1.0.1.8 DEV TEST

This commit is contained in:
[VB]AWOL
2013-08-09 12:54:36 -05:00
parent 461168b6d2
commit 1c889add2b
15 changed files with 384 additions and 123 deletions

View File

@@ -5,12 +5,11 @@ TradeInprogress = true;
_isVehicle = false;
_vehicleSrc = _this select 0;
_vehicleSrc = _this select 3;
if(_vehicleSrc != objNull) then {
if(!(isNull _vehicleSrc)) then {
_isVehicle = ((_vehicleSrc isKindOf "AllVehicles") and !(_vehicleSrc isKindOf "Man"));
// If fuel source is vehicle get actual capacity
_configSrcVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicleSrc);
_capacitySrc = getNumber(_configVeh >> "fuelCapacity");
@@ -21,7 +20,8 @@ if(_vehicleSrc != objNull) then {
_findNearestVehicles = nearestObjects [player, ["AllVehicles"], 30];
_findNearestVehicle = [];
{
if (alive _x and _vehicleSrc != _x and !(_x isKindOf "Man")) then {
//diag_log ("FILL = " + str(_x) + " = " + str(_vehicleSrc));
if (alive _x and !(_x == _vehicleSrc) and !(_x isKindOf "Man")) exitWith {
_findNearestVehicle set [(count _findNearestVehicle),_x];
};
} foreach _findNearestVehicles;

View File

@@ -27,6 +27,7 @@ _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >>
_classnametmp = _classname;
_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
@@ -150,7 +151,7 @@ if (_hasrequireditem) then {
hintSilent str (_position);
// if ghost preview available use that instead
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
if (_ghost == "") then {
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
} else {

View File

@@ -20,20 +20,7 @@ _findNearestTree = [];
if (alive _x) then {
_objInfo = toArray(str(_x));
_lenInfo = count _objInfo - 1;
_objName = [];
_i = 0;
// determine where the object name starts
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} forEach _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName = _objName + [_objInfo select _k];
};
_objName = toLower(toString(_objName));
_objName = _x call DZE_getModelName;
// Exit since we found a tree
if (_objName in _trees) exitWith {

View File

@@ -0,0 +1,122 @@
/*
DayZ Harvest Plant
Usage: spawn player_harvestPlant;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_isOk","_i","_objName","_objInfo","_lenInfo","_started","_finished","_animState","_isMedic","_proceed","_counter","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree"];
if(TradeInprogress) exitWith { cutText ["Harvest already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
// allowed trees list move this later
_trees = ["pumpkin.p3d","p_helianthus.p3d","p_fiberplant_ep1.p3d"];
_treesOutput = ["FoodPumpkin","FoodSunFlowerSeed","ItemKiloHemp"];
//_item = _this;
call gear_ui_init;
_countOut = 0;
_findNearestTree = [];
{
if("" == typeOf _x) then {
if (alive _x) then {
_objName = _x call DZE_getModelName;
// Exit since we found a tree
if (_objName in _trees) exitWith {
_findNearestTree set [(count _findNearestTree),_x];
_index = _trees find _objName;
_itemOut = _treesOutput select _index;
_countOut = 1;
};
};
};
} foreach nearestObjects [getPos player, [], 20];
//diag_log format["DEBUG TREES: %1", _findNearestTree];
if (count(_findNearestTree) >= 1) then {
_tree = _findNearestTree select 0;
// Start chop tree loop
_isOk = true;
_proceed = false;
while {_isOk} do {
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
[player,"chopwood",0,false] call dayz_zombieSpeak;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) exitWith {
_isOk = false;
_proceed = true;
};
};
if (_proceed) then {
for "_x" from 1 to _countOut do {
player addMagazine _itemOut;
};
// chop down tree
if("" == typeOf _tree) then {
_tree setDamage 1;
};
//diag_log format["DEBUG TREE DAMAGE: %1", _tree];
cutText [format["%1 of %2 has been successfully added to your inventory.", _countOut,_itemOut], "PLAIN DOWN"];
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled Harvesting.", "PLAIN DOWN"];
};
} else {
cutText [localize "str_player_23", "PLAIN DOWN"];
};
TradeInprogress = false;

