oui je bac mais erreur avec airdrop ligne
this is the script of aidrop
class AirDrop
{
/* ### ### ### ### ### ### ### ### */
/* DayZ 0.63 AirDrop plugin by mov3ax / mov3ax.pro */
/* ### ### ### ### ### ### ### ### */
void AirDrop()
{
}
void ~AirDrop()
{
}
/* ### ### ### ### ### ### ### ### */
/* Configuration of plugin */
/* ### ### ### ### ### ### ### ### */
bool EnableAirdrops = true; // Main switch
float TimesliceMultiplyier = 0.01; // Timeslice multiplyier, default value is 0.01 (60 FPS)
float AirPlaneSpeed = 0.25; // Airplane fly speed
float AirPlaneHeight = 300; // Airplane fly height
float AirDropFallSpeed = 0.2; // Airdrop fall speed
// 600 Seconds = 10 Minutes
float TicksTimerFromStart = 1800 / TimesliceMultiplyier; // How much time will pass from the server start to first airdrop
bool PrintInformationMessages = true; // Show in chat when airplane flew out and when airdrop is landed
bool PrintInformationCoordinates = true; // Show in chat coordinates where airdrop is landed
// 36000 Seconds = 1 Hour
float RemoveTime = 1800 / TimesliceMultiplyier; // After how much time airplane and loot will be removed and new airplane will be spawned
bool SpawnZombie = true; // Spawn zombie near airdrop when landed
bool ShowSignal = true; // Show smoke signal when airdrop landed
float RandomBoundsMin = 5; // Airdrop drop bounds min
float RandomBoundsMax = 10; // Airdrop drop bounds max
bool PrintDebugMessages = false; // Show debug messages (Debug)
bool DropOnStart = false; // Drop airdrop instantly after airplane (Debug)
bool TeleportDebug = false; // Teleport to airplane and airdrop during flight (Debug)
/* ### ### ### ### ### ### ### ### */
/* Local variables */
/* ### ### ### ### ### ### ### ### */
vector m_AirPlaneFixedPosition; // Local variable
vector m_DropPos; // Local variable
Object m_AirPlane; // Global airplane object
Object m_AirDrop; // Glbal airdrop container object
Object m_Platform; // Glbal airdrop container object
EntityAI m_AirDropLoot; // Airdrop container body
ItemBase m_AirDropBase; // Airdrop container base
Particle DropEffect; // Airdrop land particle effect
Particle SignalEffect; // Airdrop land particle effect
vector RandomRotOrientation; // Local variable
EntityAI PhysicsBody; // Local variable
float RandomRot = 0; // Default random rotation variable
float RandomTime = 100; // Default random drop variable
float Delay = 0; // Local variable for security
float Ground; // Local variable for security
int AirDropTime = 0; // Local variable
int AirTimer = 0; // Local variable
int RemoveTimer = 0; // Local variable
bool RayReady = true; // Local variable
bool TimerPassed = false; // Local variable
bool AirPassed = false; // Local variable
bool RemovePased = false; // Local variable
bool DropTime = false; // Local variable
bool PassTime = false; // Local variable
/* ### ### ### ### ### ### ### ### */
/* Global functions */
/* ### ### ### ### ### ### ### ### */
// Send message in global chat
void SendMessage(string message)
{
ref array<Man> players = new array<Man>;
GetGame().GetPlayers( players );
for ( int i = 0; i < players.Count(); i++ )
