mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
@@ -20,7 +20,9 @@
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[CHANGED] AntiTP and scheduled security are now fully disabled when dayz_antihack=0. #1816
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[CHANGED] Changed default value for the variable dayz_bleedingeffect to 2 (blood particle effect only) due to negative FPS impact. Set to 3 to enable blood stains again. #1816
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[CHANGED] Group icons have been moved to a slower loop and the group system is disabled by default. See configVariables.sqf to enable. #1816
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[CHANGED] Flies are now disabled by default due to negative FPS impact. See init.sqf to enable. #1816
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[CHANGED] Flies now spawn ten minutes after death instead of right away. Flies are also disabled by default due to negative FPS impact. See init.sqf to enable. #1816
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[CHANGED] Increased head shot damage for normal hits (non-zombie and non-melee)
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[CHANGED] Slightly increased damage from vehicle run over
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[FIXED] Wrong texture for z_hunter zombie. #1805 @schwanzkopfhegel @ebayShopper
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[FIXED] Refuel with generator at gas station not working. #1806 @Helios27 @ebayShopper
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@@ -71,6 +73,7 @@
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[FIXED] Bandit1_DZ and Bandit2_DZ were the same. Bandit1_DZ is back to the normal non-camo skin now. #1874 @DeVloek
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[FIXED] If a player force kills their game immediately after dying their body will no longer disappear. #1825 @looter809
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[FIXED] Some AI behavior was broken due to RadioProtocolEmpty. Unfortunately this reintroduces group chat spam.
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[FIXED] You can no longer pack your tent while sleeping.
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[NOTE] The fixes below are included in the 1.0.6 Build C server package released December 29th, 2016 (http://dayzepoch.com/a2dayzepoch.php)
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[FIXED] Hive child 309 errors that resulted in broken saving of newly built storage object inventory. @icomrade
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@@ -103,7 +103,7 @@ _enoughMoney = false;
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_moneyInfo = [false, [], [], [], 0];
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if (Z_SingleCurrency) then {
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_enoughMoney = if (_wealth >= _priceToBuy) then { true } else { false };
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_enoughMoney = (_wealth >= _priceToBuy);
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} else {
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_moneyInfo = _priceToBuy call Z_canAfford;
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_enoughMoney = _moneyInfo select 0;
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@@ -212,7 +212,7 @@ if (_enoughMoney) then {
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if (_x select 1 == "trade_weapons") then {
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_count = 0;
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while {_count < (_x select 9)} do {
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_hasPrimary = if (primaryWeapon player != "") then {true} else {false};
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_hasPrimary = (primaryWeapon player != "");
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if (_hasPrimary && getNumber (configFile >> "CfgWeapons" >> (_x select 0) >> "type") == 1) then {
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dayz_onBack = _x select 0; //Add to back
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} else {
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@@ -16,7 +16,7 @@ a_player_boil = true;
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player removeAction s_player_boil;
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//s_player_boil = -1;
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//_bottleInfected = if ("ItemWaterBottleInfected" in magazines player) then {true} else {false};
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//_bottleInfected = ("ItemWaterBottleInfected" in magazines player);
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/* //canteens are metal, we only use canteens in Epoch
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_hastinitem = false;
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@@ -25,7 +25,7 @@ _hastinitem = false;
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if (_x in magazines player) exitWith {_hastinitem = true;};
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} count boil_tin_cans;
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if (!_hastinitem) exitWith {format[localize "str_player_31",_tintext,localize "str_player_31_fill"] call dayz_rollingMessages; a_player_boil = false;};
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if (!_hastinitem) exitWith {format[localize "str_player_31",_tintext,localize "str_player_31_fill"] call dayz_rollingMessages; a_player_boil = false; dayz_actionInProgress = false;};
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*/
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if (_qty > 0) then {
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player playActionNow "Medic";
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@@ -64,7 +64,7 @@ _maintain = {
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_wealth = player getVariable[Z_MoneyVariable,0];
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if (Z_SingleCurrency) then {
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_enoughMoney = if (_wealth >= _amount) then { true } else { false };
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_enoughMoney = (_wealth >= _amount);
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} else {
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Z_Selling = false; // Initialize gem currency before Z_canAfford.
