Cleanup Files

This commit is contained in:
Skaronator
2014-02-23 18:19:31 +01:00
parent 54ebc8aac0
commit 945ad16332
8 changed files with 1 additions and 321 deletions

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@@ -1,137 +0,0 @@
/*
DayZ Enhanced ChopWood
Usage: spawn player_chopWood;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_isOk","_objName","_finished","_proceed","_counter","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree","_finishedTime","_item"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_53") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;
if((currentWeapon player) != "MeleeHatchet_DZE") exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_54"), "PLAIN DOWN"]; };
// allowed trees list move this later
_trees = DZE_trees;
//_item = _this;
call gear_ui_init;
_findNearestTree = [];
{
if("" == typeOf _x) then {
if (alive _x) then {
_objName = _x call DZE_getModelName;
// Exit since we found a tree
if (_objName in _trees) exitWith {
_findNearestTree set [(count _findNearestTree),_x];
};
};
};
} foreach nearestObjects [getPos player, [], 20];
//diag_log format["DEBUG TREES: %1", _findNearestTree];
if (count(_findNearestTree) >= 1) then {
closeDialog 1;
_tree = _findNearestTree select 0;
// get 2d distance
_distance2d = [player, _tree] call BIS_fnc_distance2D;
_distance3d = player distance _tree;
if(_distance2d <= 5) then {
_countOut = ceil(_distance3d-_distance2d);
//diag_log format["DEBUG TREE DISTANCE: %1 - %2 = %3", _distance3d,_distance2d,(_distance3d-_distance2d)];
// Start chop tree loop
_counter = 0;
_isOk = true;
_proceed = false;
while {_isOk} do {
closeDialog 1;
// player playActionNow "Medic";
player playActionNow "GestureSwing";
[player,"chopwood",0,false] call dayz_zombieSpeak;
[player,20,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
r_doLoop = true;
_finished = false;
_finishedTime = diag_tickTime+3;
while {r_doLoop} do {
if (diag_tickTime >= _finishedTime) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
if(!_finished) exitWith {
_isOk = false;
_proceed = false;
};
if(_finished) then {
_counter = _counter + 1;
};
cutText [format[(localize "str_epoch_player_147"), _counter, _countOut], "PLAIN DOWN"];
if(_counter == _countOut) exitWith {
_isOk = false;
_proceed = true;
sleep 1;
};
};
if (_proceed) then {
_itemOut = "PartWoodPile";
_item = createVehicle ["WeaponHolder", getPosATL player, [], 1, "CAN_COLLIDE"];
_item addMagazineCargoGlobal [_itemOut,_countOut];
player reveal _item;
// chop down tree
if("" == typeOf _tree) then {
_tree setDamage 1;
};
//diag_log format["DEBUG TREE DAMAGE: %1", _tree];
cutText [format[(localize "str_epoch_player_148"), _countOut], "PLAIN DOWN"];
player action ["Gear", _item];
} else {
r_interrupt = false;
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText [(localize "str_epoch_player_55"), "PLAIN DOWN"];
};
} else {
cutText [localize "str_player_23", "PLAIN DOWN"];
};
} else {
cutText [localize "str_player_23", "PLAIN DOWN"];
};
DZE_ActionInProgress = false;

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@@ -1,27 +0,0 @@
private ["_item","_config","_onLadder","_consume","_meleeNum","_bag"];
_item = _this;
_config = configFile >> "CfgWeapons" >> _item;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {cutText [(localize "str_player_21") , "PLAIN DOWN"]};
call gear_ui_init;
_consume = ([] + getArray (_config >> "magazines")) select 0;
_meleeNum = ({_x == _consume} count magazines player);
for "_i" from 1 to _meleeNum do {
player removeMagazine _consume;
};
player removeWeapon _item;
if (_item == "MeleeHatchet_DZE") then {_item = "ItemHatchet_DZE";};
if (_item == "MeleeCrowbar") then {_item = "MeleeCrowbar";};
if (_item == "MeleeMachete") then {_item = "ItemMachete";};
//if (_item == "MeleeFishingPole") then {_item = "MeleeFishingPole";};
//if (_item == "MeleeSledge") then {_item = "MeleeSledge";};
_bag = createVehicle [format["WeaponHolder_%1",_item],getPosATL player,[], 0, "CAN_COLLIDE"];
_bag setdir (getDir player);
player reveal _bag;

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@@ -1,57 +0,0 @@
private ["_position","_target","_targetPos","_isAlive","_list","_isSomeone","_myDest","_agent"];
//Definitions
_agent = _this select 0;
//Add handlers
//_id = _agent addeventhandler ["HandleDamage",{_this call local_zombieDamage}];
//Loop behaviour
_list = (getposATL _agent) nearEntities ["Man",200];
_isSomeone = ({isPlayer _x} count _list) > 0;
_isAlive = alive _agent;
while {_isAlive and _isSomeone} do {
//NO TARGET
_agent disableAI "FSM";
_target = objNull;
_targetPos = [];
//Spawn roaming script (individual to unit)
_myDest = getPosATL _agent;
//Loop looking for targets
while {isNull _target and _isAlive and _isSomeone} do {
_isAlive = alive _agent;
_list = (getposATL _agent) nearEntities ["Man",200];
_isSomeone = ({isPlayer _x} count _list) > 0;
_target = _agent call zombie_findTargetAgent;
if (_isAlive and (_agent distance _myDest < 5)) then {
[_agent,_position] call zombie_loiter;
};
_agent forceSpeed 2;
sleep 1;
};
//CHASE TARGET
//Leader cries out
[_agent,"attack",0,false] call dayz_zombieSpeak;
//Start Movement loop
while {!isNull _target and _isAlive and _isSomeone} do {
_target = _agent call zombie_findTargetAgent;
_isAlive = alive _agent;
_targetPos = getPosATL _target;
//Move to target
_agent moveTo _targetPos;
_agent forceSpeed 8;
sleep 1;
};
//LOOP
_agent setVariable ["targets",[],true];
_isAlive = alive _agent;
sleep 1;
};
//Wait for a while then cleanup
sleep 5;
deleteVehicle _agent;