{
PlayerBase player1;
Class.CastTo(player1, players.Get(i));
Param1<string> m_AirTimer = new Param1<string>(message);
GetGame().RPCSingleParam(player1, ERPCs.RPC_USER_ACTION_MESSAGE, m_AirTimer, true, player1.GetIdentity());
}
}
// Teleport all players to position, debug
void SendPos(vector pos)
{
ref array<Man> players = new array<Man>;
GetGame().GetPlayers( players );
for ( int i = 0; i < players.Count(); i++ )
{
PlayerBase player1;
Class.CastTo(player1, players.Get(i));
player1.SetPosition(pos);
}
}
/* ### ### ### ### ### ### ### ### */
/* Configuration of loot and spawn points */
/* ### ### ### ### ### ### ### ### */
// Random Loot Presets
string GetRandomLoot()
{
TStringArray loot = {
"LandMineTrap",
"Marmalade",
"GhillieSuit_Tan",
"M4A1",
"PlateCarrierComplete",
"BalaclavaMask_Blackskull",
"GorkaHelmetComplete",
"BallisticHelmet_Green",
"Suppressor_East",
"GhillieBushrag_Tan",
"M4_Suppressor",
"AK_Suppressor",
"AK_Bayonet",
"M9A1_Bayonet",
"RDG2SmokeGrenade_Black",
"RDG2SmokeGrenade_White",
"Mag_AKM_Drum75Rnd",
"Mag_STANAGCoupled_30Rnd",
};
return loot.GetRandomElement();
}
// Generating random airdrop position from list
// You can get coordinates using debug monitor or this map https://dayz.ginfo.gg/
vector GetAirPlanePos()
{
TVectorArray positions = {
"3559 0 7238",
"5088 0 2379",
"7971 0 9030",
"4716 0 9974",
"11990 0 12498",
};
vector what = positions.GetRandomElement();
what[1] = AirPlaneHeight;
return what;
}
/* ### ### ### ### ### ### ### ### */
/* Zombie spawn list */
/* ### ### ### ### ### ### ### ### */
TStringArray WorkingZombieClasses()
{
return {
"ZmbM_HermitSkinny_Base","ZmbM_HermitSkinny_Beige","ZmbM_HermitSkinny_Black","ZmbM_HermitSkinny_Green",
"ZmbM_HermitSkinny_Red","ZmbM_FarmerFat_Base","ZmbM_FarmerFat_Beige","ZmbM_FarmerFat_Blue","ZmbM_FarmerFat_Brown",
"ZmbM_FarmerFat_Green","ZmbF_CitizenANormal_Base","ZmbF_CitizenANormal_Beige","ZmbF_CitizenANormal_Brown",
"ZmbF_CitizenANormal_Blue","ZmbM_CitizenASkinny_Base","ZmbM_CitizenASkinny_Blue","ZmbM_CitizenASkinny_Brown",
"ZmbM_CitizenASkinny_Grey","ZmbM_CitizenASkinny_Red","ZmbM_CitizenBFat_Base","ZmbM_CitizenBFat_Blue","ZmbM_CitizenBFat_Red",
"ZmbM_CitizenBFat_Green","ZmbF_CitizenBSkinny_Base","ZmbF_CitizenBSkinny","ZmbM_PrisonerSkinny_Base","ZmbM_PrisonerSkinny",
"ZmbM_FirefighterNormal_Base","ZmbM_FirefighterNormal","ZmbM_FishermanOld_Base","ZmbM_FishermanOld_Blue","ZmbM_FishermanOld_Green",
"ZmbM_FishermanOld_Grey","ZmbM_FishermanOld_Red","ZmbM_JournalistSkinny_Base","ZmbM_JournalistSkinny","ZmbF_JournalistNormal_Base",
"ZmbF_JournalistNormal_Blue","ZmbF_JournalistNormal_Green","ZmbF_JournalistNormal_Red","ZmbF_JournalistNormal_White",
"ZmbM_ParamedicNormal_Base","ZmbM_ParamedicNormal_Blue","ZmbM_ParamedicNormal_Green","ZmbM_ParamedicNormal_Red",
"ZmbM_ParamedicNormal_Black","ZmbF_ParamedicNormal_Base","ZmbF_ParamedicNormal_Blue","ZmbF_ParamedicNormal_Green",
"ZmbF_ParamedicNormal_Red","ZmbM_HikerSkinny_Base","ZmbM_HikerSkinny_Blue","ZmbM_HikerSkinny_Green","ZmbM_HikerSkinny_Yellow",
"ZmbF_HikerSkinny_Base","ZmbF_HikerSkinny_Blue","ZmbF_HikerSkinny_Grey","ZmbF_HikerSkinny_Green","ZmbF_HikerSkinny_Red",
