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

@@ -1,4 +1,4 @@
private["_item","_location","_isOk","_dir","_classname"];
private ["_item","_isOk","_i","_objName","_objInfo","_lenInfo","_started","_finished","_sfx","_dis","_animState","_isMedic","_proceed","_counter","_objType","_limit","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree"];
if(TradeInprogress) exitWith { cutText ["Harvest wood already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
@@ -9,95 +9,131 @@ _trees = ["t_picea3f.p3d","t_picea2s.p3d","t_picea1s.p3d","t_fagus2w.p3d","t_fag
_item = _this;
call gear_ui_init;
player playActionNow "Medic";
[player,20,false,(getPosATL player)] spawn player_alertZombies;
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) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if (_finished) then {
_nearByTrees = 0;
_findNearestTree = [];
{
if("" == typeOf _x) then {
_findNearestTree = [];
{
if("" == typeOf _x) then {
if (alive _x) then {
if (alive _x) then {
_objInfo = toArray(str(_x));
_lenInfo = count _objInfo - 1;
_objName = [];
_i = 0;
// determine where the object name starts
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} forEach _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName = _objName + [_objInfo select _k];
};
_objName = toLower(toString(_objName));
_objInfo = toArray(str(_x));
_lenInfo = count _objInfo - 1;
_objName = [];
_i = 0;
// determine where the object name starts
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} forEach _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName = _objName + [_objInfo select _k];
};
_objName = toLower(toString(_objName));
// Exit since we found a tree
if (_objName in _trees) exitWith {
_findNearestTree set [(count _findNearestTree),_x];
// Exit since we found a tree
if (_objName in _trees) exitWith {
_findNearestTree set [(count _findNearestTree),_x];
};
};
};
} foreach nearestObjects [getPos player, [], 20];
diag_log format["DEBUG TREES: %1", _findNearestTree];
if (count(_findNearestTree) >= 1) then {
_tree = _findNearestTree select 0;
// get 2d distance
_distance2d = [player, _tree] call BIS_fnc_distance2D;
_distance3d = player distance _tree;
if(_distance2d <= 5) then {
_countOut = ceil(_distance3d-_distance2d);
diag_log format["DEBUG TREE DISTANCE: %1 - %2 = %3", _distance3d,_distance2d,(_distance3d-_distance2d)];
// Start chop tree loop
_counter = 0;
_isOk = true;
_proceed = false;
while {_isOk} do {
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;
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;
[player,"chopwood",0,false] call dayz_zombieSpeak;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
_counter = _counter + 1;
};
cutText ["Chopping down tree, walk away at anytime to cancel.", "PLAIN DOWN"];
if(_counter == _countOut) exitWith {
_isOk = false;
_proceed = true;
};
};
} foreach nearestObjects [getPos player, [], 5];
if (_proceed) then {
diag_log format["DEBUG TREES: %1", _findNearestTree];
if (count(_findNearestTree) >= 1) then {
_result = [player,"PartWoodPile"] call BIS_fnc_invAdd;
[player,"chopwood",0,false] call dayz_zombieSpeak;
if (_result) then {
cutText [localize "str_player_25", "PLAIN DOWN"];
_tree = _findNearestTree select 0;
_itemOut = "PartWoodPile";
for "_x" from 1 to _countOut do {
player addMagazine _itemOut;
};
// chop down tree
if("" == typeOf _tree) then {
_tree setDamage 1;
};
diag_log format["DEBUG TREE DAMAGE: %1", _tree];
cutText [format["%1 piles of wood has been successfully added to your inventory.", _countOut], "PLAIN DOWN"];
} else {
cutText [localize "str_player_24", "PLAIN DOWN"];
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled Harvesting Wood.", "PLAIN DOWN"];
};
} else {
cutText [localize "str_player_23", "PLAIN DOWN"];
};
} else {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled Harvest Wood.", "PLAIN DOWN"];
cutText [localize "str_player_23", "PLAIN DOWN"];
};
TradeInprogress = false;