mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-24 17:39:18 +03:00
1.0.1.2 RC1
+ [FIXED] Prevent player zombies from getting any default loadouts. + [FIXED] Bad vehicle type message when using default loadout override and no backpack. + [FIXED] dayz_zedsAttackVehicles logic was reversed fixed now so that true = attack vehicles. + [ADDED] Safes now have a keypad GUI. Simply click on the numbers to enter your combo and then press #. https://www.dropbox.com/s/b00fgdpo13wokg9/Untitled-1.jpg + [ADDED] Tons of awesome cars by vilas from http://www.armaholic.com/page.php?id=17447 + [FIXED] Models needed extra variable to prevent being sunk into the ground. + [CHANGED] Bleeding duration reduced to minimum of 30 sec and max of 330 seconds. Before it was min 100 max 500. + [ADDED] When kneeling bleeding per second is reduced by 50%. + [ADDED] When crawling bleeding per second is reduced by 75%. + [ADDED] When changing locations the locations name will display in the bottom right. + [CHANGED] Replaced m107 with BAF_LRR_scoped. + [CHANGED] Replaced as50 with AK_107_PSO. TODO + [FIXED] Lock vehicle no longer shows on killed vehicles. + [ADDED] Disabled purchased vehicle parachute spawning by default added variable DZE_TRADER_SPAWNMODE = true; to enable. (Default: false) + [CHANGED] Plot pole has changed to another model a "no entry" sign and can be removed by anyone. When done building take your plot pole with you, if it isn't yours remove it and put it back down again. + [ADDED] Loot positions on top of some tables. + [ADDED] Briefcase that can hold up to 10 x 10oz Gold Bars or 100oz. + [ADDED] Full moon nights as option with dayz_fullMoonNights = true; + [CHANGED] Can no longer Salvage vehicle parts with 0 damage. Fixes bugged hitpoints and duping. + [REMOVED] Remove all crates of toolbelt items. This was just to add stock to traders and since most servers are now auto stocking them at the traders its not needed and cumbersome to use. + [CHANGED] Generator can only be built within 30m of gas stations that say "Needs Power". + [CHANGED] Moved light bulb to farm loot table as it was to common on trash loots. + [ADDED] Fuel pump can be built near standard fuel source (i.e. rusty tanks) then powered with a generator to make a refuel station. + [CHANGED] R3f realism no more fade to black, changed to use dayz shaking and knockouts. + [ADDED] Reset tiredness when you take painkillers. + [ADDED] Reset tiredness when you sleep at a tent. + [ADDED] added back fixed rbull soda and added new can orange sherbet
This commit is contained in:
@@ -19,21 +19,38 @@ _item = _this;
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_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
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_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
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_needNearby = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "needNearby");
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_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
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_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
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_isPole = (_classname == "Plastic_Pole_EP1_DZ");
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_distance = 30;
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_needText = "Plot Pole";
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if(_isPole) then {
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_distance = 45;
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};
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// check for near plot
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_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
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_findNearestPole = [];
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{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;
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if((count _needNearby) == 0) then {
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_needNearby = ["Plastic_Pole_EP1_DZ"];
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} else {
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if("dayz_fuelpumparray" in _needNearby) then {
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_needNearby = dayz_fuelpumparray;
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_needText = "Fuel Pump";
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};
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if("dayz_fuelsources" in _needNearby) then {
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_needNearby = dayz_fuelsources;
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_needText = "Fuel Tanks";
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};
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};
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// check for near plot
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_findNearestPoles = nearestObjects [(vehicle player), _needNearby, _distance];
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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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// If item is plot pole and another one exists within 45m
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@@ -43,41 +60,44 @@ if(_IsNearPlot == 0) then {
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// Allow building of plot
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if(_isPole) then {
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_canBuildOnPlot = true;
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_canBuildOnPlot = true;
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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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_nearestPole = _findNearestPole select 0;
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if("Plastic_Pole_EP1_DZ" in _needNearby) then {
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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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// 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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// 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 except other plots
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if(!_isPole) then {
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_canBuildOnPlot = true;
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};
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} else {
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// disallow building plot
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if(!_isPole) 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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// 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 except other plots
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if(!_isPole) then {
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_canBuildOnPlot = true;
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};
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} else {
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// disallow building plot
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if(!_isPole) 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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} else {
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_canBuildOnPlot = true;
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};
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};
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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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if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText [format["Building requires %1 within %2m.",_needText,_distance] , "PLAIN DOWN"]; };
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_missing = "";
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_hasrequireditem = true;
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@@ -268,8 +288,10 @@ if (_hasrequireditem) then {
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} else {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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deleteVehicle _tmpbuilt;
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@@ -1,3 +1,8 @@
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/*
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DayZ Enhanced ChopWood
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Usage: spawn player_chopWood;
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Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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private ["_isOk","_i","_objName","_objInfo","_lenInfo","_started","_finished","_animState","_isMedic","_proceed","_counter","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree"];
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if(TradeInprogress) exitWith { cutText ["Harvest wood already in progress." , "PLAIN DOWN"]; };
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@@ -124,8 +129,10 @@ if (count(_findNearestTree) >= 1) then {
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} else {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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cutText ["Canceled Harvesting Wood.", "PLAIN DOWN"];
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};
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@@ -73,8 +73,6 @@ if (_hasToolbox) then {
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if (_isOK) then {
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//break the part
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_selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
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@@ -105,8 +103,10 @@ if (_hasToolbox) then {
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} else {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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cutText ["Canceled Salvage.", "PLAIN DOWN"];
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};
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@@ -10,7 +10,7 @@ _vehicle = _this select 3;
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// _allFixed = true;
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_hitpoints = _vehicle call vehicle_getHitpoints;
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// diag_log format["DEBUG SALVAGE: %1", _hitpoints];
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{
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_damage = [_vehicle,_x] call object_getHit;
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_part = "PartGeneric";
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@@ -43,7 +43,7 @@ _hitpoints = _vehicle call vehicle_getHitpoints;
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};
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// allow removal of any lightly damaged parts
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if (_damage < 1) then {
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if (_damage < 1 and _damage > 0) then {
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// Do not allow removal of engine or fueltanks
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if( _part == "PartGlass" or _part == "PartWheel" ) then {
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@@ -56,6 +56,7 @@ _hitpoints = _vehicle call vehicle_getHitpoints;
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_string = format["<t %2>Remove%1 (%3 %4)</t>",_cmpt,_color,_percent,"%"]; //Remove - Part
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_handle = dayz_myCursorTarget addAction [_string, "\z\addons\dayz_code\actions\salvage.sqf",[_vehicle,_part,_x], 0, false, true, "",""];
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s_player_repairActions set [count s_player_repairActions,_handle];
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};
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};
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@@ -1,7 +1,7 @@
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/*
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File: tame_dog.sqf 1.1
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Author: Kane "Alby" Stone
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Edited by: [VB]AWOL
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Expanded to allow all meats as input by: [VB]AWOL - DayZ Epoch
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Description:
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Allows a player to tame/domesticate a dog.