"ZmbM_HunterOld_Base","ZmbM_HunterOld_Autumn","ZmbM_HunterOld_Spring","ZmbM_HunterOld_Summer","ZmbM_HunterOld_Winter",
"ZmbF_SurvivorNormal_Base","ZmbF_SurvivorNormal_Blue","ZmbF_SurvivorNormal_Orange","ZmbF_SurvivorNormal_Red",
"ZmbF_SurvivorNormal_White","ZmbM_SurvivorDean_Base","ZmbM_SurvivorDean_Black","ZmbM_SurvivorDean_Blue","ZmbM_SurvivorDean_Grey",
"ZmbM_PolicemanFat_Base","ZmbM_PolicemanFat","ZmbF_PoliceWomanNormal_Base","ZmbF_PoliceWomanNormal","ZmbM_PolicemanSpecForce_Base",
"ZmbM_PolicemanSpecForce","ZmbM_SoldierNormal_Base","ZmbM_SoldierNormal","ZmbM_usSoldier_normal_Base",
"ZmbM_usSoldier_normal_Woodland","ZmbM_usSoldier_normal_Desert","ZmbM_CommercialPilotOld_Base","ZmbM_CommercialPilotOld_Blue",
"ZmbM_CommercialPilotOld_Olive","ZmbM_CommercialPilotOld_Brown","ZmbM_CommercialPilotOld_Grey","ZmbM_PatrolNormal_Base",
"ZmbM_PatrolNormal_PautRev","ZmbM_PatrolNormal_Autumn","ZmbM_PatrolNormal_Flat","ZmbM_PatrolNormal_Summer","ZmbM_JoggerSkinny_Base",
"ZmbM_JoggerSkinny_Blue","ZmbM_JoggerSkinny_Green","ZmbM_JoggerSkinny_Red","ZmbF_JoggerSkinny_Base","ZmbF_JoggerSkinny_Blue",
"ZmbF_JoggerSkinny_Brown","ZmbF_JoggerSkinny_Green","ZmbF_JoggerSkinny_Red","ZmbM_MotobikerFat_Base","ZmbM_MotobikerFat_Beige",
"ZmbM_MotobikerFat_Black","ZmbM_MotobikerFat_Blue","ZmbM_VillagerOld_Base","ZmbM_VillagerOld_Blue","ZmbM_VillagerOld_Green",
"ZmbM_VillagerOld_White","ZmbM_SkaterYoung_Base","ZmbM_SkaterYoung_Blue","ZmbM_SkaterYoung_Brown","ZmbM_SkaterYoung_Green",
"ZmbM_SkaterYoung_Grey","ZmbF_SkaterYoung_Base","ZmbF_SkaterYoung_Brown","ZmbF_SkaterYoung_Striped","ZmbF_SkaterYoung_Violet",
"ZmbF_DoctorSkinny_Base","ZmbF_DoctorSkinny","ZmbF_BlueCollarFat_Base","ZmbF_BlueCollarFat_Blue","ZmbF_BlueCollarFat_Green",
"ZmbF_BlueCollarFat_Red","ZmbF_BlueCollarFat_White","ZmbF_MechanicNormal_Base","ZmbF_MechanicNormal_Beige","ZmbF_MechanicNormal_Green",
"ZmbF_MechanicNormal_Grey","ZmbF_MechanicNormal_Orange","ZmbM_MechanicSkinny_Base","ZmbM_MechanicSkinny_Blue","ZmbM_MechanicSkinny_Grey",
"ZmbM_MechanicSkinny_Green","ZmbM_MechanicSkinny_Red","ZmbM_ConstrWorkerNormal_Base","ZmbM_ConstrWorkerNormal_Beige",
"ZmbM_ConstrWorkerNormal_Black","ZmbM_ConstrWorkerNormal_Green","ZmbM_ConstrWorkerNormal_Grey","ZmbM_HeavyIndustryWorker_Base",
"ZmbM_HeavyIndustryWorker","ZmbM_OffshoreWorker_Base","ZmbM_OffshoreWorker_Green","ZmbM_OffshoreWorker_Orange","ZmbM_OffshoreWorker_Red",
"ZmbM_OffshoreWorker_Yellow","ZmbF_NurseFat_Base","ZmbF_NurseFat","ZmbM_HandymanNormal_Base","ZmbM_HandymanNormal_Beige",
"ZmbM_HandymanNormal_Blue","ZmbM_HandymanNormal_Green","ZmbM_HandymanNormal_Grey","ZmbM_HandymanNormal_White","ZmbM_DoctorFat_Base",
"ZmbM_DoctorFat","ZmbM_Jacket_Base","ZmbM_Jacket_beige","ZmbM_Jacket_black","ZmbM_Jacket_blue","ZmbM_Jacket_bluechecks",
"ZmbM_Jacket_brown","ZmbM_Jacket_greenchecks","ZmbM_Jacket_grey","ZmbM_Jacket_khaki","ZmbM_Jacket_magenta","ZmbM_Jacket_stripes",
"ZmbF_PatientOld_Base","ZmbF_PatientOld","ZmbM_PatientSkinny_Base","ZmbM_PatientSkinny","ZmbF_ShortSkirt_Base","ZmbF_ShortSkirt_beige",
