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

@@ -1,4 +1,4 @@
private["_position","_veh","_location","_isOk","_backpack","_vehType","_trg","_key","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID"];
private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID"];
if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
@@ -68,9 +68,8 @@ if (_qty >= _qty_in) then {
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
} else {
_obj = nearestObjects [(getPosATL player), [_part_in], 20];
_obj = nearestObjects [(getPosATL player), [_part_in], dayz_sellDistance];
_qty = count _obj;
_bos = 1;
};
if (_qty >= _qty_in) then {
@@ -88,39 +87,57 @@ if (_qty >= _qty_in) then {
if(dayzTradeResult == "PASS") then {
if(_buy_o_sell == "buy") then {
// First select key color
_keyColor = ["Green","Red","Blue","Yellow","Black"] call BIS_fnc_selectRandom;
// then select number from 1 - 2500
_keyNumber = (floor(random 2500)) + 1;
// Combine to key (eg.ItemKeyYellow2494) classname
_keySelected = format[("ItemKey%1%2"),_keyColor,_keyNumber];
_isKeyOK = isClass(configFile >> "CfgWeapons" >> _keySelected);
_config = _keySelected;
_isOk = [player,_config] call BIS_fnc_invAdd;
if (_isOk and _isKeyOK) then {
_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
if(_removed == _qty_in) then {
_dir = round(random 360);
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
} else {
_location = [(position player),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
};
for "_x" from 1 to _qty_in do {
player removeMagazine _part_in;
};
//place vehicle spawn marker (local)
_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
_dir = round(random 360);
_location = (getPosATL _veh);
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
if(count _helipad > 0) then {
_location = (getPosATL (_helipad select 0));
//["dayzPublishVeh",[_veh,[_dir,_location],_part_out,false,_keySelected]] call callRpcProcedure;
dayzPublishVeh2 = [_veh,[_dir,_location],_part_out,false,_keySelected];
publicVariableServer "dayzPublishVeh2";
player reveal _veh;
cutText [format[("Bought %3 for %1 %2, key added to toolbelt."),_qty_in,_textPartIn,_textPartOut], "PLAIN DOWN"];
} else {
player removeMagazine _keySelected;
};
} else {
_location = [(position player),0,20,1,0,2000,0] call BIS_fnc_findSafePos;
cutText ["You do not have enough room on your toolbelt.", "PLAIN DOWN"];
};
//place vehicle spawn marker (local)
_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
_location = (getPosATL _veh);
//["dayzPublishVeh",[_veh,[_dir,_location],_part_out,false,dayz_playerUID]] call callRpcProcedure;
dayzPublishVeh2 = [_veh,[_dir,_location],_part_out,false,dayz_playerUID];
publicVariableServer "dayzPublishVeh2";
player reveal _veh;
cutText [format[("Bought %3 %4 for %1 %2"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
} else {
_obj = _obj select 0;
//check make sure there are no fully damaged tires fully
//check to make sure vehicle has no more than 75% average tire damage
_hitpoints = _obj call vehicle_getHitpoints;
_okToSell = true;
@@ -146,7 +163,7 @@ if (_qty >= _qty_in) then {
};
};
if(_okToSell) then {
if(_okToSell and !isNull _obj and alive _obj) then {
// Sell Vehicle
for "_x" from 1 to _qty_out do {
@@ -182,8 +199,7 @@ if (_qty >= _qty_in) then {
cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
} else {
cutText [format[("No %1 found within 20 meters."),_textPartIn] , "PLAIN DOWN"];
};
};
};
TradeInprogress = false;