1.0.0.3 Developer Build

+ [FIXED] Battleye kick when calling dog. Thanks to @kikyou2
+ [FIXED] Moved vehicle event handler to server side with a call to all
connected clients. Before it was just set on only the owner and the
server. This should fix issues with damage/repair handling of just
purchased vehicles.
+ [FIXED] Fixed case sensitivity in building loot generation. This was
only a problem on new maps that share the same buildings as others yet
have differing case in the classnames.
+ [ADDED] New build-ables: Fence_corrugated_DZ, M240Nest_DZ,
CanvasHut_DZ, ParkBench_DZ, MetalGate_DZ, OutHouse_DZ, Wooden_shed_DZ,
WoodShack_DZ, StorageShed_DZ.
+ [ADDED] New crafting items: ItemCanvas, PartWoodLumber,
PartWoodPlywood, ItemCorrugated, ItemPole
+ [ADDED] 55 gallon (210 liter) Fuel Barrel that can only be used on
helicopters or fuel trucks.
+ [ADDED] All DayZ specific magazine items now only take one slot, this
also makes it easier to become over burdened so be careful about
blacking out.
+ [ADDED] More building loot spawn positions for Namalsk.
+ [FIXED] When packing tent get classname of new weapon_holder from
config.
+ [CHANGED] Totally reworked player building system. Preview and
placement accuracy has been significantly improved. Building now
requires X number of stages to complete. Players cannot build while in
combat.
+ [CHANGED] Added required tools array and is nearby checking for fire,
etc. Also, each item can now have 5 separate crafting options.
+ [CHANGED] Reworked refuel and siphon code to support more can types.
+ [CHANGED] Removed all infinite fueling sources and added
(KamazRefuel_DZ, UralRefuel_TK_EP1_DZ,MtvrRefuel_DES_EP1_DZ) variants of
the fuel trucks to remove auto refuel and increase siphon-able fuel
capacity to 10000.  Old style refuel can still be used if the variable
dayz_oldrefuel = true is set in the missions init.sqf.
+ [CHANGED] Remove object code now uses config variables instead of hard
coded into sqf (default: constructioncount = 5)
+ [CHANGED] Moved most arrays for revealing objects, allowed objects,
update objects, disallowed combat roll to arrays within variables.sqf.
So that these arrays are unified and easier to change.
+ [CHANGED] New vehicle spawns now have a new fuel system using a random
percent between min and max variables. Defaults: (DynamicVehicleFuelLow
= 0; DynamicVehicleFuelHigh = 100;)
+ [CHANGED] New vehicle spawns now damage all parts and without a
limiter on fuel and engine parts, this could cause a vehicle to be very
close to blowing up.
+ [CHANGED] Disabled simulation server side of all road debris and
crashes.
This commit is contained in:
vbawol
2013-04-17 10:04:34 -05:00
parent 3bc0bbca37
commit 211415389f
40 changed files with 2351 additions and 569 deletions