"ZmbF_ShortSkirt_black","ZmbF_ShortSkirt_brown","ZmbF_ShortSkirt_green","ZmbF_ShortSkirt_grey","ZmbF_ShortSkirt_checks",
"ZmbF_ShortSkirt_red","ZmbF_ShortSkirt_stripes","ZmbF_ShortSkirt_white","ZmbF_ShortSkirt_yellow","ZmbF_VillagerOld_Base",
"ZmbF_VillagerOld_Blue","ZmbF_VillagerOld_Green","ZmbF_VillagerOld_Red","ZmbF_VillagerOld_White","ZmbM_Soldier","ZmbM_SoldierAlice",
"ZmbM_SoldierHelmet","ZmbM_SoldierVest","ZmbM_SoldierAliceHelmet","ZmbM_SoldierVestHelmet","ZmbF_MilkMaidOld_Base",
"ZmbF_MilkMaidOld_Beige","ZmbF_MilkMaidOld_Black","ZmbF_MilkMaidOld_Green","ZmbF_MilkMaidOld_Grey","ZmbM_priestPopSkinny_Base",
"ZmbM_priestPopSkinny","ZmbM_ClerkFat_Base","ZmbM_ClerkFat_Brown","ZmbM_ClerkFat_Grey","ZmbM_ClerkFat_Khaki","ZmbM_ClerkFat_White",
"ZmbF_Clerk_Normal_Base","ZmbF_Clerk_Normal_Blue","ZmbF_Clerk_Normal_White","ZmbF_Clerk_Normal_Green","ZmbF_Clerk_Normal_Red",
};
}
/* ### ### ### ### ### ### ### ### */
/* Airplane and airdrop setup */
/* ### ### ### ### ### ### ### ### */
void GetAirPlaneInfo()
{
// Seconds devide on value of TimesliceMultiplyier (By default it is 0.01)
RandomTime = Math.RandomFloat(RandomBoundsMin / TimesliceMultiplyier, RandomBoundsMax / TimesliceMultiplyier); // Random drop bounds
RandomRot = Math.RandomFloat(130, 190); // Random rot bounds
if (PrintDebugMessages)
SendMessage("[Airdrop, Debug] Random rotation of airplane is " + RandomRot);
// Dynamic movement forward
float Forward = RandomRot * 0.017453292;
// 7.5 is airdrop container motion speed
float MotionX = (double)(Math.Sin(Forward) * 7.5);
float MotionZ = (double)(Math.Cos(Forward) * 7.5);
// Fixed position, if we dont multiply value to -1 it will move backwards
m_AirPlaneFixedPosition[0] = MotionX * -1;
m_AirPlaneFixedPosition[1] = 10;
m_AirPlaneFixedPosition[2] = MotionZ * -1;
RandomRotOrientation[0] = RandomRot;
m_AirPlane = GetGame().CreateObject( "Land_Wreck_C130J", GetAirPlanePos(), false, true ); // Create airplane model
m_AirPlane.SetOrientation(RandomRotOrientation); // Rotate it to random angles in yaw
m_AirPlane.PlaySoundLoop("powerGeneratorLoop", 10000, true); // Attach airplane sound to itself, need to be fixed
if (PrintInformationMessages)
if (m_AirPlane != NULL)
SendMessage("[Airdrop] Airplane was spotted on map!");
m_AirPlane.SetPosition( m_AirPlane.GetPosition() );
m_DropPos = ( m_AirPlane.GetPosition() ) - m_AirPlaneFixedPosition;
protected vector pos; pos[0] = 0; pos[1] = AirPlaneHeight; pos[2] = 0;
m_Platform = GetGame().CreateObject( "Land_Container_1Bo", pos, false, true );
PhysicsBody = EntityAI.Cast( GetGame().CreateObject( "CivilianSedan", m_Platform.GetPosition(), false, true ) );
PhysicsBody.SetAllowDamage( false );
if (DropOnStart) // For debug puproses only
{
RayReady = false;
if (PrintInformationMessages)
SendMessage("[Airdrop] Airdrop was dropped from the plane!");
m_AirDrop = GetGame().CreateObject( "Land_Container_1Bo", m_DropPos, false, true ); // Create airdrop model, in this case it is red container
SetVelocity(PhysicsBody, "10 0 0");
GetGame().ObjectDelete(m_Platform);
SetVelocity(PhysicsBody, "10 0 0");
// Reset it to default values