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_moneyInfo = _amount call Z_canAfford;
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@@ -34,7 +34,7 @@ if (_classname isKindOf "TrapBear") exitWith { deleteVehicle _holder; };
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player playActionNow "PutDown";
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//Adding random chance of arrow is re-usable on pickup
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_broken = if ((_classname == "1Rnd_Arrow_Wood") && {[0.15] call fn_chance}) then {true} else {false};
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_broken = ((_classname == "1Rnd_Arrow_Wood") && {[0.15] call fn_chance});
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if (_broken) exitWith { deleteVehicle _holder; localize "str_broken_arrow" call dayz_rollingMessages; };
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_claimedBy = _holder getVariable["claimed","0"];
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@@ -74,7 +74,6 @@ if (_hasInput) then {
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player playActionNow "PutDown";
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//Hack to get craft menu to use build needs a good tidy up
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[_orignalClass,"Build","ItemActions"] spawn player_build;
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dayz_actionInProgress = true;
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[_orignalClass,"Build","ItemActions"] spawn player_build;
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};
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};
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@@ -44,7 +44,7 @@ if (_byPassChecks == "") then { _byPassChecks = "BaseItems" };
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if (_ghost == "") then { _ghost = _classname; };
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//Remove tents and stashes from new collision system until we find a better way then build tent for hiding items.
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_isCollisionBypass = if (isText (configFile >> _isClass >> _item >> _classType >> _action >> "bypassCollision")) then { true } else { false };
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_isCollisionBypass = (isText (configFile >> _isClass >> _item >> _classType >> _action >> "bypassCollision"));
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_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
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_keepOnSlope = 0 == (getNumber (configFile >> "CfgVehicles" >> _classname >> "canbevertical"));
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@@ -74,7 +74,7 @@ if (_canDo) then {
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_selectedRecipeTools = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "requiretools");
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_selectedRecipeOutput = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "output");
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_selectedRecipeInput = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "input");
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_selectedRecipeInputStrict = if ((isNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputstrict")) && (getNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputstrict") > 0)) then {true} else {false};
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_selectedRecipeInputStrict = ((isNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputstrict")) && (getNumber (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputstrict") > 0));
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_outputWeapons = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "outputweapons");
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_inputWeapons = getArray (configFile >> _baseClass >> _item >> "ItemActions" >> _crafting >> "inputweapons");
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@@ -6,7 +6,7 @@ _config = configFile >> "CfgWeapons" >> _item;
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_droppedType = getText (_config >> "droppeditem");
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_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
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if (_onLadder) exitWith { localize "str_player_21" call dayz_rollingMessages; dayz_actionInProgress = false; };
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if (_onLadder) exitWith { localize "str_player_21" call dayz_rollingMessages; };
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if (dayz_actionInProgress) exitWith { localize "str_player_actionslimit" call dayz_rollingMessages; };
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dayz_actionInProgress = true;
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@@ -1,3 +1,6 @@
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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private ["_playArray","_lastRest","_blood","_timesincedrink","_bloodinc","_Moves","_sleepArray","_animState","_started","_finished","_timer","_i","_r","_cureAttempt","_isAsleep","_cureChance","_infectedStatus","_randomamount","_isOwner","_tent"];
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//_timesincedrink = time - dayz_lastDrink;
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//_bloodinc =100; Removed for now(untested) due to it not needed yet
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@@ -11,7 +14,7 @@ player playmove "AidlPpneMstpSnonWnonDnon_SleepC_sleep";
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_sleeping = player getVariable ["sleeping",false];
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if (_sleeping) exitwith {};
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if (_sleeping) exitWith {dayz_actionInProgress = false;};
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player setVariable ["sleeping",true];
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@@ -105,6 +108,7 @@ if (r_interrupt) then {
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};
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player setVariable ["sleeping",false];
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dayz_actionInProgress = false;
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//Removed due to player sync returning []
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//PVDZ_plr_Save = [player,nil,true,dayz_playerAchievements];
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@@ -1,5 +1,5 @@
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scriptName "Functions\misc\fn_damageActions.sqf";
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if (dayz_actionInProgress) exitWith {};
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#include "\z\addons\dayz_code\util\array.hpp";
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/***********************************************************
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@@ -4,7 +4,6 @@ scriptName "Functions\misc\fn_selfActions.sqf";
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- Function
