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shturman

Ошибка неопределенной переменной в выражении: rangenveh

Error in expression < = false;

r_player_cardiac = false;

if (Rangenveh > 0) then {

Rangenveh = 0;

VEH>

  Error position: <Rangenveh > 0) then {

Rangenveh = 0;

VEH>

  Error Undefined variable in expression: rangenveh

File mpmissions\__CUR_MP.Tavi\custom\fixes\player_death.sqf, line 62

 

подскажите как исправить

 

r_player_cardiac = false;
	if (Rangenveh > 0) then {
	Rangenveh = 0;
    VEHSAFE setVariable["Rangenveh",0,true];
	};

 

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Удали этот блок кода,он абсолютно там не на что не влияет,я его уже давно оттуда вырезал. 

private ["_display","_body","_playerID","_array","_source","_method","_canHitFree","_isBandit","_punishment","_humanityHit","_myKills","_humanity","_kills","_killsV","_myGroup"];
disableSerialization;
if (deathHandled) exitWith {};
deathHandled = true;
if ((alive player) && {isNil {dayz_playerName}}) then {
	dayz_playerName = name player;
};
//Prevent client freezes
_display = findDisplay 49;
if(!isNull _display) then {_display closeDisplay 0;};
if (dialog) then {closeDialog 0;};
if (visibleMap) then {openMap false;};
disableUserInput true;

_body = player;
if (alive _body) then {
	_body2 = _body;
	_body2 setDamage 1;
};

_body spawn {
	"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1],  [1, 1, 1, 0.0]];
	"colorCorrections" ppEffectCommit 0;
	"dynamicBlur" ppEffectEnable true;
	"dynamicBlur" ppEffectAdjust [2]; 
	"dynamicBlur" ppEffectCommit 0;
	showCinemaBorder true;
	camUseNVG false;
	_dead_s = "camera" camCreate [(getPosATL _this select 0), (getPosATL _this select 1),(getPosATL _this select 2)+4];
	_dead_s cameraEffect ["internal","back"];
	
	_dead_s camSetFOV 2;
	_dead_s camSetTarget (vehicle _this);
	_dead_s camCommit 0;
	waitUntil {camCommitted _dead_s};
	sleep 3;
	_dead_s camSetTarget [(getPosATL _this select 0), (getPosATL _this select 1),(getPosATL _this select 2)+800];
	_dead_s camSetRelPos [0,5,0];
	_dead_s camCommit 80;
};
_playerID = getPlayerUID player;
_infected = 0;


if (r_player_infected && DZE_PlayerZed) then {
	_infected = 1;
};
PVDZE_plr_Died = [dayz_characterID,0,_body,_playerID,_infected, dayz_playerName];
publicVariableServer "PVDZE_plr_Died";

_id = [player,20,true,getPosATL player] call player_alertZombies;

sleep 0.5;


player setDamage 1;
0.1 fadeSound 0;

player setVariable ["NORRN_unconscious", false, true];
player setVariable ["unconsciousTime", 0, true];
player setVariable ["USEC_isCardiac",false,true];
player setVariable ["medForceUpdate",true,true];
player setVariable ["startcombattimer", 0];
r_player_unconscious = false;
r_player_cardiac = false;

_array = _this;
if (count _array > 0) then {
	_source = _array select 0;
	_method = _array select 1;
	if ((!isNull _source) && (_source != player)) then {
		_humanity = 0;
			_wait = 0.1;
			_DeadBandit = false;
			_KillerBandit = false;
			_Deadherou = false;
			_Dead_kepka = false;
			_Killerherou = false;
			_Killer_kepka = false;
			_DeadHumanity = player getVariable["humanity",0];//карма жертвы
			if (_DeadHumanity <= -2500) then {_DeadBandit = true;};
			if (_DeadHumanity >= 3000) then {_Deadherou = true;};
			if ((!_DeadBandit) && (!_Deadherou)) then {_Dead_kepka = true;};
			
