diff --git a/SQF/dayz_code/Configs/CfgVehicles/Buildings/Land_Fire.hpp b/SQF/dayz_code/Configs/CfgVehicles/Buildings/Land_Fire.hpp
index 0597f8717..d8d1de2bd 100644
--- a/SQF/dayz_code/Configs/CfgVehicles/Buildings/Land_Fire.hpp
+++ b/SQF/dayz_code/Configs/CfgVehicles/Buildings/Land_Fire.hpp
@@ -51,8 +51,8 @@ class Land_Fire: House
class UserActions {
class lightup {
- displayNameDefault = "Light fire";
- displayName = "Light fire";
+ displayNameDefault = $STR_ACTIONS_LIGHTFIRE;
+ displayName = $STR_ACTIONS_LIGHTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
@@ -60,8 +60,8 @@ class Land_Fire: House
statement = "[this,true] call dayz_inflame";
};
class putout {
- displayNameDefault = "Put out fire";
- displayName = "Put out fire";
+ displayNameDefault = $STR_ACTIONS_PUTOUTFIRE;
+ displayName = $STR_ACTIONS_PUTOUTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
@@ -80,8 +80,8 @@ class Land_Fire_barrel : Land_Fire
destrType=DestructEngine;
class UserActions {
class lightup {
- displayNameDefault = "Light fire";
- displayName = "Light fire";
+ displayNameDefault = $STR_ACTIONS_LIGHTFIRE;
+ displayName = $STR_ACTIONS_LIGHTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
@@ -89,8 +89,8 @@ class Land_Fire_barrel : Land_Fire
statement = "[this,true] call dayz_inflame_other";
};
class putout {
- displayNameDefault = "Put out fire";
- displayName = "Put out fire";
+ displayNameDefault = $STR_ACTIONS_PUTOUTFIRE;
+ displayName = $STR_ACTIONS_PUTOUTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
@@ -117,8 +117,8 @@ class Land_Fire_DZ : Land_Fire {
};
*/
class lightup {
- displayNameDefault = "Light fire";
- displayName = "Light fire";
+ displayNameDefault = $STR_ACTIONS_LIGHTFIRE;
+ displayName = $STR_ACTIONS_LIGHTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
@@ -126,8 +126,8 @@ class Land_Fire_DZ : Land_Fire {
statement = "[this,true] call dayz_inflame";
};
class putout {
- displayNameDefault = "Put out fire";
- displayName = "Put out fire";
+ displayNameDefault = $STR_ACTIONS_PUTOUTFIRE;
+ displayName = $STR_ACTIONS_PUTOUTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
@@ -169,8 +169,8 @@ class Misc_TyreHeap: Land_Fire
displayName=$STR_DN_TYREHEAP;
class UserActions {
class lightup {
- displayNameDefault = "Light fire";
- displayName = "Light fire";
+ displayNameDefault = $STR_ACTIONS_LIGHTFIRE;
+ displayName = $STR_ACTIONS_LIGHTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
@@ -178,8 +178,8 @@ class Misc_TyreHeap: Land_Fire
statement = "[this,true] call dayz_inflame_other";
};
class putout {
- displayNameDefault = "Put out fire";
- displayName = "Put out fire";
+ displayNameDefault = $STR_ACTIONS_PUTOUTFIRE;
+ displayName = $STR_ACTIONS_PUTOUTFIRE;
position = "ohniste";
radius = 3;
onlyForPlayer = 0;
diff --git a/SQF/dayz_code/actions/player_useMeds.sqf b/SQF/dayz_code/actions/player_useMeds.sqf
index 4295f04ec..5fa9c5e2f 100644