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- [] call fnc_usec_selfActions;
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************************************************************/
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if (dayz_actionInProgress) exitWith {};
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private ["_canPickLight","_text","_unlock","_lock","_totalKeys","_temp_keys","_temp_keys_names",
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"_hasKey","_oldOwner","_hasAttached","_isZombie","_isHarvested","_isMan","_isFuel","_hasRawMeat","_hastinitem","_player_deleteBuild",
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"_player_lockUnlock_crtl","_displayName","_hasIgnitors","_menu","_menu1","_allowTow","_liftHeli","_found","_posL","_posC","_height","_attached",
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@@ -43,7 +43,7 @@ _difference = 0;
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_isinbuilding = false;
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_isinvehicle = false;
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_raining = if(rain > 0) then {true} else {false};
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_raining = (rain > 0);
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_sunrise = call world_sunRise;
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//POSITIV EFFECTS
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@@ -23,9 +23,9 @@ if (time - dayz_lastCheckSave > 10) then {
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while {(!isNull _display) && !r_player_dead} do {
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_timeout = 30;
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_timeout = player getVariable["combattimeout", 0];
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_inCombat = if (_timeout >= diag_tickTime) then {true} else {false};
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_playerCheck = if ({isPlayer _x} count (player nearEntities ["AllVehicles",5]) > 1) then {true} else {false};
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_zedCheck = if ((count (player nearEntities ["zZombie_Base",10]) > 0) && !_isPZombie) then {true} else {false};
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_inCombat = (_timeout >= diag_tickTime);
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_playerCheck = ({isPlayer _x} count (player nearEntities ["AllVehicles",5]) > 1);
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_zedCheck = ((count (player nearEntities ["zZombie_Base",10]) > 0) && !_isPZombie);
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_gearDisplay = findDisplay 106;
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if (!isNull _gearDisplay) then {
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_gearDisplay closeDisplay 0;
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@@ -2,8 +2,11 @@
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sched_playerActions = {
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HIDE_FSM_VARS
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call fnc_usec_selfActions;
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call fnc_usec_damageActions;
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if (!dayz_actionInProgress) then {
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call fnc_usec_selfActions;
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call fnc_usec_damageActions;
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};
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//combat check
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if ((player getVariable ["combattimeout",0] < diag_tickTime) && {player getVariable ["inCombat",false]}) then {
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@@ -129,7 +129,7 @@ if (!_isNew) then {
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};
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};
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_isHiveOk = if (_hiveVer >= dayz_hiveVersionNo) then {true} else {false}; //EDITED
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_isHiveOk = (_hiveVer >= dayz_hiveVersionNo); //EDITED
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/*
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if (count _inventory > 2 && {typeName (_inventory select 2) != "STRING"}) then {
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@@ -178,7 +178,7 @@ if (count _stats > 0) then {
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if (_randomSpot) then {
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private ["_counter","_position","_isNear","_isZero","_mkr"];
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if (!isDedicated) then {endLoadingScreen;};
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_IslandMap = if (toLower worldName in ["caribou","cmr_ovaron","dayznogova","dingor","dzhg","fallujah","fapovo","fdf_isle1_a","isladuala","lingor","mbg_celle2","namalsk","napf","oring","panthera2","sara","sauerland","smd_sahrani_a2","tasmania2010","tavi","trinity","utes"]) then {true} else {false};
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_IslandMap = (toLower worldName in ["caribou","cmr_ovaron","dayznogova","dingor","dzhg","fallujah","fapovo","fdf_isle1_a","isladuala","lingor","mbg_celle2","namalsk","napf","oring","panthera2","sara","sauerland","smd_sahrani_a2","tasmania2010","tavi","trinity","utes"]);
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//spawn into random
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_findSpot = true;
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@@ -151,7 +151,7 @@ if (count _this > 4) then { //calling from player_onDisconnect
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};
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if (_isInVehicle) then {
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//if the player object is inside a vehicle lets eject the player
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_relocate = if ((vehicle _character isKindOf "Air") && (_charPos select 2 > 1.5)) then {true} else {false};
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_relocate = ((vehicle _character isKindOf "Air") && (_charPos select 2 > 1.5));
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_character action ["eject", vehicle _character];
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// Prevent relog in parachute, heli or plane above base exploit to get inside
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@@ -23,7 +23,7 @@ _hasfireffect = false;
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_isinbuilding = false;
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_isinvehicle = false;
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_raining = if(rain > 0) then {true} else {false};
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_raining = (rain > 0);
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_sunrise = call world_sunRise;
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//POSITIV EFFECTS
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Block a user