mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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1.0.0.6 Developer Build
+ [CHANGED] lowered metal pole crafting requirements to 1 scrap 1 tank
trap.
+ [CHANGED] Corrugated crafting now
{"ItemPole",1},{"PartGeneric",2},{"ItemTankTrap",1},{"PartWoodLumber",2}.
+ [CHANGED] Generator can now be started and stopped.
+ [FIXED] Generators cannot be removed while running.
+ [ADDED] New larger backpack: DZ_LargeGunBag_EP1 (Weapons = 10;
Magazines = 45) added to MilitarySpecial loot table.
+ [ADDED] New backpack: DZ_GunBag_EP1 (Weapons = 6; Magazines = 8) added
to Militaryloot table..
+ [ADDED] New backpack: DZ_CompactPack_EP1 (Weapons = 1; Magazines = 18)
added to Supermarket loot table.
+ [ADDED] New backpack: DZ_TerminalPack_EP1 (Weapons = 1; Magazines =
12) added to Supermarket loot table.
+ [ADDED] Green domed tent ItemTentDomed2 - TentStorageDomed2 added to
Residential loot table at 0.01.
+ [ADDED] When removing road debris you will now get one random car part
in return.
+ [ADDED] Revamped chopping wood so that it now actually chops down a
tree within 5m. Supports specific tree types for most maps.
+ [ADDED] Craftable stick fence requires tools
{"ItemToolbox","ItemKnife"} and input {"PartWoodPile",6}.
+ [ADDED] Buildable stick fence StickFence_DZ requires tools
{"ItemEtool","ItemToolbox"}.
+ [CHANGED] Middle floor of A2 in Namalsk changed to MilitarySpecial.
+ [ADDED] 55 Gallon Fuel Barrel as a rare spawn to Farm and Industrial
loot tables at 0.005.
+ [CHANGED] Lowered chance for spawn of generator to 0.005 from 0.01.
+ [FIXED] incorrectly setting characterID server side with wrong
variable.
This commit is contained in:
@@ -3,6 +3,9 @@ private ["_vehicle","_started","_finished","_animState","_isMedic"];
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if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
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TradeInprogress = true;
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player removeAction s_player_fillgen;
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// Use target from addaction
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_vehicle = _this select 3;
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@@ -40,29 +43,49 @@ if(!_finished) then {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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cutText ["Canceled refuel." , "PLAIN DOWN"]
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cutText ["Canceled." , "PLAIN DOWN"]
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};
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if (_finished) then {
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// take jerry can and replace with empty
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if(([player,"ItemJerrycan"] call BIS_fnc_invRemove) == 1) then {
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player addMagazine "ItemJerrycanEmpty";
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// take jerry can and replace with empty
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if(!(_vehicle getVariable ["GeneratorFilled", false]) and ("ItemJerrycan" in magazines player)) then {
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if(([player,"ItemJerrycan"] call BIS_fnc_invRemove) == 1) then {
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player addMagazine "ItemJerrycanEmpty";
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// mark as once filled
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_vehicle setVariable ["GeneratorFilled", true,true];
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// Start generator
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_vehicle setVariable ["GeneratorRunning", true,true];
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// Sound_Generator1
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// Looks like this was the entended way of making the sound, lets test
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_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
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_vehicle setVariable ["GeneratorSound", _soundSource,true];
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// TODO: Add running sounds to generator
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cutText ["Generator has been started.", "PLAIN DOWN"];
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};
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} else {
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// Start generator
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_vehicle setVariable ["GeneratorRunning", true,true];
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// Sound_Generator1
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// Looks like this was the entended way of making the sound, lets test
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//_classname = "Sound_Generator1";
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_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
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//_location = (getPosATL _vehicle);
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//_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
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_soundSource = createSoundSource ["Generator1", position player, [], 0];
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_vehicle setVariable ["GeneratorSound", _soundSource,true];
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// TODO: Add running sounds to generator
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cutText ["Generator has been started.", "PLAIN DOWN"];
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};
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};
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TradeInprogress = false;
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TradeInprogress = false;
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s_player_fillgen = -1;
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