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:
vbawol
2013-06-20 09:03:48 -05:00
parent bbfb71062f
commit 95c8bc5205
360 changed files with 6788 additions and 1637 deletions

View File

@@ -19,21 +19,38 @@ _item = _this;
_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
_needNearby = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "needNearby");
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
_isPole = (_classname == "Plastic_Pole_EP1_DZ");
_distance = 30;
_needText = "Plot Pole";
if(_isPole) then {
_distance = 45;
};
// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];
{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;
if((count _needNearby) == 0) then {
_needNearby = ["Plastic_Pole_EP1_DZ"];
} else {
if("dayz_fuelpumparray" in _needNearby) then {
_needNearby = dayz_fuelpumparray;
_needText = "Fuel Pump";
};
if("dayz_fuelsources" in _needNearby) then {
_needNearby = dayz_fuelsources;
_needText = "Fuel Tanks";
};
};
// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), _needNearby, _distance];
_findNearestPole = [];
{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;
_IsNearPlot = count (_findNearestPole);
// If item is plot pole and another one exists within 45m
@@ -43,41 +60,44 @@ if(_IsNearPlot == 0) then {
// Allow building of plot
if(_isPole) then {
_canBuildOnPlot = true;
_canBuildOnPlot = true;
};
} else {
// Since there are plots nearby we check for ownership and then for friend status
_nearestPole = _findNearestPole select 0;
if("Plastic_Pole_EP1_DZ" in _needNearby) then {
_nearestPole = _findNearestPole select 0;
// Find owner
_ownerID = _nearestPole getVariable["CharacterID","0"];
// Find owner
_ownerID = _nearestPole getVariable["CharacterID","0"];
// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
// check if friendly to owner
if(dayz_characterID == _ownerID) then {
// owner can build anything within his plot except other plots
if(!_isPole) then {
_canBuildOnPlot = true;
};
} else {
// disallow building plot
if(!_isPole) then {
_friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner
if(_ownerID in _friendlies) then {
// check if friendly to owner
if(dayz_characterID == _ownerID) then {
// owner can build anything within his plot except other plots
if(!_isPole) then {
_canBuildOnPlot = true;
};
} else {
// disallow building plot
if(!_isPole) then {
_friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
};
};
} else {
_canBuildOnPlot = true;
};
};
// _message
if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText ["Building requires plot pole within 30m." , "PLAIN DOWN"]; };
if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText [format["Building requires %1 within %2m.",_needText,_distance] , "PLAIN DOWN"]; };
_missing = "";
_hasrequireditem = true;
@@ -268,8 +288,10 @@ if (_hasrequireditem) then {
} else {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
deleteVehicle _tmpbuilt;

View File

@@ -1,3 +1,8 @@
/*
DayZ Enhanced ChopWood
Usage: spawn player_chopWood;
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
private ["_isOk","_i","_objName","_objInfo","_lenInfo","_started","_finished","_animState","_isMedic","_proceed","_counter","_itemOut","_countOut","_tree","_distance2d","_distance3d","_trees","_findNearestTree"];
if(TradeInprogress) exitWith { cutText ["Harvest wood already in progress." , "PLAIN DOWN"]; };
@@ -124,8 +129,10 @@ if (count(_findNearestTree) >= 1) then {
} else {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled Harvesting Wood.", "PLAIN DOWN"];
};

View File

@@ -73,8 +73,6 @@ if (_hasToolbox) then {
if (_isOK) then {
//break the part
_selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
@@ -105,8 +103,10 @@ if (_hasToolbox) then {
} else {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled Salvage.", "PLAIN DOWN"];
};

View File

@@ -10,7 +10,7 @@ _vehicle = _this select 3;
// _allFixed = true;
_hitpoints = _vehicle call vehicle_getHitpoints;
// diag_log format["DEBUG SALVAGE: %1", _hitpoints];
{
_damage = [_vehicle,_x] call object_getHit;
_part = "PartGeneric";
@@ -43,7 +43,7 @@ _hitpoints = _vehicle call vehicle_getHitpoints;
};
// allow removal of any lightly damaged parts
if (_damage < 1) then {
if (_damage < 1 and _damage > 0) then {
// Do not allow removal of engine or fueltanks
if( _part == "PartGlass" or _part == "PartWheel" ) then {
@@ -56,6 +56,7 @@ _hitpoints = _vehicle call vehicle_getHitpoints;
_string = format["<t %2>Remove%1 (%3 %4)</t>",_cmpt,_color,_percent,"%"]; //Remove - Part
_handle = dayz_myCursorTarget addAction [_string, "\z\addons\dayz_code\actions\salvage.sqf",[_vehicle,_part,_x], 0, false, true, "",""];
s_player_repairActions set [count s_player_repairActions,_handle];
};
};

