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first version. needs testing#24

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amanuense wants to merge 2 commits intomasterfrom
respawn_beacon
Open

first version. needs testing#24
amanuense wants to merge 2 commits intomasterfrom
respawn_beacon

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@amanuense
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implementation of issue #18
CODE IS NOT FULLY TESTED THIS IS A PRELIMINARY CODE REVIEW
I added some comments to the places I changed to add the menu rest of stuff is minor improvements to the code.

@amanuense amanuense self-assigned this Feb 13, 2018
@amanuense amanuense requested a review from CaiusAjiz February 13, 2018 10:10
support_armory_available = false;
};

if (isNil "spawn_beacon_global_available") then {
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new code

//add earplugs
player execVM "misc\simpleEP.sqf";

0 = 0 spawn { //make sure we add the handler post init.
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new code

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added some marking so you know what is new code

sleep 15;
// SITREP
["sitrepinfo",["SITREP","You can also save the game by giving a SITREP"]] call bis_fnc_showNotification;

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new code

publicVariable "support_armory_available";
["armory",["Armory Unlocked","Access the armory at the HQ and at the dropped supply crates"]] call bis_fnc_showNotification;
};
if (_text == "Spawn beacon all players") then {
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new code

};
};

class spawn_beacon
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new code

@@ -0,0 +1,25 @@

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new code

removeAfterExpressionCall = 1; // 1 to remove the item after calling
};
};
class spawn_beacon
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new code

@CaiusAjiz
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@amanuense and I have had a look at this. There's a current issue when respawning due to the spawn height, as well as the time the spawn beacon exists which he's currently looking into.

Apart from that, it's working! once the above are resolved this can be merged with master.

@amanuense -will you be including the revive stuff we encountered yesterday in this?

@amanuense
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amanuense commented Jun 5, 2018 via email

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2 participants