--- a/SQF/dayz_code/actions/player_useMeds.sqf
+++ b/SQF/dayz_code/actions/player_useMeds.sqf
@@ -53,7 +53,8 @@ switch (_item) do {
};
case "ItemHeatPack": {
player removeMagazine "ItemHeatPack";
- dayz_temperatur = (dayz_temperatur + 5) min dayz_temperaturmax;
+ //dayz_temperatur = (dayz_temperatur + 5) min dayz_temperaturmax;
+ r_player_warming_heatpack = [true, diag_tickTime];
localize "str_player_27" call dayz_rollingMessages;
};
case "bloodTester": {
diff --git a/SQF/dayz_code/compile/fn_temperatur.sqf b/SQF/dayz_code/compile/fn_temperatur.sqf
index 190bd80dd..393fcfbd1 100644
--- a/SQF/dayz_code/compile/fn_temperatur.sqf
+++ b/SQF/dayz_code/compile/fn_temperatur.sqf
@@ -29,13 +29,14 @@ _looptime = _this;
_building_factor = DZE_TempVars select 2;
_moving_factor = DZE_TempVars select 3;
_sun_factor = DZE_TempVars select 4;
+ _heatpack_factor = DZE_TempVars select 5;
//Negative effects
- _water_factor = DZE_TempVars select 5;
- _stand_factor = DZE_TempVars select 6;
- _rain_factor = DZE_TempVars select 7;
- _wind_factor = DZE_TempVars select 8;
- _night_factor = DZE_TempVars select 9;
+ _water_factor = DZE_TempVars select 6;
+ _stand_factor = DZE_TempVars select 7;
+ _rain_factor = DZE_TempVars select 8;
+ _wind_factor = DZE_TempVars select 9;
+ _night_factor = DZE_TempVars select 10;
_difference = 0;
//_hasfireffect = false;
@@ -114,6 +115,13 @@ if(daytime > _sunrise && daytime < (24 - _sunrise) && !_raining && overcast <= 0
//diag_log format["sun - %1",_difference];
};
+//heatpack
+if(r_player_warming_heatpack select 0) then {
+ _difference = _difference + _heatpack_factor;
+ if ((diag_tickTime - (r_player_warming_heatpack select 1)) >= r_player_warming_heatpack_time) then {
+ r_player_warming_heatpack = [false,0];
+ };
+};
//NEGATIVE EFFECTS
//water
@@ -171,4 +179,5 @@ _difference = _difference * SleepTemperatur / (60 / _looptime) * ((dayz_temperat
if (dayz_temperature_override) then { _difference = 0; if (dayz_temperatur < 37) then { dayz_temperatur = 37; } };
//Change Temperatur Should be moved in a own Function to allow adding of Items which increase the Temp like "hot tea"
+r_player_temp_factor = _difference;
dayz_temperatur = (((dayz_temperatur + _difference) max dayz_temperaturmin) min dayz_temperaturmax);
\ No newline at end of file
diff --git a/SQF/dayz_code/compile/player_updateGui.sqf b/SQF/dayz_code/compile/player_updateGui.sqf
index d81693e1f..b0c5dca0b 100644
--- a/SQF/dayz_code/compile/player_updateGui.sqf
+++ b/SQF/dayz_code/compile/player_updateGui.sqf
@@ -1,6 +1,6 @@
//private ["_display","_ctrlBloodOuter","_ctrlBlood","_ctrlBleed","_bloodVal","_ctrlFood","_ctrlThirst","_thirstVal","_foodVal","_ctrlTemp","_ctrlFoodBorder","_ctrlThirstBorder","_ctrlTempBorder","_tempVal","_array","_ctrlEar","_ctrlEye","_ctrlFracture","_visual","_audible","_uiNumber","_bloodText","_blood","_thirstLvl","_foodLvl","_tempImg","_bloodLvl","_tempLvl","_thirst","_food","_temp"];