View File

@@ -1,127 +1,219 @@
private["_location","_isOk","_dir","_classname","_item"];
private ["_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_isBuilding","_started","_finished","_animState","_isMedic","_startcombattimer","_dis","_sfx","_hasbuilditem","_tmpbuilt","_buildings","_onLadder","_isWater","_require","_text","_offset"];
if(TradeInprogress) exitWith { cutText ["Building already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
_isWater = (surfaceIsWater _location) or dayz_isSwimming;
_bypass = false;
_isWater = (surfaceIsWater (getPosATL player)) or dayz_isSwimming;
_cancel = false;
_reason = "";
// call gear_ui_init;
call gear_ui_init;
if(_isWater) exitWith {cutText [localize "str_player_26", "PLAIN DOWN"];};
if(_onLadder) exitWith {cutText [localize "str_player_21", "PLAIN DOWN"];};
if(_isWater) exitWith {TradeInprogress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};
if(_onLadder) exitWith {TradeInprogress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};
if(player getVariable["combattimeout", 0] >= time) exitWith {TradeInprogress = false; cutText ["Cannot build while in combat.", "PLAIN DOWN"];};
_item = _this;
_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
_require = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "require");
_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_attachToOffset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
_hasbuilditem = _this in magazines player;
_hasrequireditem = _require in items player;
_missing = "";
_hasrequireditem = true;
{
_hastoolweapon = _x in weapons player;
if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = _x; }
} forEach _require;
if (!_hasbuilditem) exitWith {cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]};
if (_text == "TrapBear") then { _bypass = true; };
_hasbuilditem = _this in magazines playwer;
if (!_hasbuilditem) exitWith {TradeInprogress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };
if (_hasrequireditem or _bypass) then {
_dir = getDir player;
if (!_hasrequireditem) exitWith {TradeInprogress = false; cutText [format["Missing tool %1",_missing] , "PLAIN DOWN"]; };
if (_hasrequireditem) then {
_location = [0,0,0];
_dir = getDir player;
// Start Preview loop
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_tmpbuilt setdir _dir;
_tmpbuilt attachTo [player,_attachToOffset];
player allowDamage false;
_position = player modeltoworld _offset;
_position = [(_position select 0),(_position select 1), 0];
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_object setDir _dir;
_object setPos _position;
_object allowDamage false;
_object attachTo [player];
_cancel = false;
_counter = 0;
_isOk = true;
while {_isOk} do {
if(_counter == 0) then {
cutText ["Planning consruction stand still 5 seconds to build.", "PLAIN DOWN"];
sleep 5;
_location1 = getPosATL player;
sleep 5;
_location2 = getPosATL player;
if(_location1 distance _location2 < 0.1) exitWith {
cutText ["Started consruction move within 5 seconds to cancel.", "PLAIN DOWN"];
_location3 = getPosATL player;
sleep 5;
_location4 = getPosATL player;
cutText ["Planning consruction stand still 5 seconds to build.", "PLAIN DOWN"];
_location1 = getPosATL player;
sleep 5;
_location2 = getPosATL player;
if(_location3 distance _location4 > 0.1) exitWith {
_isOk = false;
_cancel = true;
};
_isOk = false;
};
if(_location1 distance _location2 < 0.1) exitWith {
_isOk = false;
};
if(_counter >= 1) exitWith {
if(_location1 distance _location2 > 5) exitWith {
_isOk = false;
_cancel = true;
_reason = "Moving to fast.";
};
if(_counter >= 10) exitWith {
_isOk = false;
_cancel = true;
_reason = "Ran out of time to find position.";
};
_counter = _counter + 1;
};
detach _tmpbuilt;
detach _object;
deleteVehicle _object;
// Get location of detached tmp built
_built_location = (getPosATL _tmpbuilt);
deleteVehicle _tmpbuilt;
// Start Build
_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_dir = getDir player;
_tmpbuilt setdir _dir;
// Get position based on player
_location = player modeltoworld _offset;
// No building on roads
if (isOnRoad _location) then { _cancel = true; _reason = "Cannot build on a road."; };
// set building with ground
_location = [(_location select 0),(_location select 1), 0];
_tmpbuilt setpos _location;
// set building with offset
// _tmpbuilt setpos _location;
player allowDamage true;
// testing new way of finding building
_buildings = nearestObjects [(vehicle player), ["Building"], 100];
{
_isBuilding = [(vehicle player),_x] call fnc_isInsideBuilding;
if(_isBuilding) exitWith {
_cancel = true;
_reason = "Cannot build inside another building.";
};
} forEach _buildings;
// No building in trader zones
if(!placevault) then { _cancel = true; _reason = "Cannot build in a city."; };
if(!_cancel) then {
_dir = getDir player;
player removeMagazine _item;
//disableSerialization;
//call dayz_forceSave;
player playActionNow "Medic";
sleep 1;
_dis=20;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 5;
cutText [format["Placing %1, move to cancel.",_text], "PLAIN DOWN"];
_hasbuilditem = _this in magazines player;
if (!_hasbuilditem) exitWith {cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]};
_limit = 5;
player allowDamage false;
_object = createVehicle [_classname, _built_location, [], 0, "CAN_COLLIDE"];
_object setDir _dir;
_object setpos _built_location;
player reveal _object;
if(isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount");
};
cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
_isOk = true;
_proceed = false;
_counter = 0;
while {_isOk} do {
player playActionNow "Medic";
_dis=20;
_sfx = "repair";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
//["dayzPublishObj",[dayz_characterID,_object,[_dir,_location],_classname]] call callRpcProcedure;
dayzPublishObj = [dayz_characterID,_object,[_dir,_location],_classname];
publicVariableServer "dayzPublishObj";
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;
};
if (r_interrupt or (player getVariable["combattimeout", 0] >= time)) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
sleep 2;
player allowDamage true;
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
_counter = _counter + 1;
};
cutText [format["Constructing %1 stage %2 of %3, move to cancel.",_text, _counter,_limit], "PLAIN DOWN"];
if(_counter == _limit) exitWith {
_isOk = false;
_proceed = true;
};
};
if (_proceed) then {
_num_removed = ([player,_item] call BIS_fnc_invRemove);
if(_num_removed == 1) then {
cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
//["dayzPublishObj",[dayz_characterID,_tmpbuilt,[_dir,_location],_classname]] call callRpcProcedure;
dayzPublishObj = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
publicVariableServer "dayzPublishObj";
} else {
deleteVehicle _tmpbuilt;
cutText ["Canceled building." , "PLAIN DOWN"];
};
} else {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
deleteVehicle _tmpbuilt;
cutText ["Canceled building." , "PLAIN DOWN"];
};
} else {
cutText [format["Canceled construction of %1.",_text], "PLAIN DOWN"];
deleteVehicle _tmpbuilt;
cutText [format["Canceled construction of %1 %2.",_text,_reason], "PLAIN DOWN"];
};
} else {
cutText [format[localize "str_build_failed_01",_text], "PLAIN DOWN"];
};
TradeInprogress = false;