			_KillerHumanity	=	_source getVariable["humanity",0]; //Карма убийцы
			if (_KillerHumanity <= -2500) then {_KillerBandit = true;};
			if (_KillerHumanity >= 3000) then {_Killerherou = true;};
			if ((!_KillerBandit) && (!_Killerherou)) then {_Killer_kepka = true;};
			
			if (_DeadBandit) then
					{
						_kills	=	_source getVariable ["banditKills",0];
						_source setVariable ["banditKills",(_kills + 1),true];
					}
				else
					{						
								_kills	=	_source getVariable ["humanKills",0];
								_source setVariable ["humanKills",(_kills + 1),true];
					};
				
			
		if (_Deadherou) then { //убили героя
			// убийца герой
			if (_Killerherou) then {
             _humanity = -4000;
			 _i = -((_DeadHumanity / 1000) * 1.6);
			 _humanity = round(_humanity + _i);
			};
						
			// убийца бандит
		    if (_KillerBandit) then {
            _humanity = -3000;
			};
			
			// убийца кепка
		    if (_Killer_kepka) then {
            _humanity = -3500;
			 _i = -((_DeadHumanity / 1000) * 1.6);
			 _humanity = round(_humanity + _i);
			};
			
			};
			
		if (_DeadBandit) then { //убили бандита
			// убийца герой
			if (_Killerherou) then {
             _humanity = 400;
			 _i = -((_DeadHumanity / 1000) * 1.6);
			 _humanity = round(_humanity + _i);
			};
			// убийца бандит
			 if (_KillerBandit) then {
            _humanity = 600;
			_i = -((_DeadHumanity / 1000) * 1.2);
			_humanity = round(_humanity + _i);
			};
			// убийца кепка
			 if (_Killer_kepka) then {
            _humanity = 500;
			 _i = -((_DeadHumanity / 1000) * 1.6);
			 _humanity = round(_humanity + _i);
			};		
			};
			
			if (_Dead_kepka) then { //убили кепку
			// убийца герой
			if (_Killerherou) then {
             _humanity = -3000;
			
			};
			// убийца бандит
			 if (_KillerBandit) then {
            _humanity = -2000;
			
			};
			// убийца кепка
			 if (_Killer_kepka) then {
            _humanity = -2500;
			 
			};		
			};
			
					PVDZE_send = [_source,"Humanity",[_source,_humanity,_wait]];
					publicVariableServer "PVDZE_send";
					
					
			
	};
	_body setVariable ["deathType",_method,true];
};

terminate dayz_musicH;
terminate dayz_slowCheck;
terminate dayz_animalCheck;
terminate dayz_monitor1;
terminate dayz_medicalH;
terminate dayz_gui;

r_player_dead = true;

//Player is Dead!
3 fadeSound 0;
sleep 1;

dayz_originalPlayer enableSimulation true;

addSwitchableUnit dayz_originalPlayer;
setPlayable dayz_originalPlayer;
selectPlayer dayz_originalPlayer;


//deleteGroup _myGroup;
1 cutRsc ["default", "PLAIN",3];
2 cutRsc ["default", "PLAIN",3];
3 cutRsc ["default", "PLAIN",3];
4 cutRsc ["default", "PLAIN",3];

_body setVariable["combattimeout", 0, true];

//["dayzFlies",player] call broadcastRpcCallAll;
sleep 2;

//1 cutRsc ["DeathScr","BLACK OUT",3];

playMusic "dayz_track_death_1";