RemoveTimer = 0;
RemovePased = false;
}
if (TeleportDebug) // For debug puproses only
{
if (m_AirPlane != NULL)
{
SendPos(m_AirPlane.GetPosition());
}
}
}
void MoveAirPlane()
{
// Dynamic movement forward
float Forward = RandomRot * 0.017453292;
// 7.5 is airdrop container motion speed
float MotionX = (double)(Math.Sin(Forward) * AirPlaneSpeed);
float MotionZ = (double)(Math.Cos(Forward) * AirPlaneSpeed);
// Fixed position, if we dont multiply value to -1 it will move backwards
m_AirPlaneFixedPosition[0] = MotionX * -1;
m_AirPlaneFixedPosition[1] = 0;
m_AirPlaneFixedPosition[2] = MotionZ * -1;
m_AirPlane.SetPosition( m_AirPlane.GetPosition() + m_AirPlaneFixedPosition );
m_DropPos = ( m_AirPlane.GetPosition() ) - m_AirPlaneFixedPosition;
if (!RayReady)
{
Ground = GetGame().SurfaceY(m_AirDrop.GetPosition()[0], m_AirDrop.GetPosition()[2]);
if (PhysicsBody.GetPosition()[1] <= Ground)
PhysicsBody.SetVelocity(PhysicsBody, "0 0 0");
if (GetVelocity(PhysicsBody)[0] < 0.0001 && GetVelocity(PhysicsBody)[1] < 0.0001 && GetVelocity(PhysicsBody)[2] < 0.0001)
{
m_AirDrop.PlaceOnSurface();
// Create airdrop lootable container, in this case it is sea chest
m_AirDropLoot = EntityAI.Cast(GetGame().CreateObject( "SeaChest", m_AirDrop.GetPosition(), false, true )); // We can't add barrel because it have to be opened
// You can extend items count inside airdrop container or make it random
m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot());
m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot());
m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot());
m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot());
m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot());
m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot());
m_AirDropBase = ItemBase.Cast(m_AirDropLoot); // Cast items to airdrop container
// Play particle when airdrop container, in this case it is red container
DropEffect = Particle.Play( ParticleList.EXPLOSION_LANDMINE, m_AirDrop.GetPosition() );
if (PrintInformationMessages && !PrintInformationCoordinates)
SendMessage("[Airdrop] Airdrop landed!");
else if (PrintInformationMessages && PrintInformationCoordinates) {
array<string> arrCoords = new array<string>;
string strAirdropPos = m_AirDrop.GetPosition().ToString();
strAirdropPos = strAirdropPos.Substring(1, strAirdropPos.Length() - 2);
strAirdropPos.Split( ", ", arrCoords );
SendMessage("[Airdrop] Airdrop landed on coordinates " + Math.Round( arrCoords.Get(0).ToInt() ) + " " + Math.Round( arrCoords.Get(2).ToInt() ) + "!");
}
if (SpawnZombie)
{
GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "10 0 0", false, true );
GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "0 0 10", false, true );
GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "10 0 -10", false, true );
GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "-10 0 10", false, true );
}
if (ShowSignal)
{
vector signal = "0 1.5 0";
SignalEffect = Particle.Play( ParticleList.RDG2, m_AirDrop.GetPosition() + signal );
}
// Removing physics body
PhysicsBody.SetPosition(vector.Zero);
GetGame().ObjectDelete( PhysicsBody );
