From 244b84e74bcef2e58ecfd8db07dd2259933c8442 Mon Sep 17 00:00:00 2001 From: ebaydayz Date: Wed, 27 Apr 2016 16:11:40 -0400 Subject: [PATCH] Update weapon switch hotkey for DZE_TwoPrimaries=2 Also forgot new dropped class for SledgeHammer --- CHANGE LOG 1.0.6.txt | 4 ++-- SQF/dayz_code/Configs/CfgVehicles/WeaponHolder.hpp | 9 +++++++++ SQF/dayz_code/actions/player_switchWeapon.sqf | 4 ++-- SQF/dayz_code/compile/keyboard.sqf | 2 +- 4 files changed, 14 insertions(+), 5 deletions(-) diff --git a/CHANGE LOG 1.0.6.txt b/CHANGE LOG 1.0.6.txt index de0e8f669..d5d72778e 100644 --- a/CHANGE LOG 1.0.6.txt +++ b/CHANGE LOG 1.0.6.txt @@ -4,8 +4,9 @@ [NEW] 1.8.7 traps, tripwires (cans, flare, grenade, smoke) and car bomb [NEW] 1.8.7 spawn selection, set dayz_spawnselection = 1; in init.sqf (Chernarus only) [NEW] 1.8.7 infected camps, points of interest and infectious waterholes map additions (Chernarus only) -[NEW] 1.8.7 weapon switching system and hotkeys (1 = primary, 2 = pistol, 3 = melee) [NEW] 1.8.7 configurable blood trails, set dayz_bleedingeffect in init.sqf +[NEW] 1.8.7 weapon switching system and hotkeys (1 = primary, 2 = pistol, 3 = melee (or rifle onBack if DZE_TwoPrimaries=2;)) +[NEW] Players can carry more than one primary weapon which allows the abillity to hide one on their back, configure using DZE_TwoPrimaries. see ConfigVariable.sqf for details @icomrade [NEW] Optional news/rules feed on player login, set dayz_enableRules in init.sqf [NEW] Status UI icons are toggleable between "vanilla","epoch","dark" set DZE_UI in init.sqf @ebaydayz [NEW] Anzio 20mm sniper and RedRyder BB Gun by @arma2WillRobinson @@ -28,7 +29,6 @@ [NEW] Upgraded (_DZE1,2,3,4) ArmoredSUV and Kamaz classes are now available. #1518 #1538 @McKeighan [NEW] Added waves effect during stormy weather #974 @FramedYannick @ebaydayz [NEW] Optional variable to prevent stealing from backpacks by non-friendlies at traders. Set DZE_BackpackAntiTheft = true; in init.sqf @ebaydayz -[NEW] Players can carry more than one primary weapon which allows the abillity to hide one on their back, configure using DZE_TwoPrimaries. see ConfigVariable.sqf for details @icomrade [CHANGED] Many duplicate functions and variables were renamed. See Documents\1.0.6 Variable Name Changes.txt @ebaydayz [CHANGED] Several weapon, item and tool classnames changed. Admins see SQL\1.0.6_Updates @ebaydayz diff --git a/SQF/dayz_code/Configs/CfgVehicles/WeaponHolder.hpp b/SQF/dayz_code/Configs/CfgVehicles/WeaponHolder.hpp index 1fda0e4f4..3cb45b4bc 100644 --- a/SQF/dayz_code/Configs/CfgVehicles/WeaponHolder.hpp +++ b/SQF/dayz_code/Configs/CfgVehicles/WeaponHolder.hpp @@ -19,6 +19,15 @@ class WeaponHolder_ItemCrowbar: WeaponHolderBase init="[(_this select 0),'cfgWeapons','ItemCrowbar'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';"; }; }; +class WeaponHolder_ItemSledge : WeaponHolderBase { // Epoch class. Needed for player_dropWeapon + scope = public; + displayName = $STR_EQUIP_NAME_SledgeHammer; + model="\z\addons\dayz_epoch\models\sledge_mag.p3d"; + + class eventHandlers { + init = "[(_this select 0),'cfgWeapons','ItemSledge'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';"; + }; +}; /* class WeaponHolder_MeleeBaseBallBat: WeaponHolderBase { diff --git a/SQF/dayz_code/actions/player_switchWeapon.sqf b/SQF/dayz_code/actions/player_switchWeapon.sqf index 3b592da6f..8e0803808 100644 --- a/SQF/dayz_code/actions/player_switchWeapon.sqf +++ b/SQF/dayz_code/actions/player_switchWeapon.sqf @@ -160,8 +160,8 @@ dz_fn_switchWeapon = //Current weapon is primary if (IS_PRIMARY(_current)) exitWith { - //if current is rifle and on back is melee - if (!IS_MELEE(_current) && { IS_MELEE(dayz_onBack) }) then + //if current is rifle and on back is melee OR two rifles are allowed + if ((!IS_MELEE(_current) && { IS_MELEE(dayz_onBack) }) or (DZE_TwoPrimaries > 1)) then { if (dayz_quickSwitch) then { diff --git a/SQF/dayz_code/compile/keyboard.sqf b/SQF/dayz_code/compile/keyboard.sqf index a07a04681..6090384cd 100644 --- a/SQF/dayz_code/compile/keyboard.sqf +++ b/SQF/dayz_code/compile/keyboard.sqf @@ -63,7 +63,7 @@ if (isNil "keyboard_keys") then { 3 call dz_fn_switchWeapon; _handled = true; }; - _melee = { + _melee = { // Also works for rifle on back if DZE_TwoPrimaries = 2; 4 call dz_fn_switchWeapon; _handled = true; };