mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-02-09 01:32:53 +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:
@@ -1329,6 +1329,17 @@ class CfgMagazines
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};
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};
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};
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class ItemLightBulb: CA_Magazine
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{
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scope = 2;
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count = 1;
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type = 256;
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displayName = "Light Bulb";
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// TODO model + texture
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model = "\dayz_equip\models\fad.p3d";
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picture = "\dayz_equip\textures\equip_fad_ca.paa";
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descriptionShort = "Light Bulb";
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};
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class PartFueltank: CA_Magazine
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{
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scope = 2;
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@@ -2236,6 +2247,46 @@ class CfgMagazines
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};
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};
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};
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class fuel_pump_kit: CA_Magazine
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{
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scope = 2;
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count = 1;
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type = 256;
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displayName = "Fuel Pump";
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descriptionShort = "Fuel Pump";
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model = "\dayz_equip\models\supply_crate.p3d";
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picture = "\dayz_equip\textures\equip_wooden_crate_ca.paa";
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class ItemActions
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{
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class Build
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{
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text = "$STR_ACTIONS_BUILD";
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script = "spawn player_build;";
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require[] = {"ItemEtool","ItemToolbox"};
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create = "FuelPump_DZ";
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};
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};
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};
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class light_pole_kit: CA_Magazine
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{
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scope = 2;
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count = 1;
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type = 256;
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displayName = "Light Pole";
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descriptionShort = "Light Pole";
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model = "\dayz_equip\models\supply_crate.p3d";
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picture = "\dayz_equip\textures\equip_wooden_crate_ca.paa";
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class ItemActions
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{
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class Build
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{
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text = "$STR_ACTIONS_BUILD";
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script = "spawn player_build;";
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require[] = {"ItemEtool","ItemToolbox"};
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create = "LightPole_DZ";
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};
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};
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};
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class stick_fence_kit: CA_Magazine
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{
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scope = 2;
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@@ -2660,7 +2711,7 @@ class CfgVehicles
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displayName = "Fuel Pump";
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vehicleClass = "Fortifications";
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constructioncount = 5;
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// removeoutput[] = {{"ItemFuelPump",1}};
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removeoutput[] = {{"ItemFuelPump",1}};
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};
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class Fort_RazorWire : BuiltItems {
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@@ -2736,6 +2787,8 @@ class CfgVehicles
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class USMC_WarfareBMGNest_M240;
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class M240Nest_DZ: USMC_WarfareBMGNest_M240
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{
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destrType = "DestructBuilding";
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armor = 450;
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scope = 2;
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offset[] = {0,3.5,0};
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displayName = "M240 Nest";
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@@ -2750,6 +2803,7 @@ class CfgVehicles
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class Land_covering_hut_EP1;
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class CanvasHut_DZ: Land_covering_hut_EP1
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{
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armor = 200;
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scope = 2;
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offset[] = {0,2.5,1};
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displayName = "Canvas Hut";
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@@ -2762,10 +2816,12 @@ class CfgVehicles
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offset[] = {0,1.5,0.5};
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displayName = "Wood Bench";
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vehicleClass = "Fortifications";
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removeoutput[] = {{"park_bench_kit",1}};
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};
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class Land_Wall_Gate_Ind1_L;
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class MetalGate_DZ: Land_Wall_Gate_Ind1_L
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{
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armor = 400;
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scope = 2;
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offset[] = {0,2.5,1};
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displayName = "Rusty Gate";
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@@ -2775,6 +2831,7 @@ class CfgVehicles
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class Land_KBud;
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class OutHouse_DZ: Land_KBud
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{
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armor = 200;
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scope = 2;
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offset[] = {0,2.5,1};
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displayName = "Outhouse";
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@@ -2795,6 +2852,7 @@ class CfgVehicles
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class Land_Shed_M01;
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class StorageShed_DZ: Land_Shed_M01
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{
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armor = 400;
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scope = 2;
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offset[] = {0,2.5,1};
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displayName = "Storage Shed";
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@@ -2807,6 +2865,7 @@ class CfgVehicles
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class Fence_corrugated_plate;
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class Fence_corrugated_DZ: Fence_corrugated_plate
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{
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armor = 300;
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scope = 2;
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offset[] = {0,2.5,1};
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removeoutput[] = {{"ItemCorrugated",1}};
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@@ -2818,10 +2877,9 @@ class CfgVehicles
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class WoodShack_DZ: Land_kulna
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{
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scope = 2;
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//destrType = "DestructBuilding";
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//cost = 100;
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destrType = "DestructBuilding";
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offset[] = {0,2.5,1.3};
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//armor = 200;
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armor = 200;
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displayName = "Wooden Shack";
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vehicleClass = "Fortifications";
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transportMaxMagazines = 100;
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@@ -2833,10 +2891,10 @@ class CfgVehicles
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class Wooden_shed_DZ: Land_Shed_wooden
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{
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scope = 2;
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//destrType = "DestructBuilding";
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destrType = "DestructBuilding";
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//cost = 100;
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offset[] = {0,2.5,1};
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//armor = 100;
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armor = 400;
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displayName = "Wooden Shed";
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vehicleClass = "Fortifications";
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transportMaxMagazines = 200;
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@@ -2847,12 +2905,22 @@ class CfgVehicles
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class Wall_FenW2_6_EP1;
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class StickFence_DZ: Wall_FenW2_6_EP1
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{
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destrType = "DestructTree";
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armor = 200;
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scope = 2;
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offset[] = {0,2.5,0};
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displayName = "Stick Fence";
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vehicleClass = "Fortifications";
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};
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class ASC_EU_LHVOld;
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class LightPole_DZ: ASC_EU_LHVOld
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{
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armor = 200;
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scope = 2;
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offset[] = {0,2.5,0};
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displayName = "Light Pole";
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vehicleClass = "Fortifications";
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};
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class WoodGate_DZ: BuiltItems
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{
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scope = 2;
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@@ -2987,7 +3055,7 @@ class CfgVehicles
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model = "\dayz_equip\models\crowbar.p3d";
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class eventHandlers
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{
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init = "[(_this select 0),'cfgWeapons','MeleeCrowbar'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
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init = "[(_this select 0),'cfgWeapons','ItemCrowbar'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
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};
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};
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class WeaponHolder_huntingrifle: WeaponHolderBase
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