PhysicsBody = NULL;
// Reset it to default values
RayReady = true;
}
else
{
if (m_AirDrop != NULL)
{
vector phys;
phys[0] = m_AirDrop.GetPosition()[0];
phys[1] = PhysicsBody.GetPosition()[1];
phys[2] = m_AirDrop.GetPosition()[2];
m_AirDrop.SetPosition(phys);
m_AirDrop.SetOrientation(PhysicsBody.GetOrientation());
}
}
}
if (DropTime && !DropOnStart)
{
RayReady = false;
if (PrintInformationMessages)
SendMessage("[Airdrop] Airdrop was dropped from the plane!");
m_AirDrop = GetGame().CreateObject( "Land_Container_1Bo", m_DropPos, false, true ); // Create airdrop model, in this case it is red container
SetVelocity(PhysicsBody, "10 0 0");
GetGame().ObjectDelete(m_Platform);
SetVelocity(PhysicsBody, "10 0 0");
// Reset it to default values
RemoveTimer = 0;
RemovePased = false;
DropTime = false;
}
}
/* ### ### ### ### ### ### ### ### */
/* Airdrop controller */
/* ### ### ### ### ### ### ### ### */
bool init = true;
void CreateAirDrop()
{
if (!EnableAirdrops)
return;
if (init)
SendMessage("[Airdrop] Plugin initialized");
init = false;
// Remove timer
if (RemoveTimer <= RemoveTime)
{
RemoveTimer++;
}
else
{
// Removing all objects when remove timer is passed
if (!RemovePased)
{
if (m_AirDrop != NULL)
{
m_AirDrop.SetPosition(vector.Zero);
GetGame().ObjectDelete( m_AirDrop );
m_AirDrop = NULL;
}
if (m_AirPlane != NULL)
{
m_AirPlane.SetPosition(vector.Zero);
GetGame().ObjectDelete( m_AirPlane );
m_AirPlane = NULL;
}
if (m_AirDropBase != NULL)
{
m_AirDropBase.SetPosition(vector.Zero);
GetGame().ObjectDelete( m_AirDropBase );
m_AirDropBase = NULL;
}
if (m_AirDropLoot != NULL)
{
m_AirDropLoot.SetPosition(vector.Zero);
GetGame().ObjectDelete( m_AirDropLoot );
m_AirDropLoot = NULL;
}
if (DropEffect != NULL)
{
DropEffect.Stop();
DropEffect = NULL;
}
if (SignalEffect != NULL)
{
SignalEffect.Stop();
SignalEffect = NULL;
}
// Reset it to default values
AirPassed = false;
TimerPassed = false;
AirDropTime = 0;
AirTimer = 0;
DropTime = false;
RemovePased = true;
}
}
// After how much time after restart need to wait before airplane spawn
if (AirTimer <= TicksTimerFromStart)
{
AirTimer++;
if (PrintDebugMessages)
SendMessage("[Airdrop, Debug] Airtimer value is " + AirTimer);
}
else
{
// Reset it to default values
TimerPassed = true;
}
if (TimerPassed && !AirPassed)
{
if (PrintDebugMessages)
SendMessage("[Airdrop, Debug] Airtimer passed");
GetAirPlaneInfo();
if (PrintDebugMessages)
SendMessage("[Airdrop, Debug] Airdrop spawned via timer");
// Reset it to default values
AirPassed = true;
}
if (AirPassed)
{
if (m_AirPlane)
{
MoveAirPlane();
}
}
if (AirDropTime <= RandomTime)
{
AirDropTime++;
if (TeleportDebug) // For debug puproses only
{
SendPos(m_AirPlane.GetPosition());
}
if (PrintDebugMessages)
SendMessage("[Airdrop, Debug] Airdrop time is " + AirDropTime + " from " + RandomTime);
}
else
{
if (Delay <= 1000)
{
Delay++;
}
else
{
if (!RayReady)
{
if (TeleportDebug) // For debug puproses only
{
SendPos(m_AirPlane.GetPosition());
}
}
if (!PassTime)
{
// Reset it to default values
DropTime = true;
PassTime = true;
}
}
}
}
/* ### ### ### ### ### ### ### ### */
}