mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-25 01:49:19 +03:00
0.998 released
Final testing started on 0.998. Patch notes so far: + Crafting now only requires a fire within 2m. + Safe should now drop items on ground when packed. + Changed humanity gains/losses based on player death so that humanity is accounted for. + Fixed broken humanity hit and freetarget with player damage since 1.7.6.1. + Potential fix for swimming in ground. + !isNull and Distance checks for player zombie "feed" option. + Added open crate option for supply crates. Requires crowbar in toolbelt. + fixed Auto Refueling Station (Dingor) #234 + Added new pink clothes option to loot tables. + Added medic animation to complete trades to selling/buying weapons, toolbelt items, backpacks, and vehicles. + Added medic animation to complete siphon, refueling, and fill jerry. + Changed number of possible siphon and refuel is based on quantity of empty or full jerry cans. + Changed Player zombies V or getover animation to walkforward instead of sitdown. This will cause the player to be stuck walking until an attack is issued. + Fixed serveral lingor/dingor buildings that had incorrect classnames in loot tables causing no loot to spawn with more recent builds. + Added a few building loot spawns for tavi 1.0 + updated server SQL with latest copy from server.
This commit is contained in:
@@ -28,76 +28,118 @@ if(_buy_o_sell == "buy") then {
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if (_qty >= _qty_in) then {
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//["dayzTradeObject",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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dayzTradeObject = [_activatingPlayer,_traderID,_bos];
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publicVariableServer "dayzTradeObject";
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cutText ["Starting trade, stand still to complete trade.", "PLAIN DOWN"];
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// force animation
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player playActionNow "Medic";
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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diag_log format["DEBUG Starting to wait for answer: %1", dayzTradeObject];
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started and !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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sleep 0.1;
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};
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r_doLoop = false;
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waitUntil {!isNil "dayzTradeResult"};
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if (!_finished) exitWith {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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cutText ["Canceled Trade." , "PLAIN DOWN"];
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};
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diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
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if (_finished) then {
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if(dayzTradeResult == "PASS") then {
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// Double check for items
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if(_buy_o_sell == "buy") then {
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_qty = {_x == _part_in} count magazines player;
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} else {
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_obj = nearestObjects [(getPosATL player), [_part_in], 20];
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_qty = count _obj;
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};
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if (_qty >= _qty_in) then {
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if(_buy_o_sell == "buy") then {
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for "_x" from 1 to _qty_in do {
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player removeMagazine _part_in;
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};
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//disableSerialization;
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//call dayz_forceSave;
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//["dayzTradeObject",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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dayzTradeObject = [_activatingPlayer,_traderID,_bos];
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publicVariableServer "dayzTradeObject";
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_dir = round(random 360);
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diag_log format["DEBUG Starting to wait for answer: %1", dayzTradeObject];
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_location = [(position player),0,20,1,2,2000,0] call BIS_fnc_findSafePos;
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waitUntil {!isNil "dayzTradeResult"};
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diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
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if(dayzTradeResult == "PASS") then {
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if(_buy_o_sell == "buy") then {
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for "_x" from 1 to _qty_in do {
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player removeMagazine _part_in;
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};
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_dir = round(random 360);
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_location = [(position player),0,20,1,2,2000,0] call BIS_fnc_findSafePos;
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//place vehicle spawn marker (local)
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_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
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//place vehicle spawn marker (local)
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_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
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_location = (getPosATL _veh);
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_location = (getPosATL _veh);
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//["dayzPublishVeh",[_veh,[_dir,_location],_part_out,false,dayz_playerUID]] call callRpcProcedure;
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dayzPublishVeh2 = [_veh,[_dir,_location],_part_out,false,dayz_playerUID];
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publicVariableServer "dayzPublishVeh2";
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//["dayzPublishVeh",[_veh,[_dir,_location],_part_out,false,dayz_playerUID]] call callRpcProcedure;
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dayzPublishVeh2 = [_veh,[_dir,_location],_part_out,false,dayz_playerUID];
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publicVariableServer "dayzPublishVeh2";
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_veh call fnc_vehicleEventHandler;
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_veh call fnc_vehicleEventHandler;
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player reveal _veh;
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player reveal _veh;
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cutText [format[("Bought %3 %4 for %1 %2"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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cutText [format[("Bought %3 %4 for %1 %2"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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} else {
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// Sell Vehicle
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for "_x" from 1 to _qty_out do {
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player addMagazine _part_out;
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};
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} else {
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// Sell Vehicle
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for "_x" from 1 to _qty_out do {
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player addMagazine _part_out;
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};
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//disableSerialization;
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//call dayz_forceSave;
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_obj = _obj select 0;
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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_obj = _obj select 0;
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
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dayzDeleteObj = [_objectID,_objectUID];
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publicVariableServer "dayzDeleteObj";
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//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
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dayzDeleteObj = [_objectID,_objectUID];
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publicVariableServer "dayzDeleteObj";
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deleteVehicle _obj;
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deleteVehicle _obj;
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cutText [format[("Sold %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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};
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cutText [format[("Sold %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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};
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{player removeAction _x} forEach s_player_parts;s_player_parts = [];
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s_player_parts_crtl = -1;
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{player removeAction _x} forEach s_player_parts;s_player_parts = [];
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s_player_parts_crtl = -1;
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} else {
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cutText [format[("Insufficient Stock %1"),_textPartOut] , "PLAIN DOWN"];
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} else {
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cutText [format[("Insufficient Stock %1"),_textPartOut] , "PLAIN DOWN"];
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};
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dayzTradeResult = nil;
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};
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};
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dayzTradeResult = nil;
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} else {
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_needed = _qty_in - _qty;
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