-private ["_flash","_array","_bloodText","_tempImg","_uiNumber","_blood","_foodLvl","_thirstLvl","_audible","_visual","_bloodType","_rhFactor","_ctrlBloodType", "_bloodTestdone",
+private ["_flash","_array","_bloodText","_tempText","_tempImg","_uiNumber","_blood","_foodLvl","_thirstLvl","_audible","_visual","_bloodType","_rhFactor","_ctrlBloodType", "_bloodTestdone",
"_string","_humanityTarget","_distance","_size","_friendlies","_id","_rID","_rfriendlies","_rfriendlyTo","_color","_targetControl"];
_flash = {
@@ -143,9 +143,20 @@ switch true do {
case (_tempLvl > 28 and _tempLvl < 30): { _tempImg = 1 };
default { _tempImg = 0 };
};
-
_temp = "\z\addons\dayz_code\gui\status\status_temp_" + str(_tempImg) + "_ca.paa";
+_tempText = "\z\addons\dayz_code\gui\status\status_temp_border";
+switch true do {
+ case (r_player_temp_factor <= r_player_temp_min_factor): { _tempText = _tempText + "_down3_ca.paa" };
+ case ((r_player_temp_factor <= r_player_temp_min_factor*0.50) and (r_player_temp_factor > r_player_temp_min_factor)): { _tempText = _tempText + "_down2_ca.paa" };
+ case ((r_player_temp_factor < r_player_temp_min_factor*0.2) and (r_player_temp_factor > r_player_temp_min_factor*0.50)): { _tempText = _tempText + "_down1_ca.paa" };
+ case ((r_player_temp_factor > r_player_temp_max_factor*0.2) and (r_player_temp_factor < r_player_temp_max_factor*0.50)): { _tempText = _tempText + "_up1_ca.paa" };
+ case ((r_player_temp_factor >= r_player_temp_max_factor*0.50) and (r_player_temp_factor < r_player_temp_max_factor)): { _tempText = _tempText + "_up2_ca.paa" };
+ case (r_player_temp_factor >= r_player_temp_max_factor): { _tempText = _tempText + "_up3_ca.paa" };
+ default { _tempText = "\z\addons\dayz_code\gui\status\status_temp_outside_ca.paa" };
+};
+_ctrlTempBorder ctrlSetText _tempText;
+
_ctrlBlood ctrlSetText _blood;
_ctrlThirst ctrlSetText _thirst;
_ctrlFood ctrlSetText _food;
diff --git a/SQF/dayz_code/configVariables.sqf b/SQF/dayz_code/configVariables.sqf
index 4a73565dc..a6ae8536f 100644
--- a/SQF/dayz_code/configVariables.sqf
+++ b/SQF/dayz_code/configVariables.sqf
@@ -21,7 +21,7 @@ DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with
DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming - doesn't work with amphibious pook which you should not use due to other issues
-DZE_TempVars = [7, 15, 4, 4, 2, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature, the greater they are the quicker the player gets cold
+DZE_TempVars = [7, 15, 4, 4, 2, 6, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, heatpack, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature, the greater they are the quicker the player gets cold
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 1, 0, 0.8, 0, 8, 25, 50, 0, false]; //See DynamicWeatherEffects.sqf for info on these values
DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 allow player to hold two primary weapons, one on back and one in their hands.
DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
diff --git a/SQF/dayz_code/gui/status/status_temp_border_down1_ca.paa b/SQF/dayz_code/gui/status/status_temp_border_down1_ca.paa
new file mode 100644
index 000000000..39bf27022
Binary files /dev/null and b/SQF/dayz_code/gui/status/status_temp_border_down1_ca.paa differ
diff --git a/SQF/dayz_code/gui/status/status_temp_border_down2_ca.paa b/SQF/dayz_code/gui/status/status_temp_border_down2_ca.paa
new file mode 100644
index 000000000..ef1461766
Binary files /dev/null and b/SQF/dayz_code/gui/status/status_temp_border_down2_ca.paa differ
diff --git a/SQF/dayz_code/gui/status/status_temp_border_down3_ca.paa b/SQF/dayz_code/gui/status/status_temp_border_down3_ca.paa
new file mode 100644
index 000000000..f5a3603b4
Binary files /dev/null and b/SQF/dayz_code/gui/status/status_temp_border_down3_ca.paa differ
diff --git a/SQF/dayz_code/gui/status/status_temp_border_up1_ca.paa b/SQF/dayz_code/gui/status/status_temp_border_up1_ca.paa
new file mode 100644
index 000000000..f5959ea5c
Binary files /dev/null and b/SQF/dayz_code/gui/status/status_temp_border_up1_ca.paa differ
diff --git a/SQF/dayz_code/gui/status/status_temp_border_up2_ca.paa b/SQF/dayz_code/gui/status/status_temp_border_up2_ca.paa
new file mode 100644
index 000000000..bd17415c4
Binary files /dev/null and b/SQF/dayz_code/gui/status/status_temp_border_up2_ca.paa differ
diff --git a/SQF/dayz_code/gui/status/status_temp_border_up3_ca.paa b/SQF/dayz_code/gui/status/status_temp_border_up3_ca.paa
new file mode 100644
index 000000000..3e83daf59
Binary files /dev/null and b/SQF/dayz_code/gui/status/status_temp_border_up3_ca.paa differ
diff --git a/SQF/dayz_code/init/variables.sqf b/SQF/dayz_code/init/variables.sqf
index 531fd04de..2981db674 100644
--- a/SQF/dayz_code/init/variables.sqf
+++ b/SQF/dayz_code/init/variables.sqf
@@ -328,6 +328,16 @@ r_antiD_done = false;
carryClick = false;
dayz_workingInprogress = false;
+//player warming up vars
+//heatpack
+r_player_warming_heatpack = [false, 0];
+r_player_warming_heatpack_time = 600;
+
+//displays temp progress
+r_player_temp_factor = 0; //to be used for temp(up/down) indicators
+r_player_temp_min_factor = -0.04; //(lvl3 down arrow)
+r_player_temp_max_factor = 0.04; //(lvl3 up arrow)
+
//INT Nutrition Info
r_player_Nutrition = 0; // Calories
r_player_nutritionMuilpty = 2;
diff --git a/SQF/dayz_code/stringtable.xml b/SQF/dayz_code/stringtable.xml
index 1f69ba792..78e5e3941 100644
--- a/SQF/dayz_code/stringtable.xml
+++ b/SQF/dayz_code/stringtable.xml
@@ -26,6 +26,15 @@
Posbírat %1
%1 aufsammeln
+
+ Light fire
+ Зажечь огонь
+
+
+ Put out fire
+ Погасить огонь
+
+
Drop
Выбросить
@@ -2831,7 +2840,7 @@
Blueprint to create a Herbal Drink. Required - 1 Water bottle boiled and one herb box.
- Рецепт приготовления травяного напитка. Требуется: бутылка кипяченой воды и коробка трав.
+ Рецепт приготовления травяного напитка. Требуется: бутылка чистой воды и коробка трав.
Blueprint para crear una bebida a base de plantas. Requerido - 1 Botella de agua hervida y una caja de hierbas.
Blueprint pour créer une boisson à base de plantes. Required - 1 bouteille d'eau bouillie et une boîte d'herbe.
Blueprint vytvořit Herbal drink. Povinné - 1 láhev vody vařené a jedna bylina box.
@@ -5706,7 +5715,7 @@
MRE
EPa
- Cухпай
+ Сухой паёк MRE
MRE
Repas instantané
Vojenská dávka
@@ -10347,6 +10356,7 @@
SVD Camo
+ СВД(кам)
@@ -10723,7 +10733,7 @@
A Rail Integration System kit designed for the SA-58 assault rifle.
- Комплект рельсовай системы интеграции разработанной для SA-58
+ Комплект рельсовой системы интеграции разработанной для SA-58