mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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1.0.0.5 Developer Build
+ [ADDED] Added 4 more new military skins as rare drops on militaryclothes: (FR_OHara_DZ,FR_Rodriguez_DZ,CZ_Soldier_Sniper_EP1_DZ,Graves_Light_DZ) Picture. Left to right. http://i.imgur.com/HlE4o2R.jpg + [CHANGED] You can now only sell vehicles to the trader if they are between 75% and 100% health. + [ADDED] Added generator as build-able and now can be started with one 20 liter Jerrycan and runs until server restart. + [CHANGED] Lowered building preview time from 50 seconds to 15. + [ADDED] First release of PHP tool to help config traders. + [ADDED] Player Zombie vision. + [CHANGED] You must now be the owner of a plot or a friend of an owner to build. + [CHANGED] When removing base building elements and not the owner or friend removal counter is doubled. + [FIXED] Potential fix for shifting position of mg nest. + [ADDED] New sniper rifle SCAR_H_LNG_Sniper_SD (ammo: 20Rnd_762x51_SB_SCAR) added to MassGrave loot tables. + [ADDED] New Machine Gun Pecheneg_DZ to MilitarySpecial loot tables and to traders. (ammo:100Rnd_762x54_PK) + [ADDED] New SMG: Sa61_EP1 (ammo: 20Rnd_B_765x17_Ball), UZI_SD_EP1 (ammo: 30Rnd_9x19_UZI_SD) added to traders and Military loot tables. + [ADDED] New Pistol added to traders and loot tables MassGrave,DynamicDebrisMilitary, and Residential : MakarovSD (ammo: 8Rnd_9x18_MakarovSD) + [ADDED] Bikeys Added for playwith versions of taviana, namalsk, celle, lingor. + [INFO] Attention server owners should change @tavi_DayZ_Epoch folder on the server to @taviana and your players can then connect and install automatically with play.withsix.com with the above mentioned bikeys.
This commit is contained in:
66
dayz_code/actions/fill_startGenerator.sqf
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66
dayz_code/actions/fill_startGenerator.sqf
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private ["_vehicle","_started","_finished","_animState","_isMedic"];
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if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
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TradeInprogress = true;
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// Use target from addaction
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_vehicle = _this select 3;
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// force animation
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player playActionNow "Medic";
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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cutText ["Preparing to fuel and start generator, move to cancel.", "PLAIN DOWN"];
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[player,50,true,(getPosATL player)] spawn player_alertZombies;
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started and !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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sleep 0.1;
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};
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r_doLoop = false;
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if(!_finished) then {
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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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cutText ["Canceled refuel." , "PLAIN DOWN"]
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};
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if (_finished) then {
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// take jerry can and replace with empty
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if(([player,"ItemJerrycan"] call BIS_fnc_invRemove) == 1) then {
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player addMagazine "ItemJerrycanEmpty";
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// Start generator
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_vehicle setVariable ["GeneratorRunning", true,true];
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// Sound_Generator1
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// Looks like this was the entended way of making the sound, lets test
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_classname = "Sound_Generator1";
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_location = (getPosATL _vehicle);
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_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
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// TODO: Add running sounds to generator
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cutText ["Generator has been started.", "PLAIN DOWN"];
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};
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};
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TradeInprogress = false;
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