mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-19 18:06:32 +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:
@@ -15,145 +15,109 @@ _textPartIn = (_this select 3) select 5;
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_textPartOut = (_this select 3) select 6;
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_traderID = (_this select 3) select 7;
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_bos = 0;
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_bulkqty = 0;
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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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// SELL ONLY check if item is bulk
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_bulkItem = "bulk_" + _part_in;
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_bulkqty = {_x == _bulkItem} count magazines player;
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diag_log format["DEBUG bulk: %1", _bulkItem];
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_qty = {_x == _part_in} count weapons player;
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_bos = 1;
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};
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if (_bulkqty >= 1) then {
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// TODO: optimize for one db call only
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_part_in = "bulk_" + _part_in;
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player removeMagazine _part_in;
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diag_log format["DEBUG remove magazine %1", _part_in];
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if (_qty >= _qty_in) then {
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// increment trader for each
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for "_x" from 1 to 12 do {
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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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waitUntil {!isNil "dayzTradeResult"};
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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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//_dis=20;
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//_sfx = "repair";
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//[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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//[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
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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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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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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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if (_finished) then {
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// double check for all parts
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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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_qty = {_x == _part_in} count weapons player;
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};
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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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waitUntil {!isNil "dayzTradeResult"};
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if(dayzTradeResult == "PASS") then {
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diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
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if(dayzTradeResult == "PASS") then {
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for "_x" from 1 to _qty_in do {
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if(_buy_o_sell == "buy") then {
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player removeMagazine _part_in;
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} else {
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player removeWeapon _part_in;
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};
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};
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for "_x" from 1 to _qty_out do {
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if(_buy_o_sell == "buy") then {
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player addWeapon _part_out;
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} else {
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player addMagazine _part_out;
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};
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};
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cutText [format[("Traded %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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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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};
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dayzTradeResult = nil;
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};
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};
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_qty_out = _qty_out * 12;
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// gold = 36 copper
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// gold = 6 silver
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//
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if (_part_out == "ItemSilverBar" and _qty_out >= 30) then {
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// find number of gold
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_gold_out = _qty_out / 30;
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// whole number of gold bars
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_gold_qty_out = floor _gold_out;
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_part_out = "ItemGoldBar";
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for "_x" from 1 to _gold_qty_out do {
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player addMagazine _part_out;
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};
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// Find remainder
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_partial_qty_out = (_gold_out - _gold_qty_out) * 30;
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// whole number of silver bars
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_silver_qty_out = floor _partial_qty_out;
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_part_out = "ItemSilverBar";
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for "_x" from 1 to _silver_qty_out do {
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player addMagazine _part_out;
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};
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} else {
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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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};
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cutText [format[("Traded %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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//disableSerialization;
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//call dayz_forceSave;
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dayzTradeResult = nil;
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} else {
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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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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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for "_x" from 1 to _qty_in do {
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if(_buy_o_sell == "buy") then {
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player removeMagazine _part_in;
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} else {
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player removeWeapon _part_in;
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};
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};
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for "_x" from 1 to _qty_out do {
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if(_buy_o_sell == "buy") then {
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player addWeapon _part_out;
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} else {
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player addMagazine _part_out;
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};
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};
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// [player,"repair",0,false] call dayz_zombieSpeak;
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cutText [format[("Traded %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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//disableSerialization;
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//call dayz_forceSave;
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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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};
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dayzTradeResult = nil;
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} else {
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_needed = _qty_in - _qty;
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cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
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};
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_needed = _qty_in - _qty;
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cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
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};
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TradeInprogress = false;
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