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@@ -20,7 +20,6 @@ _caller = _this select 1;
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_id = _this select 2;
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_dog = _this select 3;
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// expanded to allow all meats as input
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_removed = 0;
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_itemIn = "FoodmeatRaw";
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_countIn = 1;
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@@ -62,8 +62,10 @@ if (_qty >= _qty_in) then {
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if (!_finished) exitWith {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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cutText ["Canceled Trade." , "PLAIN DOWN"];
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};
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@@ -73,7 +75,7 @@ if (_qty >= _qty_in) then {
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if(_buy_o_sell == "buy") then {
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_qty = {_x == _part_in} count magazines player;
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} else {
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_obj = nearestObjects [(getPosATL player), [_part_in], 20];
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_obj = nearestObjects [(getPosATL player), [_part_in], dayz_sellDistance];
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_qty = count _obj;
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};
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@@ -106,6 +108,7 @@ if (_qty >= _qty_in) then {
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_config = _keySelected;
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_isOk = [player,_config] call BIS_fnc_invAdd;
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waitUntil {!isNil "_isOk"};
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if (_isOk and _isKeyOK) then {
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_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
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@@ -24,7 +24,7 @@ _bos = 0;
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if(_buy_o_sell == "buy") then {
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_qty = {_x == _part_in} count magazines player;
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} else {
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_obj = nearestObjects [(getPosATL player), [_part_in], 20];
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_obj = nearestObjects [(getPosATL player), [_part_in], dayz_sellDistance];
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_qty = count _obj;
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_bos = 1;
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};
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@@ -61,8 +61,10 @@ if (_qty >= _qty_in) then {
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if (!_finished) exitWith {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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if (vehicle player == player) then {
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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};
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cutText ["Canceled Trade." , "PLAIN DOWN"];
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};
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@@ -105,6 +107,7 @@ if (_qty >= _qty_in) then {
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_config = _keySelected;
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_isOk = [player,_config] call BIS_fnc_invAdd;
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waitUntil {!isNil "_isOk"};
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if (_isOk and _isKeyOK) then {
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_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
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@@ -186,7 +189,7 @@ if (_qty >= _qty_in) then {
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cutText [format[("Sold %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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};
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} else {
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cutText [format[("Cannot sell %1, tires are too damaged."),_textPartOut] , "PLAIN DOWN"];
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cutText [format[("Cannot sell %1, tires are too damaged."),_textPartIn] , "PLAIN DOWN"];
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};
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};
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@@ -1,12 +1,11 @@
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private ["_buy","_number"];
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dayz_selectedVault = _this select 3;
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dayz_combination = "";
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_number = 0;
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{player removeAction _x} forEach s_player_combi;s_player_combi = [];
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for "_x" from 1 to 10 do {
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_buy = player addAction [str(_number), "\z\addons\dayz_code\actions\vault_combination_2.sqf",str(_number), 99, true, false, "",""];
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s_player_combi set [count s_player_combi,_buy];
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_number = _number + 1;
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if(!isNull dayz_selectedVault) then {
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_ok = createdialog "SafeKeyPad";
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};
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s_player_unlockvault = -1;
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@@ -48,7 +48,7 @@ _counter = 0;
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while {_isOk} do {
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if(_counter == 0) then {
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cutText ["Planning consruction stand still 5 seconds to build.", "PLAIN DOWN"];
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cutText ["Planning construction stand still 5 seconds to build.", "PLAIN DOWN"];
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sleep 5;
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_location1 = getPosATL player;
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sleep 5;
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@@ -56,7 +56,7 @@ while {_isOk} do {
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if(_location1 distance _location2 < 0.1) exitWith {
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cutText ["Started consruction move within 5 seconds to cancel.", "PLAIN DOWN"];
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cutText ["Started construction move within 5 seconds to cancel.", "PLAIN DOWN"];
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_location3 = getPosATL player;
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sleep 5;
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_location4 = getPosATL player;
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@@ -85,7 +85,7 @@ _vault_location = (getPosATL _tmpvault);
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// Make sure vault is not placed on road.
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if (isOnRoad _vault_location) then { _isOk = true; diag_log ("surface is road"); };
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// Make sure vault is not placed in trader citys
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if(!placevault) then { _isOk = true; diag_log ("is trader city"); };
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if(!canbuild) then { _isOk = true; diag_log ("is trader city"); };
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//Block Tents in pounds
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_objectsPond = nearestObjects [_playerPos, [], 10];
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