mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-02-12 03:02:56 +03:00
Update combattimeout from time to diag_tickTime
Also organized change log
This commit is contained in:
@@ -1,3 +1,5 @@
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// If parameters were passed redirect to vanilla player_build (Epoch items don't pass anything)
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if (!isNil "_this" && {typeName _this == "ARRAY"} && {count _this > 0}) exitWith {_this spawn player_buildVanilla;};
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private ["_classname","_classnametmp","_require","_text","_ghost","_lockable","_requireplot","_isAllowedUnderGround","_offset","_isPole","_isLandFireDZ","_hasRequired","_hasrequireditem","_reason","_buildObject","_location1","_object","_objectHelper","_position","_controls","_cancel","_dir","_cnt","_pos","_distance","_buildables","_onLadder","_vehicle","_inVehicle","_abort","_needNear","_isNear","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot","_canBuildOnPlot","_nearestPole","_ownerID","_friendlies","_missing","_checkMag","_enableGhost","_helperColor","_canDo","_objHDiff","_isOk","_zheightchanged","_zheightdirection","_rotate","_location2","_lastDir","_objectHelperDir","_objectHelperPos","_tmpbuilt","_limit","_proceed","_counter","_dis","_sfx","_started","_finished","_animState","_isMedic","_num_removed","_combinationDisplay","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display"];
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//Check if building already in progress, exit if so.
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@@ -33,7 +35,7 @@ closeDialog 1;
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if (dayz_isSwimming) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26","PLAIN DOWN"];};
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if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_42","PLAIN DOWN"];};
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if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21","PLAIN DOWN"];};
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if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_43","PLAIN DOWN"];};
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if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_43","PLAIN DOWN"];};
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DZE_buildItem = _this; //This is a magazine! It's global to allow access to it from outside functions
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@@ -391,7 +393,7 @@ if (_hasrequireditem) then {
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deleteVehicle _objectHelper;
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};
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if (player getVariable["combattimeout", 0] >= time) exitWith {
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if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {
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_isOk = false;
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_cancel = true;
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_reason = (localize "str_epoch_player_43");
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@@ -487,7 +489,7 @@ if (_hasrequireditem) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
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if (r_interrupt || (player getVariable["combattimeout",0] >= diag_tickTime)) then {
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r_doLoop = false;
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};
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if (DZE_cancelBuilding) exitWith {
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@@ -100,7 +100,7 @@ while {_isOk} do {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt or (player getVariable["combattimeout", 0] >= time)) then {
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if (r_interrupt or (player getVariable["combattimeout",0] >= diag_tickTime)) then {
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r_doLoop = false;
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_finished = false;
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};
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@@ -1,5 +1,5 @@
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// If parameters were passed redirect to vanilla player_build (Epoch items don't pass anything)
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if ((!isNil "_this") && {typeName _this == "ARRAY"} && {count _this > 0}) exitWith {_this spawn player_buildVanilla;};
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if (!isNil "_this" && {typeName _this == "ARRAY"} && {count _this > 0}) exitWith {_this spawn player_buildVanilla;};
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/*
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DayZ Base Building
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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@@ -40,7 +40,7 @@ closeDialog 1;
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if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};
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if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_42","PLAIN DOWN"];};
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if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};
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if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_43","PLAIN DOWN"];};
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if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {DZE_ActionInProgress = false; cutText [localize "str_epoch_player_43","PLAIN DOWN"];};
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_item = _this;
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@@ -349,7 +349,7 @@ if (_hasrequireditem) then {
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deleteVehicle _object;
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};
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if (player getVariable["combattimeout", 0] >= time) exitWith {
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if (player getVariable["combattimeout",0] >= diag_tickTime) exitWith {
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_isOk = false;
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_cancel = true;
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_reason = (localize "str_epoch_player_43");
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@@ -435,7 +435,7 @@ if (_hasrequireditem) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt || (player getVariable["combattimeout", 0] >= time)) then {
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if (r_interrupt || (player getVariable["combattimeout",0] >= diag_tickTime)) then {
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r_doLoop = false;
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};
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if (DZE_cancelBuilding) exitWith {
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@@ -13,7 +13,6 @@ _distance = round(_audible * 10 * _caliber);
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dayz_disAudial = _distance;
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dayz_firedCooldown = time;
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if (toLower DZE_UI != "vanilla") then {dayz_combat = 1;};
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if (_ammo isKindOf "Melee") exitWith {
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// Added Nutrition-Factor for work
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@@ -21,15 +21,13 @@ if (uiNamespace getVariable ["DZ_displayUI", 0] == 1) exitWith {
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_array
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};
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if(dayz_combat == 1) then {
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_combattimeout = player getVariable["combattimeout",0];
