mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-20 18:36:29 +03:00
1.0.0.7 Developer Build
+ [CHANGED] Build-ables now get deleted from database when killed. + [ADDED] Basic fishing on ocean using toolbelt item: ItemFishingPole. TODO: add model + [ADDED] New way of chopping down trees that actually takes into account the size of the tree for number of chops/output. For example medium sized tree will typically require 3 animations and will yield 3 wood piles. + [ADDED] Airplane dealer to Namalsk and updated trader config. + [CHANGED] Can now remove park bench with refund. + [FIXED] dayz_maxGlobalZombies was not incrementing when other players are within 400m. Also, variable was overwritten in player_spawncheck code so a init variable was added dayz_maxGlobalZombiesInit (default=40) as well as dayz_maxGlobalZombiesIncrease (default=10) to control the amount of increase for each additional player within range. + [CHANGED] Any backpack placed on the ground will with gear will now disappear to all other players. + [FIXED] Added 5 second sleep to swimming in ground fix, now it should actually work without glitching. fixes #326 + [CHANGED] To prevent lost primary weapons in backpacks, all backpacks have been Upgraded. This requires that backpacks the weapon to magazines ratio be within 1:10. http://dayzepoch.com/wiki/index.php/Backpacks + [CLEANUP] disable debug of player zombie vision. + [ADDED] ASC EU Lights Mod FROM http://www.armaholic.com/page.php?id=12076 + [ADDED] New Craft-able light_pole_kit and Build-able LightPole_DZ for night lighting. RECIPE 4 lumber + 1 scrap + 1 Light Bulb + [ADDED] MAP Editorupgrade (EU) @MAP Mod FROM http://www.armaholic.com/page.php?id=6194 + [CHANGED] Picking up crowbar now gives toolbelt item instead of melee weapon.
This commit is contained in:
104
dayz_code/actions/fill_nearestVehicle.sqf
Normal file
104
dayz_code/actions/fill_nearestVehicle.sqf
Normal file
@@ -0,0 +1,104 @@
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private ["_vehicle","_curFuel","_newFuel","_started","_finished","_animState","_isMedic","_location1","_location2","_abort","_canName","_canSizeEmpty","_canTypeEmpty","_canName","_canSize","_configCan","_configVeh","_capacity","_nameText","_availableCansEmpty","_availableCans"];
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if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
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TradeInprogress = true;
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// Get all nearby vehicles within 10m
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_findNearestVehicles = nearestObjects [player, ["AllVehicles"], 10];
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_findNearestVehicle = [];
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{
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if (alive _x and !(_x isKindOf "Man")) then {
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_findNearestVehicle set [(count _findNearestVehicle),_x];
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};
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} foreach _findNearestVehicles;
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_IsNearVehicle = count (_findNearestVehicle);
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if(_IsNearVehicle >= 1) then {
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// select the nearest one
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_vehicle = _findNearestVehicle select 0;
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// Static vehicle fuel information
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_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
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_capacity = getNumber(_configVeh >> "fuelCapacity");
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_nameText = getText(_configVeh >> "displayName");
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_isOk = true;
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// perform fuel up
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while {_isOk} do {
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// qty to add per loop
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_canSize = 20;
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cutText [format["Filling up %1, move to cancel.",_nameText], "PLAIN DOWN"];
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// alert zombies
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[player,20,true,(getPosATL player)] spawn player_alertZombies;
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_finished = false;
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// force animation
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player playActionNow "Medic";
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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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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) then {
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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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_abort = true;
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};
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if (_finished) then {
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// Get vehicle fuel levels again
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_curFuel = ((fuel _vehicle) * _capacity);
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_newFuel = (_curFuel + 20);
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if (_newFuel > _capacity) then {_newFuel = _capacity; _abort = true; };
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// calculate minimum needed fuel
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_newFuel = (_newFuel / _capacity);
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dayzSetFuel = [_vehicle,_newFuel];
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if (local _vehicle) then {
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dayzSetFuel spawn local_setFuel;
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};
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publicVariable "dayzSetFuel";
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// Play sound
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[player,"refuel",0,false] call dayz_zombieSpeak;
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cutText [format["%1 filled to %2 percent capacity.",_nameText,round(_newFuel*100)], "PLAIN DOWN"];
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};
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if(_abort) exitWith {};
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sleep 1;
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};
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} else {
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cutText ["No Vehicles Nearby.", "PLAIN DOWN"];
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};
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TradeInprogress = false;
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@@ -4,7 +4,7 @@ if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN D
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TradeInprogress = true;
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player removeAction s_player_fillgen;
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s_player_fillgen = 1;
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// Use target from addaction
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_vehicle = _this select 3;
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@@ -5,5 +5,8 @@ _vehicle = _this select 3;
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s_player_lockUnlock_crtl = -1;
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_vehicle setVehicleInit "this lock true; this lockCargo true;";
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processInitCommands;
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//_vehicle lock true;
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//dayzLockVehicle = [_vehicle,true];
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//publicVariable "dayzLockVehicle";
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@@ -17,7 +17,7 @@ _text = getText (configFile >> _type >> _classname >> "displayName");
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_claimedBy = _holder getVariable["claimed","0"];
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// Check if any players are nearby if not allow player to claim item.
