Update vanilla building again

Vanilla commits:

ddcc7c7349

e4144e561f
This commit is contained in:
ebayShopper
2017-02-19 18:44:47 -05:00
parent fdf24d4013
commit 9e0c251baf
4 changed files with 14 additions and 9 deletions

View File

@@ -4,7 +4,8 @@ Construction[] =
{Loot_MAGAZINE, 9, ItemPlank}, {Loot_MAGAZINE, 9, ItemPlank},
{Loot_MAGAZINE, 5, ItemStone}, // Used for crafting and vanilla buildables {Loot_MAGAZINE, 5, ItemStone}, // Used for crafting and vanilla buildables
{Loot_MAGAZINE, 8, equip_nails}, {Loot_MAGAZINE, 8, equip_nails},
//{Loot_MAGAZINE, 9, equip_metal_sheet_rusted}, // {Loot_MAGAZINE, 3, ItemScrews},
// {Loot_MAGAZINE, 9, equip_metal_sheet_rusted},
{Loot_MAGAZINE, 9, equip_metal_sheet}, {Loot_MAGAZINE, 9, equip_metal_sheet},
{Loot_MAGAZINE, 1, equip_lever}, {Loot_MAGAZINE, 1, equip_lever},
{Loot_MAGAZINE, 1, ItemComboLock}, {Loot_MAGAZINE, 1, ItemComboLock},
@@ -25,7 +26,6 @@ Construction[] =
{Loot_MAGAZINE, 1, equip_brick}, {Loot_MAGAZINE, 1, equip_brick},
{Loot_MAGAZINE, 3, equip_duct_tape}, {Loot_MAGAZINE, 3, equip_duct_tape},
{Loot_MAGAZINE, 2, equip_hose}, {Loot_MAGAZINE, 2, equip_hose},
// {Loot_MAGAZINE, 3, ItemScrews},
// {Loot_MAGAZINE, 1, equip_scrapelectronics}, // {Loot_MAGAZINE, 1, equip_scrapelectronics},
{Loot_MAGAZINE, 2, equip_1inch_metal_pipe}, {Loot_MAGAZINE, 2, equip_1inch_metal_pipe},
{Loot_MAGAZINE, 2, equip_2inch_metal_pipe}, {Loot_MAGAZINE, 2, equip_2inch_metal_pipe},

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@@ -1,17 +1,13 @@
/* /*
This script is not part of dayz permission must be given to use. r4z0r49@gmail.com or skype me R4Z0R49.
Simple class system to use this script. Simple class system to use this script.
class Upgrade { class Upgrade {
requiredTools[] = {"ItemToolbox"}; requiredTools[] = {"ItemToolbox"};
requiredParts[] = {"equip_crate","PartWoodPile"}; requiredParts[] = {"equip_crate","PartWoodPile"};
create = "TentStorage1"; create = "TentStorage1";
}; };
debugged by facoptere@gmail.com
*/ */
private ["_cursorTarget","_type","_class","_requiredTools","_requiredParts","_upgradeType","_producedParts","_randomCreate", private ["_nearByChoppers","_cursorTarget","_type","_class","_requiredTools","_requiredParts","_upgradeType","_producedParts","_randomCreate",
"_upgradeClass","_onLadder","_isWater","_ok","_missing","_upgradeParts","_dis","_characterID","_objectID","_objectUID", "_upgradeClass","_onLadder","_isWater","_ok","_missing","_upgradeParts","_dis","_characterID","_objectID","_objectUID",
"_ownerArray","_ownerPasscode","_dir","_vector","_object","_puid","_clanArray","_wh","_variables"]; "_ownerArray","_ownerPasscode","_dir","_vector","_object","_puid","_clanArray","_wh","_variables"];
@@ -23,6 +19,9 @@ if ((isNil "_cursorTarget") or {(isNull _cursorTarget)}) then {
}; };
if (isNull _cursorTarget) exitWith {}; if (isNull _cursorTarget) exitWith {};
_nearByChoppers = _cursorTarget nearObjects ["Helicopter", 10];
if (count _nearByChoppers > 1) exitwith { localize "str_upgradevehctooClose" call dayz_rollingMessages; };
_type = typeof _cursorTarget; _type = typeof _cursorTarget;
_class = configFile >> "CfgVehicles" >> _type; _class = configFile >> "CfgVehicles" >> _type;
_requiredTools = getArray (_class >> "Upgrade" >> "requiredTools"); _requiredTools = getArray (_class >> "Upgrade" >> "requiredTools");

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@@ -23,7 +23,7 @@ Metal Defaults - [Object,[High Explosive(0.5),Medium Explosive(0.25),Melee damag
_damage = switch (1==1) do { _damage = switch (1==1) do {
case (((_this select 0) select 4) in ["PipeBomb"]): { (((_this select 0) select 1) select 0) }; //0.5 High explosive case (((_this select 0) select 4) in ["PipeBomb"]): { (((_this select 0) select 1) select 0) }; //0.5 High explosive
case (((_this select 0) select 4) in ["explosive_bolt"]): { (((_this select 0) select 1) select 1) }; //0.25 Medium explosive, maybe grenades and other such items. case (((_this select 0) select 4) in ["explosive_bolt"]): { (((_this select 0) select 1) select 1) }; //0.25 Medium explosive, maybe grenades and other such items.
case (((_this select 0) select 4) in ["Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]): { (((_this select 0) select 2) + random(0.05) }; //0.00001 Melee damage, case (((_this select 0) select 4) in ["Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]): { ((_this select 0) select 2) }; //0.00001 Melee damage,
//default { 0 }; //default { 0 };
}; };
@@ -75,10 +75,13 @@ _obj = ((_this select 0) select 0);
_damage = switch (1==1) do { _damage = switch (1==1) do {
case (((_this select 0) select 4) in ["PipeBomb"]): { ((_this select 1) select 0) }; //0.5 High explosive case (((_this select 0) select 4) in ["PipeBomb"]): { ((_this select 1) select 0) }; //0.5 High explosive
case (((_this select 0) select 4) in ["explosive_bolt"]): { ((_this select 1) select 1) }; //0.25 Medium explosive, maybe grenades and other such items. case (((_this select 0) select 4) in ["explosive_bolt"]): { ((_this select 1) select 1) }; //0.25 Medium explosive, maybe grenades and other such items.
case (((_this select 0) select 4) in ["Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]): { ((_this select 1) select 2) + random(0.0005) }; //0.00001 Melee damage, case (((_this select 0) select 4) in ["Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]): { ((_this select 1) select 2) }; //0.00001 Melee damage,
//default { 0 }; //default { 0 };
}; };
//Just incase damage from melee is 0 (higher tier fences have no melee damage) we return false
if (_damage == 0) then { _damage = false; };
/* /*
//Server running or client //Server running or client
if (isServer) then { if (isServer) then {

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@@ -1730,6 +1730,9 @@
<Czech>Demontáž</Czech> <Czech>Demontáž</Czech>
<German>abbauen</German> <German>abbauen</German>
</Key> </Key>
<Key ID="str_upgradevehctooClose">
<English>Unable to upgrade, too close to a vehicle.</English>
</Key>
<Key ID="str_build"> <Key ID="str_build">
<English>Build %1</English> <English>Build %1</English>
<Russian>Построить %1</Russian> <Russian>Построить %1</Russian>