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_timeleft = _combattimeout - time;
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_combatVal = 0;
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_combattimeout = player getVariable["combattimeout",0];
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if (_combattimeout > 0) then {
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_timeleft = _combattimeout - diag_tickTime;
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_combatVal = (_timeleft/30);
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} else {
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_combatVal = 0;
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};
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_audible = (dayz_disAudial / 50);
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_visual = (dayz_disVisual / 100);
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_bloodVal = r_player_blood / r_player_bloodTotal;
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@@ -15,7 +15,12 @@ disableSerialization;
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_foodVal = 1 - (dayz_hunger / SleepFood);
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_thirstVal = 1 - (dayz_thirst / SleepWater);
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_tempVal = 1 - ((dayz_temperatur - dayz_temperaturmin)/(dayz_temperaturmax - dayz_temperaturmin)); // Normalise to [0,1]
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_combatVal = 1 - dayz_combat; // May change later to be a range of red/green to loosely indicate 'time left in combat'
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_combatVal = 1;
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_combattimeout = player getVariable["combattimeout",0];
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if (_combattimeout > 0) then {
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_timeleft = _combattimeout - diag_tickTime;
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_combatVal = (30 - _timeleft) / 100;
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};
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if (uiNamespace getVariable ["DZ_displayUI", 0] == 1) exitWith {
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_array = [_foodVal,_thirstVal];
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@@ -24,13 +24,5 @@ class ItemDesertTent
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{
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weight = 5;
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};
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class StashSmall
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{
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weight = 4;
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};
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class StashMedium
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{
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weight = 5;
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};
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//lockbox weight is in cfgMagazines
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@@ -678,7 +678,6 @@ if (!isDedicated) then {
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if (isNil "DZE_requireplot") then {DZE_requireplot = 1;};
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if (isNil "DZE_StaticConstructionCount") then {DZE_StaticConstructionCount = 0;};
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autoRunActive = 0;
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dayz_combat = 0;
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DZE_ActionInProgress = false;
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DZE_AntiWallCounter = 0;
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DZE_myHaloVehicle = objNull;
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@@ -363,11 +363,11 @@ while {1 == 1} do {
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_startcombattimer = player getVariable["startcombattimer", 0];
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if (_startcombattimer == 1 || _PlayerNearby) then {
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player setVariable["combattimeout", diag_tickTime + 30, false];
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player setVariable["combattimeout", diag_tickTime + 30, true]; // Global used to punish combat log in server_onPlayerDisconnect
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player setVariable["startcombattimer", 0, false];
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} else {
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if (_ZedsNearby) then {
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player setVariable["combattimeout", diag_tickTime + 10, false];
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player setVariable["combattimeout", diag_tickTime + 10, true]; // Global used to punish combat log in server_onPlayerDisconnect
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player setVariable["startcombattimer", 0, false];
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};
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};
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@@ -375,23 +375,24 @@ while {1 == 1} do {
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if (toLower DZE_UI != "vanilla") then {
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_combattimeout = player getVariable["combattimeout",0];
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if (_combattimeout > 0) then {
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_timeleft = _combattimeout - time;
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_timeleft = _combattimeout - diag_tickTime;
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if (_timeleft > 0) then {
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//hintSilent format["In Combat: %1",round(_timeleft)];
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} else {
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//hintSilent "Not in Combat";
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player setVariable["combattimeout", 0, true];
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dayz_combat = 0;
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_combatdisplay = uiNamespace getVariable 'DAYZ_GUI_display';
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_combatcontrol = _combatdisplay displayCtrl 1307;
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_combatcontrol ctrlShow true;
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if (!isNil "_combatdisplay") then {
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_combatcontrol = _combatdisplay displayCtrl 1307;
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_combatcontrol ctrlShow true;
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};
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};
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} else {
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//hintSilent "Not in Combat";
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dayz_combat = 0;
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_combatdisplay = uiNamespace getVariable 'DAYZ_GUI_display';
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_combatcontrol = _combatdisplay displayCtrl 1307;
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_combatcontrol ctrlShow true;
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if (!isNil "_combatdisplay") then {
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_combatcontrol = _combatdisplay displayCtrl 1307;
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_combatcontrol ctrlShow true;
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};
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};
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};
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