mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-21 02:46:29 +03:00
1.0.1.7 DEV TEST
+ [CHANGED] Can now fill empty fuel barrels on standard fuel tanks. + [CHANGED] Increased range of crafting from 2m to 3m + [FIXED] Removed repair action from tow truck with VIL_asistvan_DZE + [ADDED] Tow truck VIL_asistvan_DZE can tow vehicles that fit within the bounding box of the model. + [ADDED] Ability for fuel trucks to fill nearby vehicles 30m when engine is running. + [CHANGED] Reworked Epoch events scheduler and made it more accurate. + [REMOVED] Road debris no longer spawn loot, helps with performance and we have added extra loot positions in the world. + and more
This commit is contained in:
@@ -14,17 +14,10 @@ class Flare : GrenadeLauncher {
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"FoodCanDemonEmpty",
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"FoodCanFraggleosEmpty",
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"FoodCanHerpyEmpty",
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"FoodCanDerpyEmpty",
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"FoodCanOrlokEmpty",
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"FoodCanPowellEmpty",
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"FoodCanTylersEmpty",
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"FoodCanUnlabeledEmpty",
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"FoodCanRusUnlabeledEmpty",
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"FoodCanRusPorkEmpty",
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"FoodCanRusPeasEmpty",
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"FoodCanRusMilkEmpty",
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"FoodCanRusCornEmpty",
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"FoodCanRusStewEmpty",
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"ItemSodaCokeEmpty",
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"ItemSodaPepsiEmpty",
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"ItemSodaMdewEmpty",
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@@ -1,10 +1,10 @@
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class ItemCrowbar: ItemCore
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{
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scope=2;
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displayName=$STR_EQUIP_NAME_CROWBAR;
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displayName="Crowbar";
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model="\dayz_equip\models\crowbar.p3d";
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picture="\z\addons\dayz_communityassets\pictures\equip_crowbar_CA.paa";
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descriptionShort=$STR_EQUIP_DESC_CROWBAR;
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descriptionShort="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
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class ItemActions
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{
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class Toolbelt
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@@ -1,10 +1,21 @@
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class ItemHatchet : ItemCore {
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displayName = $STR_EQUIP_NAME_HATCHET;
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descriptionShort = $STR_EQUIP_DESC_HATCHET;
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displayName="$STR_EQUIP_NAME_41";
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descriptionShort="$STR_EQUIP_DESC_41";
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class ItemActions {
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class Toolbelt {
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text = $STR_ACTIONS_RFROMTB;
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class Toolbelt
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{
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text="Remove from Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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"ItemHatchet"
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};
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output[]=
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{
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"MeleeHatchet"
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};
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};
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};
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};
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@@ -1,15 +1,15 @@
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class ItemMachete: ItemCore
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{
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scope=2;
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displayName="$STR_EQUIP_NAME_MACHETE";
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displayName="Machete";
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model="\z\addons\dayz_communityassets\models\machete.p3d";
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picture="\z\addons\dayz_communityassets\pictures\equip_machete_CA.paa";
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descriptionShort="$STR_EQUIP_DESC_MACHETE";
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descriptionShort="An agricultural tool turned into a weapon, the Machete may be less versatile than the common hatchet, but it packs a punch.";
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class ItemActions
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{
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class Toolbelt
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{
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text=$STR_ACTIONS_RFROMTB;
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text="Remove from Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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@@ -6,7 +6,7 @@ class MeleeCrowbar: MeleeWeapon
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magazineReloadTime=0;
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model="\dayz_weapons\models\crowbar_weaponized";
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picture="\dayz_weapons\textures\equip_crowbar_CA.paa";
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displayName=$STR_EQUIP_NAME_CROWBAR;
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displayName="Crowbar";
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droppeditem= "ItemCrowbar";
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magazines[]=
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{
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@@ -21,7 +21,7 @@ class MeleeCrowbar: MeleeWeapon
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{
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class Toolbelt
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{
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text=$STR_ACTIONS_2TB;
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text="Add to Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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@@ -32,20 +32,10 @@ class MeleeCrowbar: MeleeWeapon
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"ItemCrowbar"
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};
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};
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class Drop
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{
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text=$STR_ACTIONS_DROP;
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script="spawn player_dropWeapon;";
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use[]=