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_playerNear = {isPlayer _x} count (player nearEntities ["Man", 6]) > 1;
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_playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]) > 1;
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// Only allow if not already claimed.
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if (_claimedBy == "0" or !_playerNear) then {
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@@ -57,7 +57,7 @@ if(_classname isKindOf "Bag_Base_EP1") then {
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};
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// test to see if item still exists just before adding and removing
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if(_holder == objNull) exitWith {};
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if(_holder == objNull) exitWith { TradeInprogress = false; };
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_obj = nearestObjects [(getPosATL player), [(typeOf _holder)], 5];
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_qty = count _obj;
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@@ -252,7 +252,8 @@ if (_hasrequireditem) then {
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//["dayzPublishObj",[dayz_characterID,_tmpbuilt,[_dir,_location],_classname]] call callRpcProcedure;
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dayzPublishObj = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
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publicVariableServer "dayzPublishObj";
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publicVariableServer "dayzPublishObj";
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} else {
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deleteVehicle _tmpbuilt;
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cutText ["Canceled building." , "PLAIN DOWN"];
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@@ -1,4 +1,4 @@
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private["_item","_location","_isOk","_dir","_classname"];
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private ["_item","_isOk","_i","_objName","_objInfo","_lenInfo","_started","_finished","_sfx","_dis","_animState","_isMedic","_proceed","_counter","_objType","_limit","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree"];
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if(TradeInprogress) exitWith { cutText ["Harvest wood already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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@@ -9,95 +9,131 @@ _trees = ["t_picea3f.p3d","t_picea2s.p3d","t_picea1s.p3d","t_fagus2w.p3d","t_fag
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_item = _this;
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call gear_ui_init;
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player playActionNow "Medic";
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[player,20,false,(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) then {
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_nearByTrees = 0;
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_findNearestTree = [];
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{
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if("" == typeOf _x) then {
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_findNearestTree = [];
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{
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if("" == typeOf _x) then {
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if (alive _x) then {
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if (alive _x) then {
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_objInfo = toArray(str(_x));
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_lenInfo = count _objInfo - 1;
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_objName = [];
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_i = 0;
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// determine where the object name starts
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{
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if (58 == _objInfo select _i) exitWith {};
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_i = _i + 1;
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} forEach _objInfo;
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_i = _i + 2; // skip the ": " part
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for "_k" from _i to _lenInfo do {
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_objName = _objName + [_objInfo select _k];
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};
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_objName = toLower(toString(_objName));
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_objInfo = toArray(str(_x));
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_lenInfo = count _objInfo - 1;
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_objName = [];
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_i = 0;
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// determine where the object name starts
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{
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if (58 == _objInfo select _i) exitWith {};
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_i = _i + 1;
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} forEach _objInfo;
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_i = _i + 2; // skip the ": " part
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for "_k" from _i to _lenInfo do {
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_objName = _objName + [_objInfo select _k];
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};
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_objName = toLower(toString(_objName));
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// Exit since we found a tree
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if (_objName in _trees) exitWith {
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_findNearestTree set [(count _findNearestTree),_x];
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// Exit since we found a tree
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if (_objName in _trees) exitWith {
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_findNearestTree set [(count _findNearestTree),_x];
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};
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};
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};
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} foreach nearestObjects [getPos player, [], 20];
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diag_log format["DEBUG TREES: %1", _findNearestTree];
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if (count(_findNearestTree) >= 1) then {
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_tree = _findNearestTree select 0;
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// get 2d distance
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_distance2d = [player, _tree] call BIS_fnc_distance2D;
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_distance3d = player distance _tree;
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if(_distance2d <= 5) then {
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_countOut = ceil(_distance3d-_distance2d);
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diag_log format["DEBUG TREE DISTANCE: %1 - %2 = %3", _distance3d,_distance2d,(_distance3d-_distance2d)];
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// Start chop tree loop
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_counter = 0;
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_isOk = true;
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_proceed = false;
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while {_isOk} do {
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player playActionNow "Medic";
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[player,20,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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[player,"chopwood",0,false] call dayz_zombieSpeak;
