DZC","Clan_GER_Hvy_DZC"]) then {
toModel = "Clan_GER_DZC";
_timeOut = 0;
[dayz_playerUID,dayz_characterID,toModel] spawn player_humanityMorph;
};
};
if (_humanity > -60000 and _humanity < -30000 and _timeOut > 5) then {
_isBandit = true;
_model = typeOf player;
if (_model in ["Clan_UN_Helmet_DZC","Clan_UN_Cap_DZC","Clan_Delta3_DZC","Clan_Delta","Survivor3_DZ","Clan_Terror_DZC","Clan_Terror2_DZC","Clan_GER_DZC","Clan_GER_Hvy_DZC"]) then {
toModel = "Clan_Terror2_DZC";
_timeOut = 0;
[dayz_playerUID,dayz_characterID,toModel] spawn player_humanityMorph;
};
};
if (_humanity > -30000 and _humanity < -15000 and _timeOut > 5) then {
_isBandit = true;
_model = typeOf player;
if (_model in ["Clan_UN_Helmet_DZC","Clan_UN_Cap_DZC","Clan_Delta3_DZC","Clan_Delta","Survivor3_DZ","Clan_Terror_DZC","Clan_Terror2_DZC","Clan_GER_DZC","Clan_GER_Hvy_DZC"]) then {
toModel = "Clan_Terror_DZC";
_timeOut = 0;
[dayz_playerUID,dayz_characterID,toModel] spawn player_humanityMorph;
};
};
if (_humanity >= -15000 and _humanity <= 10000 and _timeOut > 5) then {
_model = typeOf player;
if (_model in ["Clan_UN_Helmet_DZC","Clan_UN_Cap_DZC","Clan_Delta3_DZC","Clan_Delta","Survivor3_DZ","Clan_Terror_DZC","Clan_Terror2_DZC","Clan_GER_DZC","Clan_GER_Hvy_DZC"]) then {
toModel = "Survivor3_DZ";
_timeOut = 0;
[dayz_playerUID,dayz_characterID,toModel] spawn player_humanityMorph;
};
};
if (_humanity > 10000 and _humanity < 20000 and _timeOut > 5) then {
_model = typeOf player;
if (_model in ["Clan_UN_Helmet_DZC","Clan_UN_Cap_DZC","Clan_Delta3_DZC","Clan_Delta","Survivor3_DZ","Clan_Terror_DZC","Clan_Terror2_DZC","Clan_GER_DZC","Clan_GER_Hvy_DZC"]) then {
toModel = "Clan_Delta";
_timeOut = 0;
[dayz_playerUID,dayz_characterID,toModel] spawn player_humanityMorph;
};
};
if (_humanity > 20000 and _humanity < 40000 and _timeOut > 5) then {
_model = typeOf player;
if (_model in ["Clan_UN_Helmet_DZC","Clan_UN_Cap_DZC","Clan_Delta3_DZC","Clan_Delta","Survivor3_DZ","Clan_Terror_DZC","Clan_Terror2_DZC","Clan_GER_DZC","Clan_GER_Hvy_DZC"]) then {
toModel = "Clan_Delta3_DZC";
_timeOut = 0;
[dayz_playerUID,dayz_characterID,toModel] spawn player_humanityMorph;
};
};
if (_humanity >= 40000 and _humanity <= 80000 and _timeOut > 5) then {
_model = typeOf player;
if (_model in ["Clan_UN_Helmet_DZC","Clan_UN_Cap_DZC","Clan_Delta3_DZC","Clan_Delta","Survivor3_DZ","Clan_Terror_DZC","Clan_Terror2_DZC","Clan_GER_DZC","Clan_GER_Hvy_DZC"]) then {
toModel = "Clan_UN_Cap_DZC";
_timeOut = 0;
[dayz_playerUID,dayz_characterID,toModel] spawn player_humanityMorph;
};
};
if (_humanity > 80000 and _timeOut > 5) then {
_model = typeOf player;
if (_model in ["Clan_UN_Helmet_DZC","Clan_UN_Cap_DZC","Clan_Delta3_DZC","Clan_Delta","Survivor3_DZ","Clan_Terror_DZC","Clan_Terror2_DZC","Clan_GER_DZC","Clan_GER_Hvy_DZC"]) then {
toModel = "Clan_UN_Helmet_DZC";
_timeOut = 0;
[dayz_playerUID,dayz_characterID,toModel] spawn player_humanityMorph;
};
};
//Has infection?
//if (r_player_infected) then {
// [player,"cough",8,false] call dayz_zombieSpeak;
//};
//Record Check
_lastUpdate = time - dayZ_lastPlayerUpdate;
if (_lastUpdate > 8) then {
//POSITION?
_distance = dayz_myPosition distance player;
if (_distance > 10) then {
//Player has moved
dayz_myPosition = getPosATL player;
player setVariable["posForceUpdate",true,true];
dayz_unsaved = true;
dayZ_lastPlayerUpdate = time;
};
};
Rest of it - Too long.
};