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{
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"Crowbar_Swing"
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};
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};
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};
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class Library
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{
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libTextDesc=$STR_EQUIP_DESC_CROWBAR;
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libTextDesc="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
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};
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descriptionShort=$STR_EQUIP_DESC_CROWBAR;
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descriptionShort="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
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};
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@@ -15,7 +15,7 @@ class MeleeFishingPole: MeleeWeapon
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class Use
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{
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text="Cast Fishing Pole";
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script="spawn DZE_player_goFishing;";
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script="spawn player_goFishing;";
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};
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class Toolbelt
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{
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@@ -6,7 +6,7 @@ class MeleeHatchet: MeleeWeapon
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magazineReloadTime=0;
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model="\dayz_weapons\models\Hatchet_weaponized";
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picture="\dayz_equip\textures\equip_hatchet_CA.paa";
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displayName=$STR_EQUIP_NAME_HATCHET;
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displayName="$STR_EQUIP_NAME_41";
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droppeditem= "ItemHatchet";
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magazines[]=
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{
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@@ -26,7 +26,7 @@ class MeleeHatchet: MeleeWeapon
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};
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class Toolbelt
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{
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text=$STR_ACTIONS_2TB;
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text="Add to Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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@@ -37,21 +37,10 @@ class MeleeHatchet: MeleeWeapon
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"ItemHatchet"
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};
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};
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class Drop
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{
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text=$STR_ACTIONS_DROP;
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script="spawn player_dropWeapon;";
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use[]=
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{
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"Hatchet_Swing"
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};
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};
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};
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class Library
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{
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libTextDesc=$STR_EQUIP_DESC_HATCHET;
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libTextDesc="$STR_EQUIP_DESC_41";
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};
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descriptionShort=$STR_EQUIP_DESC_HATCHET;
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descriptionShort="$STR_EQUIP_DESC_41";
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};
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@@ -6,7 +6,7 @@ class MeleeMachete: MeleeWeapon
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magazineReloadTime=0;
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model="\z\addons\dayz_communityassets\models\machete_weaponized.p3d";
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picture="\z\addons\dayz_communityassets\pictures\equip_machete_CA.paa";
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displayName="$STR_EQUIP_NAME_MACHETE";
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displayName="Machete";
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droppeditem= "MeleeMachete";
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magazines[]=
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{
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@@ -19,21 +19,23 @@ class MeleeMachete: MeleeWeapon
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};
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class ItemActions
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{
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/*
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class Drop
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class Toolbelt
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{
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text=$STR_ACTIONS_DROP;
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script="spawn player_dropWeapon;";
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text="Add to Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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"Machete_Swing"
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"MeleeMachete"
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};
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output[]=
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{
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"ItemMachete"
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};
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};
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*/
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};
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class Library
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{
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libTextDesc="$STR_EQUIP_DESC_MACHETE";
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libTextDesc="";
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};
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descriptionShort="$STR_EQUIP_DESC_MACHETE";
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descriptionShort="An agricultural tool turned into a weapon, the Machete may be less versatile than the common hatchet, but it packs a punch.";
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};
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@@ -24,6 +24,13 @@ class CfgVehicles {
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};
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};
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};
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class VIL_asistvan;
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class VIL_asistvan_DZE: VIL_asistvan
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{
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transportrepair = 0;
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};
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class Mi17_base: Helicopter