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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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if(!_finished) exitWith {
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_isOk = false;
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_proceed = false;
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};
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if(_finished) then {
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_counter = _counter + 1;
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};
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cutText ["Chopping down tree, walk away at anytime to cancel.", "PLAIN DOWN"];
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if(_counter == _countOut) exitWith {
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_isOk = false;
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_proceed = true;
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};
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};
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} foreach nearestObjects [getPos player, [], 5];
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if (_proceed) then {
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diag_log format["DEBUG TREES: %1", _findNearestTree];
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if (count(_findNearestTree) >= 1) then {
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_result = [player,"PartWoodPile"] call BIS_fnc_invAdd;
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[player,"chopwood",0,false] call dayz_zombieSpeak;
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if (_result) then {
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cutText [localize "str_player_25", "PLAIN DOWN"];
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_tree = _findNearestTree select 0;
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_itemOut = "PartWoodPile";
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for "_x" from 1 to _countOut do {
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player addMagazine _itemOut;
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};
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// chop down tree
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if("" == typeOf _tree) then {
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_tree setDamage 1;
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};
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diag_log format["DEBUG TREE DAMAGE: %1", _tree];
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cutText [format["%1 piles of wood has been successfully added to your inventory.", _countOut], "PLAIN DOWN"];
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} else {
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cutText [localize "str_player_24", "PLAIN DOWN"];
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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 Harvesting Wood.", "PLAIN DOWN"];
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};
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} else {
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cutText [localize "str_player_23", "PLAIN DOWN"];
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};
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|
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|
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} else {
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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 Harvest Wood.", "PLAIN DOWN"];
|
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cutText [localize "str_player_23", "PLAIN DOWN"];
|
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};
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TradeInprogress = false;
|
||||
56
dayz_code/actions/player_goFishing.sqf
Normal file
56
dayz_code/actions/player_goFishing.sqf
Normal file
@@ -0,0 +1,56 @@
|
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private ["_item","_isOk","_i","_objName","_objInfo","_lenInfo","_started","_finished","_sfx","_dis","_animState","_isMedic","_proceed","_counter","_objType","_limit","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree"];
|
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if(TradeInprogress) exitWith { cutText ["Fishing already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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_item = _this;
|
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call gear_ui_init;
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|
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// find position in front of player
|
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_position = player modeltoworld [0,5,0];
|
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if(!(surfaceIsWater _position)) exitWith { TradeInprogress = false; cutText ["Must be near a shore or on a boat to fish." , "PLAIN DOWN"]; };
|
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player playActionNow "Medic";
|
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[player,20,true,(getPosATL player)] spawn player_alertZombies;
|
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|
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r_interrupt = false;
|
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_animState = animationState player;
|
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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,"fillwater",0,false] call dayz_zombieSpeak;
|
||||
};
|
||||
if (r_interrupt) then {
|
||||
r_doLoop = false;
|
||||
};
|
||||
sleep 0.1;
|
||||
};
|
||||
|
||||
if (_finished) then {
|
||||
|
||||
_itemOut = "FoodCanSardines"; // TODO replace with random raw fishes
|
||||
_countOut = round(random 4);
|
||||
|
||||
for "_x" from 1 to _countOut do {
|
||||
player addMagazine _itemOut;
|
||||
};
|
||||
cutText [format["You caught %1 fish.", _countOut], "PLAIN DOWN"];
|
||||
|
||||
} else {
|
||||
r_interrupt = false;
|
||||
[objNull, player, rSwitchMove,""] call RE;
|
||||
player playActionNow "stop";
|
||||
cutText ["Canceled Fishing.", "PLAIN DOWN"];
|
||||
};
|
||||
TradeInprogress = false;
|
||||
@@ -117,13 +117,21 @@ if (_proceed) then {
|
||||
if(!isNull(_obj)) then {
|
||||
cutText [format["De-constructing %1.",_objType], "PLAIN DOWN"];
|
||||
|
||||
// TODO add hideobject to have it sink into ground then delete
|
||||
dayzHideObject = _obj;
|
||||
hideObject _obj; // local player
|
||||
publicVariable "dayzHideObject"; // remote player
|
||||
sleep 5;
|
||||
|
||||
|
||||
//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
|
||||
dayzDeleteObj = [_objectID,_objectUID];
|
||||
publicVariableServer "dayzDeleteObj";
|
||||
|
||||
|
||||
_isWreck = (typeOf _obj) in ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
|
||||
|
||||
deleteVehicle _obj;
|
||||
|
||||
_selectedRemoveOutput = [];
|
||||
if(_isWreck) then {
|
||||
// Find one random part to give back
|
||||
|
||||
@@ -4,7 +4,7 @@ if(TradeInprogress) exitWith { cutText ["Stop already in progress." , "PLAIN DOW
|
||||
TradeInprogress = true;
|
||||
|
||||
player removeAction s_player_fillgen;
|
||||
|
||||
s_player_fillgen = 1;
|
||||
|
||||
// Use target from addaction
|
||||
_vehicle = _this select 3;
|
||||
|
||||
@@ -5,7 +5,9 @@ _vehicle = _this select 3;
|
||||
s_player_lockUnlock_crtl = -1;
|
||||
|
||||
_vehicle setVehicleInit "this lock false; this lockCargo false;";
|
||||
|
||||
processInitCommands;
|
||||
|
||||
|
||||
// Wiki states that lock is globally brodcast but the variable has to be local
|
||||
//_vehicle lock false;
|
||||
//dayzLockVehicle = [_vehicle,false];
|
||||
//publicVariable "dayzLockVehicle";
|
||||
|
||||
@@ -1,4 +0,0 @@
|
||||
private["_hasKnife","_qty","_item","_text","_string","_type","_loop","_meat","_timer"];
|
||||
_item = _this select 3;
|
||||
|
||||
player playMove "GestureSwing"
|
||||
Reference in New Issue
Block a user