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@@ -135,7 +135,6 @@ if (_nearbyCount < 1) exitwith
if (dayz_maxCurrentZeds < dayz_maxZeds) then {
if (dayz_CurrentZombies < dayz_maxGlobalZombies) then {
if (dayz_spawnZombies < dayz_maxLocalZombies) then {
//[_radius, _position, _inVehicle, _dateNow, _age, _locationstypes, _nearestCity, _maxZombies] call player_spawnzedCheck;
_zombied = (_x getVariable ["zombieSpawn",-0.1]);
_dateNow = (DateToNumber date);
_age = (_dateNow - _zombied) * 525948;

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@@ -1,28 +0,0 @@
// private["_radius","_position","_inVehicle","_dateNow","_age","_locationstypes","_nearestCity","_nearbyBuildings","_nearby","_type","_config","_canZombie","_canLoot","_dis","_keepAwayDist","_isNoone","_looted","_cleared"];//_radius, _position, _inVehicle, _dateNow, _age, _locationstypes, _nearestCity, _nearbyBuildings
//
// _radius = _this select 0;
// _position = _this select 1;
// _inVehicle = _this select 2;
// _dateNow = _this select 3;
// _age = _this select 4;
// _locationstypes = _this select 5;
// _nearestCity = _this select 6;
//
// _looted = (_x getVariable ["looted",-0.1]);
// _cleared = (_x getVariable ["cleared",true]);
// _dateNow = (DateToNumber date);
// _age = (_dateNow - _looted) * 525948;
// //diag_log ("SPAWN LOOT: " + _type + " Building is " + str(_age) + " old" );
// if ((_age > 10) and (!_cleared)) then {
// _nearByObj = nearestObjects [(getPosATL _x), ["WeaponHolder","WeaponHolderBase"],((sizeOf _type)+5)];
// {deleteVehicle _x} forEach _nearByObj;
// _x setVariable ["cleared",true];
// _x setVariable ["looted",_dateNow,true];
// };
// if ((_age > 10) and (_cleared)) then {
// //Register
// _x setVariable ["looted",_dateNow,true];
// //cleanup
// _handle = [_x] spawn building_spawnLoot;
// waitUntil{scriptDone _handle};
// };

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@@ -1,19 +0,0 @@
private ["_dateNow","_age","_zombied","_x"];
//_radius = _this select 0;
//_position = _this select 1;
//_inVehicle = _this select 2;
_dateNow = _this select 3;
_age = _this select 4;
//_locationstypes = _this select 5;
//_nearestCity = _this select 6;
//_maxZombies = _this select 7;
_zombied = (_x getVariable ["zombieSpawn",-0.1]);
_dateNow = (DateToNumber date);
_age = (_dateNow - _zombied) * 525948;
if (_age > 1) then {
_x setVariable ["zombieSpawn",_dateNow,true];
[_x] call building_spawnZombies;
};

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@@ -1,42 +0,0 @@
#define WHITE [1,1,1,1]
#define GREY [0.75,0.75,0.75,1]
#define GREEN [0.6,0.8,0.4,1]
#define RED [1,0.1,0,1]
private["_task", "_taskDescription", "_taskStatus", "_taskParams"];
_task = _this select 0;
_taskDescription = (taskDescription _task) select 1;
_taskStatus = toUpper(taskState _task);
_taskParams = switch (_taskStatus) do
{
case "CREATED":
{
[format["NEW TASK ASSIGNED: \n%1", _taskDescription], WHITE, "taskNew"]
};
case "ASSIGNED":
{
[format["ASSIGNED TASK: \n%1", _taskDescription], WHITE, "taskCurrent"]
};
case "SUCCEEDED":
{
[format["TASK ACCOMPLISHED: \n%1", _taskDescription], GREEN, "taskDone"]
};
case "FAILED":
{
[format["TASK FAILED: \n%1", _taskDescription], RED, "taskFAILED"]
};
case "CANCELED":
{
[format["TASK CANCELED: \n%1", _taskDescription], GREY, "taskDone"]
};
};
taskHint _taskParams;

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@@ -18,14 +18,9 @@ if (!isDedicated) then {
player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
// player_spawnLootCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnlootCheck.sqf";
// player_spawnZedCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnzedCheck.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
// player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
//animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
// building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
@@ -56,7 +51,6 @@ if (!isDedicated) then {
player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
// control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf";
player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
@@ -86,7 +80,6 @@ if (!isDedicated) then {
pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
//
dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
//actions
@@ -103,13 +96,10 @@ if (!isDedicated) then {
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
//player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
//player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
//playerpip_setTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
@@ -141,6 +131,7 @@ if (!isDedicated) then {
// trader
trader_enter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\trader_enter.sqf";
trader_leave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\trader_leave.sqf";
player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
// combination of check and remove items
player_checkAndRemoveItems = {