Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

VehSpawner: Fix Advanced Logistics blocking static weapon respawns. #178

Open
wants to merge 1 commit into
base: development
Choose a base branch
from
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -54,6 +54,25 @@ if (!alive _vehicle && !((_spawnPoint get "status" get "state") in ["RESPAWNING"
};
};

// advanced logistics system check
// when vehicle container is destroyed, this forces statics to destroyed too
if (
_vehicle getVariable ["log_inventory_loaded", false]
&& !alive (_vehicle getVariable ["log_inventory_loaded_vehicle", objNull])
&& !((_spawnPoint get "status" get "state") in ["RESPAWNING", "REPAIRING"])
) then {
if (_respawnType == "WRECK") exitWith {
// TODO: unload the static weapons nearby?
deleteVehicle _vehicle;
[_spawnPoint] call vn_mf_fnc_veh_asset_set_wrecked;
};

if (_respawnType == "RESPAWN") exitWith {
[_spawnPoint, _settings get "time"] call vn_mf_fnc_veh_asset_set_respawning;
};
};


if (!canMove _vehicle) then {
if ((_spawnPoint get "status" get "state") in ["ACTIVE", "IDLE"]) then {
[_spawnPoint] call vn_mf_fnc_veh_asset_set_disabled;
Expand Down Expand Up @@ -165,4 +184,4 @@ if (
{(_spawnPoint get "status" getOrDefault ["finishesAt", 0]) < serverTime}
) then {
vn_mf_spawn_points_to_respawn pushBackUnique (_spawnPoint get "id");
};
};