Add harder penalties for wrong combination on doors, More spelling mistakes. (#1847)

* More spelling mistakes

Further to commit:
0e938ba8f3

* Add harder penalties for wrong combination on doors

This adds a variable (DZE_doorManagementHarderPenalty) to make attempts
at code breaking doors harder. This will exponentially increment the
time between attempts or if you set it to false will make it 5 seconds
between attempts.

Unlike the original (that was useless TBH) this will actually lock out
the combo lock UI until the timer is set.

Will reset completely after 120 seconds.

* Add German translations

* Resolve merge conflict

* Resolve merge conflict
This commit is contained in:
oiad
2017-01-04 10:39:05 +13:00
committed by ebayShopper
parent 0c15002109
commit 6f072982c3
6 changed files with 45 additions and 50 deletions

View File

@@ -1,14 +1,17 @@
private "_display";
// Close DoorAccess
_display = findDisplay 61144;
_display closeDisplay 2;
if (dayz_lastCodeFail > diag_tickTime) exitWith {
format [localize "STR_EPOCH_PLAYER_19_WAIT",round(dayz_lastCodeFail - diag_tickTime)] call dayz_rollingMessages;
};
if (DZE_doorManagementAllowManualCode) then {
//DZE_Lock_Door != (this getvariable['CharacterID','0']);
DZE_topCombo = 0;
DZE_midCombo = 0;
DZE_botCombo = 0;
createDialog "ComboLockUI";
} else {
localize "STR_EPOCH_DOORACCESS_NOMANUAL" call dayz_rollingMessages;
};
};

View File

@@ -34,12 +34,12 @@ player playActionNow "Medic";
player removeAction s_player_destroytent;
s_player_destroytent = -1;
//Make sure you can only destory once
_alreadyDestorying = _obj getVariable["alreadyDestorying",0];
//Make sure you can only destroy once
_alreadyDestroying = _obj getVariable["alreadyDestroying",0];
if (_alreadyDestorying == 1) exitWith {localize "str_TentAlreadyLit" call dayz_rollingMessages;};
if (_alreadyDestroying == 1) exitWith {localize "str_TentAlreadyLit" call dayz_rollingMessages;};
_obj setVariable["alreadyDestorying",1];
_obj setVariable["alreadyDestroying",1];
//Jerry can system ** Needs redoing
//Select random can from array
@@ -86,4 +86,4 @@ publicVariable "PVDZ_obj_Fire";
_obj inflame true;
//_obj spawn player_fireMonitor;
localize "str_success_tent_destoryed" call dayz_rollingMessages;
localize "str_success_tent_destroyed" call dayz_rollingMessages;

