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:
vbawol
2013-05-04 15:21:57 -05:00
parent eeb6c3cddb
commit 3cbb79051e
32 changed files with 515 additions and 170 deletions

View File

@@ -0,0 +1,104 @@
private ["_vehicle","_curFuel","_newFuel","_started","_finished","_animState","_isMedic","_location1","_location2","_abort","_canName","_canSizeEmpty","_canTypeEmpty","_canName","_canSize","_configCan","_configVeh","_capacity","_nameText","_availableCansEmpty","_availableCans"];
if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
TradeInprogress = true;
// Get all nearby vehicles within 10m
_findNearestVehicles = nearestObjects [player, ["AllVehicles"], 10];
_findNearestVehicle = [];
{
if (alive _x and !(_x isKindOf "Man")) then {
_findNearestVehicle set [(count _findNearestVehicle),_x];
};
} foreach _findNearestVehicles;
_IsNearVehicle = count (_findNearestVehicle);
if(_IsNearVehicle >= 1) then {
// select the nearest one
_vehicle = _findNearestVehicle select 0;
// Static vehicle fuel information
_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
_capacity = getNumber(_configVeh >> "fuelCapacity");
_nameText = getText(_configVeh >> "displayName");
_isOk = true;
// perform fuel up
while {_isOk} do {
// qty to add per loop
_canSize = 20;
cutText [format["Filling up %1, move to cancel.",_nameText], "PLAIN DOWN"];
// alert zombies
[player,20,true,(getPosATL player)] spawn player_alertZombies;
_finished = false;
// force animation
player playActionNow "Medic";
r_interrupt = false;
_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 {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
_abort = true;
};
if (_finished) then {
// Get vehicle fuel levels again
_curFuel = ((fuel _vehicle) * _capacity);
_newFuel = (_curFuel + 20);
if (_newFuel > _capacity) then {_newFuel = _capacity; _abort = true; };
// calculate minimum needed fuel
_newFuel = (_newFuel / _capacity);
dayzSetFuel = [_vehicle,_newFuel];
if (local _vehicle) then {
dayzSetFuel spawn local_setFuel;
};
publicVariable "dayzSetFuel";
// Play sound
[player,"refuel",0,false] call dayz_zombieSpeak;
cutText [format["%1 filled to %2 percent capacity.",_nameText,round(_newFuel*100)], "PLAIN DOWN"];
};
if(_abort) exitWith {};
sleep 1;
};
} else {
cutText ["No Vehicles Nearby.", "PLAIN DOWN"];
};
TradeInprogress = false;