	"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1],  [1, 1, 1, 0.0]];
	"colorCorrections" ppEffectCommit 0;
	"dynamicBlur" ppEffectEnable true;
	"dynamicBlur" ppEffectAdjust [2]; 
	"dynamicBlur" ppEffectCommit 0;	"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1],  [1, 1, 1, 0.0]];
	"colorCorrections" ppEffectCommit 0;
	"dynamicBlur" ppEffectEnable true;
	"dynamicBlur" ppEffectAdjust [2]; 
	"dynamicBlur" ppEffectCommit 0;
_listsT = [
"Смерть это только начало",
"Некоторые люди так боятся умереть, что просто не начинают жить",
"Я научился смотреть на смерть просто как на старый долг, который рано или поздно придется заплатить.",
"Смерть – это не самое худшее, что может произойти с человеком.",
"Умереть — значит присоединиться к большинству.",
"Когда игра закончивается, король и пешка падают в одну и ту же коробку.",
"Смерть – один из шагов в нашем непрерывном развитии.",
"Смерть более универсальна чем жизнь - все умирают, но не все живут.",
"Жизнь — вредная штука. От нее все умирают",
"Первое условие бессмертия — смерть",
"Временна не только жизнь, но и смерть."
];
_memberFunction = _listsT call BIS_fnc_selectRandom;

_finalText = format ["<t color='#f56722'  size='0.9' align='center'>%1</t>", _memberFunction];
[_finalText, 0,(safezoneY + safezoneH * 0.75), 20, 0, 0, 31] spawn BIS_fnc_dynamicText;

_finalText2 ="<t size='2.2' color='#a81e13'>Вы мертвы</t>";
[_finalText2,0,(safezoneY + safezoneH * 0.43),5,1,0,32] spawn BIS_fnc_dynamicText;
		
_finalText3 = "<t size='1.5' font='TahomaB' color='#FFFFFF'>vk.com/moscow_epoch</t>";
[_finalText3,0,(safezoneY + safezoneH * 0.05),300,1,0,33] spawn BIS_fnc_dynamicText;

_deathInfo = format["
	<t size='0.7' font='TahomaB' align='left' color='#00cf30'>Ты выживал: </t><t size='0.7' font='TahomaB' align='left' color='#FFFFFF'>%1 дней</t><br/>
	<t size='0.7' font='TahomaB' align='left' color='#CF3000'>Убил зомби: </t><t size='0.7' font='TahomaB' align='left' color='#FFFFFF'>%2</t><br/>
	<t size='0.7' font='TahomaB' align='left' color='#CF3000'>Убил бандитов: </t><t size='0.7' font='TahomaB' align='left' color='#FFFFFF'>%3</t><br/>
	<t size='0.7' font='TahomaB' align='left' color='#CF3000'>Убил выживших: </t><t size='0.7' font='TahomaB' align='left' color='#FFFFFF'>%4</t><br/>
	<t size='0.7' font='TahomaB' align='left' color='#CF3000'>Убил в голову: </t><t size='0.7' font='TahomaB' align='left' color='#FFFFFF'>%5</t><br/>
	<t size='0.7' font='TahomaB' align='left' color='#FFD700'>Было при себе денег: </t><t size='0.7' font='TahomaB' align='left' color='#FFFFFF'>%6</t><br/>
	<t size='0.7' font='TahomaB' align='left' color='#FFA500'>Хуманити: </t><t size='0.7' font='TahomaB' align='left' color='#FFFFFF'>%7</t><br/>
	",
	dayz_Survived,
	(player getVariable['zombieKills', 0]),
	(player getVariable['banditKills', 0]),
	(player getVariable['humanKills', 0]),
	(player getVariable['headShots', 0]),
	(player getVariable['sanek327', 0]),
	(player getVariable['humanity',0])
];
[_deathInfo,safeZoneX,(safezoneY + safezoneH * 0.13),8,2,0,35] spawn BIS_fnc_dynamicText;

for  "_x" from 10 to 1 step -1 do {
	_finalText4 = format["<t size='0.8' color='#FFFFFF'>%1</t>",format[localize "str_return_lobby",_x]];
	[_finalText4,0,(safezoneY + safezoneH * 0.9),0,0,0,34] spawn BIS_fnc_dynamicText;
	sleep 1;
};

PVDZE_Server_Simulation = [_body, false];
publicVariableServer "PVDZE_Server_Simulation";

endMission "END1";
Edited by sanek327 (see edit history)

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