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:
@@ -23,55 +23,53 @@ _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
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_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
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// check for near plot
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_findNearestPole = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30];
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_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], 30];
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_findNearestPole = [];
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{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;
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_IsNearPlot = count (_findNearestPole);
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_IsNearPlot = count (_findNearestPole);
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if(_IsNearPlot == 0) then {
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// Allow building of plot
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if(_classname == "Plastic_Pole_EP1_DZ") then {
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if(count (nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 60]) == 0) then {
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if({alive _x} count (nearestObjects[(vehicle player), ["Plastic_Pole_EP1_DZ"], 45]) == 0) then {
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_canBuildOnPlot = true;
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};
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};
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} else {
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// Since there are plots nearby we check for ownership and then for friend status
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// select closest pole
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_nearestPole = _findNearestPole select 0;
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// Find owner
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_ownerID = _nearestPole getVariable["CharacterID","0"];
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diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
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// check if friendly to owner
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if(dayz_characterID == _ownerID) then {
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// owner can build anything within his plot
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if(_classname == "Plastic_Pole_EP1_DZ") then {
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if(count ([player, ["Plastic_Pole_EP1_DZ"], 30]) == 0) then {
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_canBuildOnPlot = true;
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};
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} else {
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_canBuildOnPlot = true;
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// owner can build anything within his plot except other plots witin
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if(_classname != "Plastic_Pole_EP1_DZ") then {
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_canBuildOnPlot = true;
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};
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} else {
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// not the owner so check if user is friendly to owner.
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_friendlies = player getVariable ["friendlies",[]];
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// check if friendly to owner
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if(_ownerID in _friendlies) then {
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if(_classname != "Plastic_Pole_EP1_DZ") then {
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// disallow building plot
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if(_classname != "Plastic_Pole_EP1_DZ") then {
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_friendlies = player getVariable ["friendlyTo",[]];
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// check if friendly to owner
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if(_ownerID in _friendlies) then {
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_canBuildOnPlot = true;
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};
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};
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};
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};
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if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText ["Building requires plot within 30m" , "PLAIN DOWN"]; };
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// _message
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if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText ["Building requires plot pole within 30m" , "PLAIN DOWN"]; };
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_missing = "";
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_hasrequireditem = true;
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@@ -249,6 +247,8 @@ if (_hasrequireditem) then {
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if(_num_removed == 1) then {
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cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];
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_tmpbuilt setVariable ["characterID",dayz_characterID,true];
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//["dayzPublishObj",[dayz_characterID,_tmpbuilt,[_dir,_location],_classname]] call callRpcProcedure;
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dayzPublishObj = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
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