mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 17:20:26 +03:00
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.
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@@ -12,20 +12,48 @@ _proceed = false;
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_objType = typeOf _obj;
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_limit = 5;
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if(isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
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_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount");
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};
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_findNearestPole = [player, ["Plastic_Pole_EP1_DZ"], 30];
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_IsNearPlot = count (_findNearestPole);
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if(_IsNearPlot >= 1) 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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// check if friendly to owner
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if(dayz_characterID != _ownerID) then {
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_friendlies = player getVariable ["friendlies",[]];
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// check if friendly to owner
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if(!(_ownerID in _friendlies)) then {
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_limit = round(_limit*2);
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};
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};
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};
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cutText [format["Starting de-construction of %1.",_objType], "PLAIN DOWN"];
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// Alert zombies once.
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_id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
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[player,50,true,(getPosATL player)] spawn player_alertZombies;
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// Start de-construction loop
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_counter = 0;
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while {_isOk} do {
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// if object no longer exits this should return true.
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if(isNull(_obj)) exitWith {
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_isOk = false;
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_proceed = false;
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};
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player playActionNow "Medic";
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_dis=20;
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[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
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@@ -51,6 +79,7 @@ while {_isOk} do {
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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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@@ -75,29 +104,35 @@ while {_isOk} do {
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// Remove only if player waited
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if (_proceed) then {
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cutText [format["De-constructing %1.",_objType], "PLAIN DOWN"];
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//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
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dayzDeleteObj = [_objectID,_objectUID];
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publicVariableServer "dayzDeleteObj";
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// Double check that object is not null
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if(!isNull(_obj)) then {
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cutText [format["De-constructing %1.",_objType], "PLAIN DOWN"];
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//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
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dayzDeleteObj = [_objectID,_objectUID];
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publicVariableServer "dayzDeleteObj";
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deleteVehicle _obj;
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deleteVehicle _obj;
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// give refund items
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_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
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if((count _selectedRemoveOutput) > 0) then {
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// Put items
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{
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_itemOut = _x select 0;
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_countOut = _x select 1;
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diag_log format["Removal Output: %1 %2", _itemOut,_countOut];
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// give refund items
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_selectedRemoveOutput = getArray (configFile >> "CfgVehicles" >> _objType >> "removeoutput");
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if((count _selectedRemoveOutput) > 0) then {
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// Put items
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{
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_itemOut = _x select 0;
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_countOut = _x select 1;
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diag_log format["Removal Output: %1 %2", _itemOut,_countOut];
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for "_x" from 1 to _countOut do {
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player addMagazine _itemOut;
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};
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for "_x" from 1 to _countOut do {
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player addMagazine _itemOut;
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};
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} forEach _selectedRemoveOutput;
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cutText ["De-constructed parts are now in your inventory.", "PLAIN DOWN"];
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} forEach _selectedRemoveOutput;
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cutText ["De-constructed parts are now in your inventory.", "PLAIN DOWN"];
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};
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} else {
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cutText ["Failed object not longer exists.", "PLAIN DOWN"];
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};
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} else {
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