Fix some errors

This commit is contained in:
ebaydayz
2016-03-31 14:45:13 -04:00
parent 6de88c7b07
commit 3f6cd7de42
33 changed files with 185 additions and 167 deletions

View File

@@ -8,6 +8,8 @@ CrashSiteType[] =
{Loot_NONE, 1, CrashSite_UN, CrashSiteUN} //United Nations Mi-8
};
/* Russian */
CrashSiteRU[] =

View File

@@ -16,11 +16,11 @@ pistols[] = {
{Loot_WEAPON, 0.1, revolver_gold_EP1}
};
shotgunsingleshot[] = {
{Loot_WEAPON, 2, Winchester1866},
{Loot_WEAPON, 2, Winchester1866_DZ},
{Loot_WEAPON, 1.7, LeeEnfield},
{Loot_WEAPON, 1.7, MR43},
{Loot_WEAPON, 1, Saiga12K},
{Loot_WEAPON, 1, Remington870_lamp},
{Loot_WEAPON, 1, Remington870_DZ},
{Loot_WEAPON, 1, Crossbow_DZ},
//{Loot_WEAPON, 1, RedRyder},
{Loot_WEAPON, 1, M1014}
@@ -105,10 +105,10 @@ machineguns[] = {
{Loot_WEAPON, 1, m240_scoped_EP1_DZE},
{Loot_WEAPON, 0.8, M240_DZ},
{Loot_WEAPON, 0.8, M249_EP1_DZ},
{Loot_WEAPON, 0.5, Mk_48_DZ}
{Loot_WEAPON, 0.5, Mk_48}
};
militaryshotguns[] = {
{Loot_WEAPON, 2, Saiga12K},
{Loot_WEAPON, 2, Remington870_lamp},
{Loot_WEAPON, 2, Remington870_FL_DZ},
{Loot_WEAPON, 2, M1014}
};

View File

@@ -1,5 +1,5 @@
// DayZ tents are defined in \dayz_equip\configs\Storage.hpp
class TentStorage;
class TentStorageDomed: TentStorage {
displayName = "Digital Camo Tent";
vehicleClass = "Survival";

View File

@@ -1,4 +1,4 @@
class ItemSledge: ItemCore
class ItemSledge: ItemCore // Epoch class
{
scope = public;
@@ -31,6 +31,16 @@ class ItemSledge: ItemCore
};
};
class ItemSledgeHammer : ItemCore
{
scope = public;
model = "z\addons\dayz_communityweapons\models\sledge_hammer\sledgehammer.p3d";
picture = "\z\addons\dayz_communityweapons\models\sledge_hammer\sledgehammer.paa";
displayName = $STR_EQUIP_NAME_SledgeHammer;
descriptionShort = $STR_EQUIP_DESC_SledgeHammer;
};
class ItemSledgeHammerBroken : ItemCore
{
scope = public;

View File

@@ -1,5 +1,5 @@
// If no parameters were passed redirect to vanilla player_craftItem (Epoch items always pass an array)
if ((isNil "_this") or {(typeName _this == "ARRAY") && (count _this < 1)}) exitWith {[] spawn player_craftItemVanilla;};
if ((isNil "_this") or {(typeName _this == "ARRAY") && {count _this < 1}}) exitWith {[] spawn player_craftItemVanilla;};
/*
DayZ Epoch Crafting 0.3

View File

@@ -48,9 +48,9 @@ if (count _this > 0) then {
};
//Send Death Notice
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];
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
publicVariableServer "PVDZ_plr_Death";
diag_log format["Debug death message vars: %1",PVDZ_plr_Death];
_id = [player,20,true,getPosATL player] call player_alertZombies;
uiSleep 0.5;

View File

@@ -1,19 +1,5 @@
private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
if (isNil "spawn_vehicles_init") then {
spawn_vehicles_init = "done";
// Get all buildings and roads only once. Very taxing, but only on first startup
buildingList = [];
{
if (DZE_MissionLootTable) then {
if (isClass (missionConfigFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
} else {
if (isClass (configFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
};
} count (dayz_centerMarker nearObjects ["building",DynamicVehicleArea]);
roadList = dayz_centerMarker nearRoads DynamicVehicleArea;
};
while {count AllowedVehiclesList > 0} do {
// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
_index = floor random count AllowedVehiclesList;

View File

@@ -1,3 +1,4 @@
/* Needs updating
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"];
_guaranteedLoot = 3;
@@ -98,4 +99,6 @@ _nearby = _pos nearObjects ["ReammoBox", sizeOf(_crashModel)];
{
_x setVariable ["permaLoot",true];
} count _nearBy;
};
};
*/

View File

@@ -1,3 +1,4 @@
/* Needs updating
private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_crashModel","_lootTable","_spawnRoll","_position","_crash","_config","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany","_pos","_lootPos"];
_guaranteedLoot = 4;
@@ -65,4 +66,5 @@ _nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
{
_x setVariable ["permaLoot",true];
} count _nearBy;
};
};
*/

View File

@@ -340,10 +340,21 @@ if !(DZE_ConfigTrader) then {
if (_hiveLoaded) then {
// spawn_vehicles
// Get all buildings and roads only once. Very taxing, but only on first startup
buildingList = [];
{
if (DZE_MissionLootTable) then {
if (isClass (missionConfigFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
} else {
if (isClass (configFile >> "CfgLoot" >> "Buildings" >> (typeOf _x))) then {buildingList set [count buildingList,_x];};
};
} count (dayz_centerMarker nearObjects ["building",DynamicVehicleArea]);
roadList = dayz_centerMarker nearRoads DynamicVehicleArea;
_vehLimit = MaxVehicleLimit - (count serverVehicleCounter);
if (_vehLimit > 0) then {
diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
for "_x" from 1 to _vehLimit do {[] spawn spawn_vehicles;};
for "_x" from 1 to _vehLimit do {spawn_vehicles_thread = [] spawn spawn_vehicles;};
} else {
diag_log "HIVE: Vehicle Spawn limit reached!";
};
@@ -358,12 +369,16 @@ for "_x" from 1 to MaxAmmoBoxes do {[] spawn spawn_ammosupply;};
diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
for "_x" from 1 to MaxMineVeins do {[] spawn spawn_mineveins;};
// All done spawning stuff, can clear these now
buildingList = []; roadList = [];
[] spawn server_spawnEvents;
_debugMarkerPosition = getMarkerPos "respawn_west";
_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
_vehicle_0 setPos _debugMarkerPosition;
_vehicle_0 setVariable ["ObjectID","1",true];
_vehicle_0 setVariable ["ObjectID","1",true];
[] spawn {
waitUntil {uiSleep 5;(scriptDone spawn_vehicles_thread)};
// All done spawning stuff, can clear these now
buildingList = nil; roadList = nil;
diag_log "All vehicle spawning threads completed";
};