mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-22 20:12:20 +03:00
Fix some errors
This commit is contained in:
@@ -8,6 +8,8 @@ CrashSiteType[] =
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{Loot_NONE, 1, CrashSite_UN, CrashSiteUN} //United Nations Mi-8
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};
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/* Russian */
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CrashSiteRU[] =
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@@ -16,11 +16,11 @@ pistols[] = {
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{Loot_WEAPON, 0.1, revolver_gold_EP1}
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};
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shotgunsingleshot[] = {
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{Loot_WEAPON, 2, Winchester1866},
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{Loot_WEAPON, 2, Winchester1866_DZ},
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{Loot_WEAPON, 1.7, LeeEnfield},
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{Loot_WEAPON, 1.7, MR43},
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{Loot_WEAPON, 1, Saiga12K},
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{Loot_WEAPON, 1, Remington870_lamp},
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{Loot_WEAPON, 1, Remington870_DZ},
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{Loot_WEAPON, 1, Crossbow_DZ},
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//{Loot_WEAPON, 1, RedRyder},
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{Loot_WEAPON, 1, M1014}
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@@ -105,10 +105,10 @@ machineguns[] = {
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{Loot_WEAPON, 1, m240_scoped_EP1_DZE},
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{Loot_WEAPON, 0.8, M240_DZ},
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{Loot_WEAPON, 0.8, M249_EP1_DZ},
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{Loot_WEAPON, 0.5, Mk_48_DZ}
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{Loot_WEAPON, 0.5, Mk_48}
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};
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militaryshotguns[] = {
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{Loot_WEAPON, 2, Saiga12K},
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{Loot_WEAPON, 2, Remington870_lamp},
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{Loot_WEAPON, 2, Remington870_FL_DZ},
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{Loot_WEAPON, 2, M1014}
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};
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@@ -1,5 +1,5 @@
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// DayZ tents are defined in \dayz_equip\configs\Storage.hpp
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class TentStorage;
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class TentStorageDomed: TentStorage {
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displayName = "Digital Camo Tent";
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vehicleClass = "Survival";
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@@ -1,4 +1,4 @@
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class ItemSledge: ItemCore
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class ItemSledge: ItemCore // Epoch class
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{
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scope = public;
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@@ -31,6 +31,16 @@ class ItemSledge: ItemCore
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};
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};
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class ItemSledgeHammer : ItemCore
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{
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scope = public;
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model = "z\addons\dayz_communityweapons\models\sledge_hammer\sledgehammer.p3d";
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picture = "\z\addons\dayz_communityweapons\models\sledge_hammer\sledgehammer.paa";
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displayName = $STR_EQUIP_NAME_SledgeHammer;
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descriptionShort = $STR_EQUIP_DESC_SledgeHammer;
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};
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class ItemSledgeHammerBroken : ItemCore
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{
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scope = public;
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@@ -1,5 +1,5 @@
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// If no parameters were passed redirect to vanilla player_craftItem (Epoch items always pass an array)
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if ((isNil "_this") or {(typeName _this == "ARRAY") && (count _this < 1)}) exitWith {[] spawn player_craftItemVanilla;};
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if ((isNil "_this") or {(typeName _this == "ARRAY") && {count _this < 1}}) exitWith {[] spawn player_craftItemVanilla;};
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/*
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DayZ Epoch Crafting 0.3
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@@ -48,9 +48,9 @@ if (count _this > 0) then {
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};
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//Send Death Notice
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diag_log format["Debug death message vars: %1 %2 %3 %4 %5 %6 %7 %8 %9 %10",dayz_characterID,0,_body,_playerID,_bodyName,_infected,_killerName,_killerWeapon,_killerDist,_killerMethod];
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PVDZ_plr_Death = [dayz_characterID,0,_body,_playerID,toArray _bodyName,_infected,toArray _killerName,toArray _killerWeapon,_killerDist,toArray _killerMethod]; //Send name as array to avoid publicVariable value restrictions
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publicVariableServer "PVDZ_plr_Death";
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diag_log format["Debug death message vars: %1",PVDZ_plr_Death];
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_id = [player,20,true,getPosATL player] call player_alertZombies;
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uiSleep 0.5;
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@@ -1,19 +1,5 @@
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private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
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if (isNil "spawn_vehicles_init") then {
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spawn_vehicles_init = "done";
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// Get all buildings and roads only once. Very taxing, but only on first startup
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buildingList = [];
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{
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if (DZE_MissionLootTable) then {
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if (isClass (missionConfigFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
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} else {
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if (isClass (configFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
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};
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} count (dayz_centerMarker nearObjects ["building",DynamicVehicleArea]);
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roadList = dayz_centerMarker nearRoads DynamicVehicleArea;
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};
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while {count AllowedVehiclesList > 0} do {
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// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
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_index = floor random count AllowedVehiclesList;
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@@ -1,3 +1,4 @@
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/* Needs updating
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private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_fadeFire","_crashModel","_lootTable","_crashName","_spawnRoll","_position","_crash","_config","_hasAdjustment","_newHeight","_adjustedPos","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany","_pos","_lootPos"];
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_guaranteedLoot = 3;
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@@ -98,4 +99,6 @@ _nearby = _pos nearObjects ["ReammoBox", sizeOf(_crashModel)];
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{
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_x setVariable ["permaLoot",true];
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} count _nearBy;
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};
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};
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*/
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@@ -1,3 +1,4 @@
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/* Needs updating
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private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_crashModel","_lootTable","_spawnRoll","_position","_crash","_config","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany","_pos","_lootPos"];
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_guaranteedLoot = 4;
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@@ -65,4 +66,5 @@ _nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
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{
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_x setVariable ["permaLoot",true];
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} count _nearBy;
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};
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};
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*/
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@@ -340,10 +340,21 @@ if !(DZE_ConfigTrader) then {
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if (_hiveLoaded) then {
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// spawn_vehicles
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// Get all buildings and roads only once. Very taxing, but only on first startup
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buildingList = [];
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{
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if (DZE_MissionLootTable) then {
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if (isClass (missionConfigFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
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} else {
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if (isClass (configFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
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};
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} count (dayz_centerMarker nearObjects ["building",DynamicVehicleArea]);
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roadList = dayz_centerMarker nearRoads DynamicVehicleArea;
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_vehLimit = MaxVehicleLimit - (count serverVehicleCounter);
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if (_vehLimit > 0) then {
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diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
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for "_x" from 1 to _vehLimit do {[] spawn spawn_vehicles;};
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for "_x" from 1 to _vehLimit do {spawn_vehicles_thread = [] spawn spawn_vehicles;};
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} else {
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diag_log "HIVE: Vehicle Spawn limit reached!";
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};
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@@ -358,12 +369,16 @@ for "_x" from 1 to MaxAmmoBoxes do {[] spawn spawn_ammosupply;};
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diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
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for "_x" from 1 to MaxMineVeins do {[] spawn spawn_mineveins;};
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// All done spawning stuff, can clear these now
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buildingList = []; roadList = [];
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[] spawn server_spawnEvents;
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_debugMarkerPosition = getMarkerPos "respawn_west";
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_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
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_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
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_vehicle_0 setPos _debugMarkerPosition;
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_vehicle_0 setVariable ["ObjectID","1",true];
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_vehicle_0 setVariable ["ObjectID","1",true];
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[] spawn {
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waitUntil {uiSleep 5;(scriptDone spawn_vehicles_thread)};
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// All done spawning stuff, can clear these now
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buildingList = nil; roadList = nil;
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diag_log "All vehicle spawning threads completed";
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};
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