1.0.2.4 RC1

This commit is contained in:
[VB]AWOL
2013-10-05 06:29:39 -05:00
parent b8b5d35926
commit 27300140a8
34 changed files with 661 additions and 77 deletions

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@@ -0,0 +1,141 @@
/*
DayZ Base Building Upgrades
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_location","_dir","_classname","_text","_object","_objectID","_objectUID","_newclassname","_refund","_obj","_upgrade","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_i","_invResult","_itemOut","_countOut"];
if(TradeInprogress) exitWith { cutText ["Downgrade already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
player removeAction s_player_downgrade_build;
s_player_downgrade_build = 1;
_distance = 30;
_needText = "Plot Pole";
// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];
{
if (alive _x) then {
_findNearestPole set [(count _findNearestPole),_x];
};
} foreach _findNearestPoles;
_IsNearPlot = count (_findNearestPole);
if(_IsNearPlot == 0) then {
_canBuildOnPlot = true;
} else {
// check nearby plots ownership and then for friend status
_nearestPole = _findNearestPole select 0;
// Find owner
_ownerID = _nearestPole getVariable["CharacterID","0"];
// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
// check if friendly to owner
if(dayz_characterID == _ownerID) then {
_canBuildOnPlot = true;
} else {
_friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
};
};
// exit if not allowed due to plot pole
if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText [format["Unable to downgrade %1 nearby.",_needText,_distance] , "PLAIN DOWN"]; };
// get cursortarget from addaction
_obj = _this select 3;
// Current charID
_objectCharacterID = _obj getVariable ["CharacterID","0"];
if(!DZE_Lock_Door == _objectCharacterID) exitWith { TradeInprogress = false; cutText ["Unable to downgrade you do not know the combination." , "PLAIN DOWN"]; };
// Find objectID
_objectID = _obj getVariable ["ObjectID","0"];
// Find objectUID
_objectUID = _obj getVariable ["ObjectUID","0"];
if(_objectID == "0" && _objectUID == "0") exitWith {TradeInprogress = false; s_player_upgrade_build = -1; cutText ["Not setup yet.", "PLAIN DOWN"];};
// Get classname
_classname = typeOf _obj;
// Find display name
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
// Find next upgrade
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "downgradeBuilding");
if ((count _upgrade) > 0) then {
_newclassname = _upgrade select 0;
_refund = _upgrade select 1;
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_invResult = false;
_i = 0;
{
_itemOut = _x select 0;
_countOut = _x select 1;
for "_x" from 1 to _countOut do {
_invResult = [player,_itemOut] call BIS_fnc_invAdd;
if(_invResult) then {
_i = _i + 1;
};
};
} forEach _refund;
// all parts removed proceed
if(_i != 0) then {
// Get position
_location = _obj getVariable["OEMPos",(getposATL _obj)];
// Get direction
_dir = getDir _obj;
_classname = _newclassname;
// Create new object
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
// Set direction
_object setDir _dir;
// Set location
_object setPosATL _location;
cutText [format["You have downgraded %1.",_text], "PLAIN DOWN", 5];
dayzSwapObj = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID];
publicVariableServer "dayzSwapObj";
player reveal _object;
} else {
cutText [format["\n\n%1 of %2 could not be added to your inventory. (not enough room?)", _i,_itemOut], "PLAIN DOWN"];
};
} else {
cutText ["No downgrades available", "PLAIN DOWN"];
};
TradeInprogress = false;
s_player_downgrade_build = -1;

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@@ -49,6 +49,9 @@ _proceed = true;
if (_proceed) then {
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_temp_removed_array = [];
_removed_total = 0;
_tobe_removed_total = 0;

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@@ -105,8 +105,7 @@ if (count(_findNearestTree) >= 1) then {
_item = createVehicle ["WeaponHolder", getPosATL player, [], 1, "CAN_COLLIDE"];
_item addMagazineCargoGlobal [_itemOut,_countOut];
_item modelToWorld getPosATL player;
_item setdir (getDir player);
player reveal _item;
// chop down tree

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@@ -3,7 +3,7 @@
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"];
private ["_isOk","_i","_objName","_started","_finished","_animState","_isMedic","_proceed","_itemOut","_countOut","_tree","_trees","_findNearestTree","_index","_invResult","_treesOutput"];
if(TradeInprogress) exitWith { cutText ["\n\nHarvest already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;

