1.0.0.9 Developer Build

+ [FIXED] Player position was saved to [] in certain areas of Taviana
forcing random spawn. Override variables added dayz_minpos (default:
-20000) and dayz_maxpos (default: 20000). To better support Taviana use
dayz_minpos = -26000; dayz_maxpos = 26000;  Thanks to dayzforever.com
admin for the heads up.
+ [ADDED] Small Desert Camo Net - desert_net_kit - Recipe: 4 x tent + 4
x metal pole
+ [ADDED] Large Desert Camo Net - desert_large_net_kit - Recipe: 3 x
desert_net_kit
+ [ADDED] Small Forest Camo Net - forest_net_kit - Recipe: 4 x tent + 4
x metal pole
+ [ADDED] Large Forest Camo Net - forest_large_net_kit - Recipe: 3 x
forest_net_kit
+ [CHANGED] changed out ItemSodaRbull with ItemSodaR4z0r due to
glitching with rbull model.
+ [ADDED] New Heavy Duty SUV with camo skin (Armor: 50) +25 increase in
armor and holds 100 magazines, 10 weapons, 5 backpacks. Camo skin from
here:
http://www.404games.co.uk/forum/index.php?/topic/1243-camo-suv-skin-code-here/
+ [ADDED] Sandbag Nest (sandbag_nest_kit) Required Tools: ItemEtool,
ItemToolbox. Recipe: ItemSandbag x 4, PartWoodPlywood x 2,
PartWoodLumber x 4.
+ [CHANGED] When selling multiple magazine items traders should now
always give highest denomination back.
+ [CHANGED] workshop is now required for most crafting. Currently a Nice
Wood Shed or a Wooden Shack will work.
+ [CHANGED] Updated camo female texture thanks to
http://www.twitch.tv/miss_alejandria
+ [ADDED] New vehicle ownership is now tied to vehicle keys. When you
purchase a new vehicle you will get a key added to your toolbelt.  Do
not drop on the ground as they are easy to loose.
+ [ADDED] Server admins can now change default fresh spawn loadout
within mission init.sqf. DefaultMagazines =
["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"];
DefaultBackpack = ""; DefaultBackpackWeapon = "";
+ [ADDED] added override variable for to change the distance for selling
vehicles. dayz_sellDistance = 20; in the missions init.sqf
+ [REVERT] Re-enabled old refuel sources and added (TODO: ability to
fill 55 gallon barrels off them).
+ [ADDED] More internal code locks and addaction locks to prevent bugged
menus.
+ [CHANGED] Can no longer drop
"MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole" from
primary slot, you must add it to your toolbelt first.
+ [ADDED]  Fishing now requires casting and waiting to catch a fish
(currently only trout).
+ [FIXED] Incorrect TradeInprogress message for Open Crate code.
+ [FIXED] Boat dealers can now use ["HeliHCivil","HeliHempty"] as
alternate spawn locations for new vehicles.
+ [FIXED] Fixed spawning of Skin_TK_INS_Warlord_EP1 needed to be
Skin_TK_INS_Warlord_EP1_DZ in loot table instead.
+ [ADDED] Gain 1 humanity for each zed you gut. only after body is
cleared and the body disappears.
+ [REMOVED] Removed m240 nest crafting for now too many problems still.
+ [ADDED] You now get a key when purchasing a vehicle,
+ [ADDED] Have your pen and paper handy for this one... When placing a
personal safe you will now get a 4 digit pin code that you will need to
use gain access to your safe.
+ [FIXED] Issues with Arma 2 free and ArmA 2 X users when purchasing
vehicles and placing vaults have now been resolved.
+ [CHANGED] Namalsk Plane vendor moved inside building, Medical vendor
moved to adjacent building.
This commit is contained in:
vbawol
2013-05-22 07:34:26 -05:00
parent f32d87b748
commit 480c2a3bc9
289 changed files with 41572 additions and 2055 deletions

View File

@@ -1,56 +1,58 @@
private ["_item","_isOk","_i","_objName","_objInfo","_lenInfo","_started","_finished","_sfx","_dis","_animState","_isMedic","_proceed","_counter","_objType","_limit","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree"];
/*
Fishing 1.0
spawn player_goFishing;
DayZ Epoch - By: [VB]AWOL
*/
private ["_itemOut","_position","_isOk","_counter"];
if(TradeInprogress) exitWith { cutText ["Fishing already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
_item = _this;
call gear_ui_init;
// find position in front of player
// find position 5m in front of player
_position = player modeltoworld [0,5,0];
if(!(surfaceIsWater _position)) exitWith { TradeInprogress = false; cutText ["Must be near a shore or on a boat to fish." , "PLAIN DOWN"]; };
if(!(surfaceIsWater _position)) exitWith {TradeInprogress = false; cutText ["Must be near a shore or on a boat to fish." , "PLAIN DOWN"]; };
if(dayz_isSwimming) exitWith {TradeInprogress = false; cutText [localize "str_player_26", "PLAIN DOWN"]; };
if(player getVariable["combattimeout", 0] >= time) exitWith {TradeInprogress = false; cutText ["Canceled Fishing.", "PLAIN DOWN"];};
_isOk = true;
_counter = 0;
// swing fishingpole
player playActionNow "GestureSwing";
// Alert zeds
[player,10,true,(getPosATL player)] spawn player_alertZombies;
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,"fillwater",0,false] call dayz_zombieSpeak;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
while {_isOk} do {
if (_finished) then {
if (r_interrupt or (player getVariable["combattimeout", 0] >= time)) then {
_isOk = false;
cutText ["Canceled Fishing.", "PLAIN DOWN"];
} else {
sleep 2;
_itemOut = "FoodCanSardines"; // TODO replace with random raw fishes
_countOut = round(random 4);
for "_x" from 1 to _countOut do {
player addMagazine _itemOut;
// TODO: increase chance the deaper the water.
// 1% chance to catch anything
if((random 100) <= 1) then {
// Just the one fish for now
_itemOut = ["ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTuna"] call BIS_fnc_selectRandom;
player addMagazine _itemOut;
cutText ["You caught a fish.", "PLAIN DOWN"];
_isOk = false;
} else {
cutText ["Nibble... Nibble...", "PLAIN DOWN"];
_counter = _counter + 1;
if(_counter == 5) then {
_isOk = false;
};
};
};
cutText [format["You caught %1 fish.", _countOut], "PLAIN DOWN"];
} else {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled Fishing.", "PLAIN DOWN"];
};
TradeInprogress = false;