View File

@@ -1,7 +1,7 @@
/*
File: tame_dog.sqf 1.1
Author: Kane "Alby" Stone
Edited by: [VB]AWOL
Expanded to allow all meats as input by: [VB]AWOL - DayZ Epoch
Description:
Allows a player to tame/domesticate a dog.
@@ -20,7 +20,6 @@ _caller = _this select 1;
_id = _this select 2;
_dog = _this select 3;
// expanded to allow all meats as input
_removed = 0;
_itemIn = "FoodmeatRaw";
_countIn = 1;

View File

@@ -62,8 +62,10 @@ if (_qty >= _qty_in) then {
if (!_finished) exitWith {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled Trade." , "PLAIN DOWN"];
};
@@ -73,7 +75,7 @@ if (_qty >= _qty_in) then {
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
} else {
_obj = nearestObjects [(getPosATL player), [_part_in], 20];
_obj = nearestObjects [(getPosATL player), [_part_in], dayz_sellDistance];
_qty = count _obj;
};
@@ -106,6 +108,7 @@ if (_qty >= _qty_in) then {
_config = _keySelected;
_isOk = [player,_config] call BIS_fnc_invAdd;
waitUntil {!isNil "_isOk"};
if (_isOk and _isKeyOK) then {
_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);

View File

@@ -24,7 +24,7 @@ _bos = 0;
if(_buy_o_sell == "buy") then {
_qty = {_x == _part_in} count magazines player;
} else {
_obj = nearestObjects [(getPosATL player), [_part_in], 20];
_obj = nearestObjects [(getPosATL player), [_part_in], dayz_sellDistance];
_qty = count _obj;
_bos = 1;
};
@@ -61,8 +61,10 @@ if (_qty >= _qty_in) then {
if (!_finished) exitWith {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
if (vehicle player == player) then {
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
};
cutText ["Canceled Trade." , "PLAIN DOWN"];
};
@@ -105,6 +107,7 @@ if (_qty >= _qty_in) then {
_config = _keySelected;
_isOk = [player,_config] call BIS_fnc_invAdd;
waitUntil {!isNil "_isOk"};
if (_isOk and _isKeyOK) then {
_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
@@ -186,7 +189,7 @@ if (_qty >= _qty_in) then {
cutText [format[("Sold %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
};
} else {
cutText [format[("Cannot sell %1, tires are too damaged."),_textPartOut] , "PLAIN DOWN"];
cutText [format[("Cannot sell %1, tires are too damaged."),_textPartIn] , "PLAIN DOWN"];
};
};

View File

@@ -1,12 +1,11 @@
private ["_buy","_number"];
dayz_selectedVault = _this select 3;
dayz_combination = "";
_number = 0;
{player removeAction _x} forEach s_player_combi;s_player_combi = [];
for "_x" from 1 to 10 do {
_buy = player addAction [str(_number), "\z\addons\dayz_code\actions\vault_combination_2.sqf",str(_number), 99, true, false, "",""];
s_player_combi set [count s_player_combi,_buy];
_number = _number + 1;
if(!isNull dayz_selectedVault) then {
_ok = createdialog "SafeKeyPad";
};
s_player_unlockvault = -1;

View File

@@ -48,7 +48,7 @@ _counter = 0;
while {_isOk} do {
if(_counter == 0) then {
cutText ["Planning consruction stand still 5 seconds to build.", "PLAIN DOWN"];
cutText ["Planning construction stand still 5 seconds to build.", "PLAIN DOWN"];
sleep 5;
_location1 = getPosATL player;
sleep 5;
@@ -56,7 +56,7 @@ while {_isOk} do {
if(_location1 distance _location2 < 0.1) exitWith {
cutText ["Started consruction move within 5 seconds to cancel.", "PLAIN DOWN"];
cutText ["Started construction move within 5 seconds to cancel.", "PLAIN DOWN"];
_location3 = getPosATL player;
sleep 5;
_location4 = getPosATL player;
@@ -85,7 +85,7 @@ _vault_location = (getPosATL _tmpvault);
// Make sure vault is not placed on road.
if (isOnRoad _vault_location) then { _isOk = true; diag_log ("surface is road"); };
// Make sure vault is not placed in trader citys
if(!placevault) then { _isOk = true; diag_log ("is trader city"); };
if(!canbuild) then { _isOk = true; diag_log ("is trader city"); };
//Block Tents in pounds
_objectsPond = nearestObjects [_playerPos, [], 10];