View File

@@ -17,7 +17,7 @@ hintSilent parseText format ["
(player getVariable['humanKills', 0]),
(player getVariable['banditKills', 0]),
(player getVariable['humanity', 0]),
(dayz_skilllevel)
(dayz_Survived)
];
/*

View File

@@ -39,7 +39,7 @@ if(_removed == _countIn) then {
_textRemoved = getText(configFile >> "CfgMagazines" >> _selected >> "displayName");
// add failure rate based on skill level variable (days alive)
_chanceToFail = (((random 1) + (dayz_skilllevel/100)) > 0.5);
_chanceToFail = (((random 1) + (dayz_Survived/100)) > 0.5);
if(!_chanceToFail) then {

View File

@@ -3,6 +3,9 @@ private ["_vehicle","_started","_finished","_animState","_isMedic","_abort","_co
if(TradeInprogress) exitWith { cutText ["Already in progress." , "PLAIN DOWN"] };
TradeInprogress = true;
player removeAction s_player_towing;
s_player_towing = 1;
// Tow Truck
_towTruck = _this select 3;
_towTruckSize = (sizeOf typeOf _towTruck);
@@ -10,7 +13,7 @@ _towTruckSize = (sizeOf typeOf _towTruck);
_allowedSize = _towTruckSize-(_towTruckSize/3);
// Get all nearby vehicles within 10m
_findNearestVehicles = nearestObjects [_towTruck, ["Car"], 10];
_findNearestVehicles = nearestObjects [_towTruck, ["Car","Motorcycle"], 10];
_findNearestVehicle = [];
{
if (alive _x and _towTruck != _x and (sizeOf typeOf _x) <= _allowedSize) then {
@@ -92,4 +95,5 @@ if(_IsNearVehicle >= 1) then {
} else {
cutText ["No Vehicles Nearby.", "PLAIN DOWN"];
};
TradeInprogress = false;
TradeInprogress = false;
s_player_towing = -1;

View File

@@ -3,6 +3,9 @@ private ["_vehicle","_started","_finished","_animState","_isMedic","_configVeh",
if(TradeInprogress) exitWith { cutText ["Already in progress." , "PLAIN DOWN"] };
TradeInprogress = true;
player removeAction s_player_towing;
s_player_towing = 1;
// Tow Truck
_towTruck = _this select 3;
@@ -11,61 +14,67 @@ _inTow = _towTruck getVariable ["DZEinTow", false];
if(_inTow) then {
// select the nearest one
_vehicle = _towTruck getVariable ["DZEvehicleInTow", false];
// select vehicl in tow
_vehicle = _towTruck getVariable ["DZEvehicleInTow", objNull];
// Static vehicle fuel information
_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
_nameText = getText(_configVeh >> "displayName");
if(!(isNull _towTruck)) then {
// alert zombies
[player,20,true,(getPosATL player)] spawn player_alertZombies;
// Static vehicle fuel information
_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
_nameText = getText(_configVeh >> "displayName");
_finished = false;
// alert zombies
[player,20,true,(getPosATL player)] spawn player_alertZombies;
// force animation
player playActionNow "Medic";
_finished = false;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
// force animation
player playActionNow "Medic";
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if(!_finished) then {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
_animState = animationState player;
r_doLoop = true;
_started = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
};
r_doLoop = false;
if (_finished) then {
if(!_finished) then {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
};
if (_finished) then {
detach _vehicle;
detach _vehicle;
_towTruck setVariable ["DZEinTow", false, true];
_towTruck setVariable ["DZEvehicleInTow", objNull, true];
cutText [format["%1 has been detached from Tow Truck.",_nameText], "PLAIN DOWN"];
};
} else {
_towTruck setVariable ["DZEinTow", false, true];
_towTruck setVariable ["DZEvehicleInTow", objNull, true];
cutText [format["%1 has been detached from Tow Truck.",_nameText], "PLAIN DOWN"];
_towTruck setVariable ["DZEvehicleInTow", objNull, true];
};
} else {
cutText ["No Vehicles In Tow.", "PLAIN DOWN"];
};
TradeInprogress = false;
TradeInprogress = false;
s_player_towing = -1;