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@@ -112,8 +112,7 @@ if (count(_findNearestRock) >= 1) then {
_item = createVehicle ["WeaponHolder", getPosATL player, [], 1, "CAN_COLLIDE"];
_item addMagazineCargoGlobal [_itemOut,_countOut];
_item modelToWorld getPosATL player;
_item setdir (getDir player);
player reveal _item;
/* break rock

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@@ -96,6 +96,9 @@ if ((count _upgrade) > 0) then {
} forEach _requirements;
if (_proceed) then {
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_temp_removed_array = [];
_removed_total = 0;

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@@ -1,33 +1,26 @@
private ["_target","_ent","_rnd","_move","_isZombie"];
_target = _this select 3;
_ent = _target;
private ["_ent","_rnd","_move","_isZombie"];
// remove menu
player removeAction s_player_pzombiesattack;
s_player_pzombiesattack = 1;
if (!isNull cursorTarget) then {
_rnd = (round(random 9)) + 1;
_move = "ZombieStandingAttack" + str(_rnd);
player playMoveNow _move;
_ent = cursorTarget;
_rnd = (round(random 9)) + 1;
_move = "ZombieStandingAttack" + str(_rnd);
player playMoveNow _move;
_isZombie = _ent isKindOf "zZombie_base";
_isZombie = _ent isKindOf "zZombie_base";
if(player distance _ent < 5) then {
if(player distance _target < 5) then {
if (_ent isKindOf "Animal" or _isZombie) then {
_ent setDamage 1;
} else {
//["usecBreakLegs",[_target,player]] call broadcastRpcCallAll;
usecBreakLegs = [_ent,player];
publicVariable "usecBreakLegs";
};
[player,"hit",0,false] call dayz_zombieSpeak;
if (_ent isKindOf "Animal" or _isZombie) then {
_ent setDamage 1;
} else {
//["usecBreakLegs",[_target,player]] call broadcastRpcCallAll;
usecBreakLegs = [_target,player];
publicVariable "usecBreakLegs";
};
[player,"hit",0,false] call dayz_zombieSpeak;
};
sleep 1;
player switchmove "";
s_player_pzombiesattack = -1;
sleep 1;
player switchmove "";
};

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@@ -2,7 +2,7 @@
delete object from db with extra waiting by [VB]AWOL
parameters: _obj
*/
private ["_obj","_objectID","_objectUID","_started","_finished","_animState","_isMedic","_isOk","_proceed","_counter","_limit","_objType","_sfx","_dis","_itemOut","_countOut","_selectedRemoveOutput","_friendlies","_nearestPole","_ownerID","_refundpart","_isWreck","_findNearestPoles","_findNearestPole","_IsNearPlot","_brokenTool","_removeTool","_isDestructable","_isRemovable","_objOwnerID","_isOwnerOfObj","_preventRefund"];
private ["_obj","_objectID","_objectUID","_started","_finished","_animState","_isMedic","_isOk","_proceed","_counter","_limit","_objType","_sfx","_dis","_itemOut","_countOut","_selectedRemoveOutput","_friendlies","_nearestPole","_ownerID","_refundpart","_isWreck","_findNearestPoles","_findNearestPole","_IsNearPlot","_brokenTool","_removeTool","_isDestructable","_isRemovable","_objOwnerID","_isOwnerOfObj","_preventRefund","_ipos","_item","_radius","_isWreckBuilding"];
if(TradeInprogress) exitWith { cutText ["Remove already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
@@ -181,18 +181,26 @@ if (_proceed) then {
cutText ["No parts found.", "PLAIN DOWN"];
};
_ipos = getPosATL player;
if (_ipos select 2 < 2) then {
_ipos = [_ipos select 0,_ipos select 1,0];
};
_radius = 1;
// give refund items
if((count _selectedRemoveOutput) > 0 and !_preventRefund) then {
// Put itemsg
_item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"];
{
_itemOut = _x select 0;
_countOut = _x select 1;
for "_x" from 1 to _countOut do {
player addMagazine _itemOut;
if (typeName _countOut == "ARRAY") then {
_countOut = round((random (_countOut select 1)) + (_countOut select 0));
};
_item addMagazineCargoGlobal [_itemOut,_countOut];
} forEach _selectedRemoveOutput;
cutText ["De-constructed parts are now in your inventory.", "PLAIN DOWN"];
player reveal _item;
};
} else {
cutText ["Failed object not longer exists.", "PLAIN DOWN"];