View File

@@ -4,40 +4,29 @@
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
Modified for Zupa's DoorManagement.
*/
private ["_display","_obj","_objectCharacterID","_hasAccess"];
private ["_display","_displayCombo","_displayEye","_doorMethod","_hasAccess","_notNearestPlayer","_obj","_objectCharacterID"];
if (!isNil "DZE_DYN_UnlockDoorInprogress") exitWith {localize "str_epoch_player_21" call dayz_rollingMessages;};
DZE_DYN_UnlockDoorInprogress = true;
// find display and check the door opening method
_doorMethod = '';
_doorMethod = "";
_displayCombo = findDisplay 41144;
_displayEye = findDisplay 61144;
if(!isNull _displayEye) then {_display = _displayEye; _doorMethod = "Eye";};
if(!isNull _displayCombo) then {_display = _displayCombo; _doorMethod = "Combo";};
if (!isNull dayz_selectedDoor) then {
if (!isNil 'KeyCodeTryTimer') then {
if (diag_tickTime > KeyCodeTryTimer) then {
KeyCodeTry = nil;
KeyCodeTryTimer = nil;
};
};
_obj = dayz_selectedDoor; // our target
_obj = dayz_selectedDoor;
_notNearestPlayer = _obj call dze_isnearest_player;
if (_notNearestPlayer) then {
// close display since another player is closer
_display closeDisplay 2;
localize "STR_EPOCH_ACTIONS_16" call dayz_rollingMessages;
} else {
// get object combination
_objectCharacterID = _obj getVariable ["CharacterID","0"];
if(DZE_doorManagement) then {
// Check player access
if (DZE_doorManagement) then {
_hasAccess = [player, _obj] call FNC_check_access;
if (
(_hasAccess select 0) or // door owner
@@ -50,53 +39,50 @@ if (!isNull dayz_selectedDoor) then {
DZE_Lock_Door = dayz_selectedDoor getVariable['CharacterID','0'];
};
};
// Check combination
if (isNil "dayz_UnlockTime") then {dayz_UnlockTime = 5;};
if (DZE_doorManagementHarderPenalty && {(diag_tickTime - dayz_lastCodeFail) > 120}) then {dayz_UnlockTime = 5;};
if (DZE_Lock_Door == _objectCharacterID) then {
[player,"combo_unlock",0,false] call dayz_zombieSpeak;
// close display
_display closeDisplay 2;
// unlock if locked
if (_obj animationPhase "Open_hinge" == 0) then {
_obj animate ["Open_hinge", 1];
};
if (_obj animationPhase "Open_latch" == 0) then {
_obj animate ["Open_latch", 1];
};
if(_doorMethod == "Eye") then {
if (_doorMethod == "Eye") then {
localize "STR_EPOCH_DOORACCESS_SUCCESS" call dayz_rollingMessages;
};
KeyCodeTry = nil;
dayz_UnlockTime = 5;
dayz_lastCodeFail = 0;
} else {
["Working",0,[100,15,10,0]] call dayz_NutritionSystem;
DZE_Lock_Door = "";
[player,"combo_locked",0,false] call dayz_zombieSpeak;
[player,20,true,(getPosATL player)] spawn player_alertZombies;
if (isNil 'KeyCodeTry') then {KeyCodeTry = 0;};
KeyCodeTry = KeyCodeTry + 1;
if (!isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+10;};
if (KeyCodeTry >= ((round(random 4)) + 4)) then {
if (isNil 'KeyCodeTryTimer') then {KeyCodeTryTimer = diag_tickTime+10;};
localize "str_epoch_player_19" call dayz_rollingMessages;
_display closeDisplay 2;
};
if(_doorMethod == "Eye") then {
if (_doorMethod == "Eye") then {
localize "STR_EPOCH_DOORACCESS_FAILURE" call dayz_rollingMessages;
_display closeDisplay 2;
} else {
if (DZE_doorManagementHarderPenalty) then {
dayz_lastCodeFail = (diag_tickTime + dayz_UnlockTime);
dayz_UnlockTime = dayz_UnlockTime * 2;
} else {
dayz_lastCodeFail = (diag_tickTime + dayz_UnlockTime);
};
format [localize "str_epoch_player_19",round(dayz_lastCodeFail - diag_tickTime)] call dayz_rollingMessages;
_display closeDisplay 2;
};
};
};
} else {
// close display since no target
_display closeDisplay 2;
};
DZE_DYN_UnlockDoorInprogress = nil;

View File

@@ -95,6 +95,7 @@ DZE_doorManagementMustBeClose = false; //Players must be within 10m of door to b
DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it.
DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors.
DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code.
// Group System
dayz_groupSystem = true; // Enable group system

View File

@@ -716,4 +716,5 @@ if (!isDedicated) then {
DZE_myVehicle = objNull;
dayz_groupNameTags = true;
dayz_minusDownTime = 0;
dayz_lastCodeFail = 0;
};

View File

@@ -6598,7 +6598,7 @@
<French>Vous ne pouvez pas replier cette tente, elle ne vous appartient pas.</French>
<Czech>Tento stan nemůžete zabalit, jelikož není váš.</Czech>
</Key>
<Key ID="str_success_tent_destoryed">
<Key ID="str_success_tent_destroyed">
<English>You have successfully destroyed a tent.</English>
<German>Du hast das Zelt erfolgreich zerstört.</German>
<Russian>Вы успешно уничтожили палатку.</Russian>
@@ -11279,13 +11279,17 @@
<Czech>Musíte mít syrové maso</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_19">
<English>Wrong code entered too many times, wait 10 seconds</English>
<German>Es wurde zu oft der falsche Code eingetippt. Du musst nun 10 Sekunden warten</German>
<English>You entered the wrong code, wait %1 seconds.</English>
<German>Du hast einen falschen Code eingegeben, warte %1 Sekunden.</German>
<Russian>Неправильный код введён слишком много раз, подождите 10 секунд</Russian>
<Dutch>Je hebt te vaak een foute code ingevoerd. 10 seconden geduld svp.</Dutch>
<French>Trop d'erreurs avec le code, patientez 10 secondes</French>
<Czech>Mnohokrát jsi zadal špatný kód, musíš počkat 10 vteřin</Czech>
</Key>
<Key ID="STR_EPOCH_PLAYER_19_WAIT">
<English>You must wait another %1 seconds before you can enter another code.</English>
<German>Du musst weitere %1 Sekunden warten, bevor du einen anderen Code eingeben kannst.</German>
</Key>
<Key ID="STR_EPOCH_PLAYER_20">
<English>Cannot unlock while another player is nearby.</English>
<German>Aufschließen nicht möglich, während ein anderer Spieler in der Nähe ist.</German>