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

@@ -7,6 +7,10 @@ if(TradeInprogress) exitWith { cutText ["That Safe is already being packed." , "
TradeInprogress = true;
_obj = _this;
// Silently exit if object no longer exists
if(isNull _obj) exitWith { TradeInprogress = false; };
_ownerID = _obj getVariable["CharacterID","0"];
_objectID = _obj getVariable["ObjectID","0"];
_objectUID = _obj getVariable["ObjectUID","0"];
@@ -14,30 +18,34 @@ _objectUID = _obj getVariable["ObjectUID","0"];
player removeAction s_player_packvault;
s_player_packvault = 1;
if(_ownerID == dayz_playerUID) then {
_alreadyPacking = _obj getVariable["packing",0];
if (_alreadyPacking == 1) exitWith {cutText ["That Safe is already being packed." , "PLAIN DOWN"]};
_obj setVariable["packing",1];
if((_ownerID != dayz_combination) and (_ownerID != dayz_playerUID)) exitWith { TradeInprogress = false; s_player_packvault = -1; cutText ["You cannot pack this Safe, you do not know the combination.", "PLAIN DOWN"];};
cutText ["Packing Safe move from this position to cancel within 5 seconds.", "PLAIN DOWN"];
sleep 1;
_location1 = getPosATL player;
sleep 5;
_location2 = getPosATL player;
if(_location1 distance _location2 > 0.1) exitWith {
cutText ["Packing Safe canceled." , "PLAIN DOWN"];
_obj setVariable["packing",0];
};
_alreadyPacking = _obj getVariable["packing",0];
player playActionNow "Medic";
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_packvault = -1; cutText ["That Safe is already being packed." , "PLAIN DOWN"]};
_obj setVariable["packing",1];
_dir = direction _obj;
cutText ["Packing Safe move from this position to cancel within 5 seconds.", "PLAIN DOWN"];
sleep 1;
_location1 = getPosATL player;
sleep 5;
_location2 = getPosATL player;
_pos = _obj getVariable["OEMPos",(getposATL _obj)];
if(_location1 distance _location2 > 0.1) exitWith {
cutText ["Packing Safe canceled." , "PLAIN DOWN"];
_obj setVariable["packing",0];
};
player playActionNow "Medic";
_dir = direction _obj;
[player,"tentpack",0,false] call dayz_zombieSpeak;
sleep 3;
_pos = _obj getVariable["OEMPos",(getposATL _obj)];
[player,"tentpack",0,false] call dayz_zombieSpeak;
sleep 3;
if(!isNull _obj) then {
//place tent (local)
_bag = createVehicle ["WeaponHolder_ItemVault",_pos,[], 0, "CAN_COLLIDE"];
@@ -89,10 +97,7 @@ if(_ownerID == dayz_playerUID) then {
cutText ["Your Safe has been packed", "PLAIN DOWN"];
} else {
cutText ["You cannot pack this Safe, it is not yours", "PLAIN DOWN"];
s_player_packvault = -1;
};
s_player_packvault = -1;
TradeInprogress = false;