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{
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@@ -149,7 +149,7 @@ class RscDisplayMain : RscStandardDisplay
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class DAYZ_Version : CA_Version
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{
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idc = -1;
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text = "DayZ Epoch 1.0.1.6";
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text = "DayZ Epoch 1.0.1.7";
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y = "(SafeZoneH + SafeZoneY) - (1 - 0.95)";
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};
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delete CA_TitleMainMenu;
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@@ -3,11 +3,25 @@ private ["_vehicle","_curFuel","_newFuel","_started","_finished","_animState","_
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if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
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TradeInprogress = true;
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// Get all nearby vehicles within 10m
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_findNearestVehicles = nearestObjects [player, ["AllVehicles"], 10];
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_isVehicle = false;
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_vehicleSrc = _this select 0;
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if(_vehicleSrc != objNull) then {
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_isVehicle = ((_vehicleSrc isKindOf "AllVehicles") and !(_vehicleSrc isKindOf "Man"));
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// If fuel source is vehicle get actual capacity
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_configSrcVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicleSrc);
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_capacitySrc = getNumber(_configVeh >> "fuelCapacity");
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_nameTextSrc = getText(_configVeh >> "displayName");
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};
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// Get all nearby vehicles within 30m
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_findNearestVehicles = nearestObjects [player, ["AllVehicles"], 30];
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_findNearestVehicle = [];
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{
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if (alive _x and !(_x isKindOf "Man")) then {
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if (alive _x and _vehicleSrc != _x and !(_x isKindOf "Man")) then {
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_findNearestVehicle set [(count _findNearestVehicle),_x];
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};
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} foreach _findNearestVehicles;
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@@ -24,7 +38,6 @@ if(_IsNearVehicle >= 1) then {
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_capacity = getNumber(_configVeh >> "fuelCapacity");
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_nameText = getText(_configVeh >> "displayName");
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_isOk = true;
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// perform fuel up
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while {_isOk} do {
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@@ -76,25 +89,44 @@ if(_IsNearVehicle >= 1) then {
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if (_finished) then {
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// Get vehicle fuel levels again
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_curFuel = ((fuel _vehicle) * _capacity);
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_newFuel = (_curFuel + _canSize);
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_isFillok = true;
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if (_newFuel > _capacity) then {_newFuel = _capacity; _abort = true; };
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// add checks for fuel level
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if(_isVehicle) then {
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_curFuelSrc = ((fuel _vehicleSrc) * _capacitySrc);
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_newFuelSrc = (_curFuelSrc - _canSize);
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// calculate minimum needed fuel
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_newFuel = (_newFuel / _capacity);
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dayzSetFuel = [_vehicle,_newFuel];
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if (local _vehicle) then {
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dayzSetFuel spawn local_setFuel;
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// calculate new fuel
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_newFuelSrc = (_newFuelSrc / _capacitySrc);
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if (_newFuelSrc > 0) then {
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dayzSetFuel = [_vehicleSrc,_newFuelSrc];
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dayzSetFuel spawn local_setFuel;
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publicVariable "dayzSetFuel";
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} else {
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_isFillok = false;
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_abort = true;
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};
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};
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publicVariable "dayzSetFuel";
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if (_isFillok) then {
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// Get vehicle fuel levels again
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_curFuel = ((fuel _vehicle) * _capacity);
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_newFuel = (_curFuel + _canSize);
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// Play sound
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[player,"refuel",0,false] call dayz_zombieSpeak;
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if (_newFuel > _capacity) then {_newFuel = _capacity; _abort = true; };
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cutText [format["%1 filled to %2 percent capacity.",_nameText,round(_newFuel*100)], "PLAIN DOWN"];
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// calculate minimum needed fuel
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_newFuel = (_newFuel / _capacity);
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dayzSetFuel = [_vehicle,_newFuel];
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dayzSetFuel spawn local_setFuel;
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publicVariable "dayzSetFuel";
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// Play sound
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[player,"refuel",0,false] call dayz_zombieSpeak;
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cutText [format["%1 filled to %2 percent capacity.",_nameText,round(_newFuel*100)], "PLAIN DOWN"];
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};
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};
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if(_abort) exitWith {};
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@@ -9,18 +9,23 @@ s_player_fillfuel = 1;
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_fillCounter = 0;
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_abort = false;
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_qty = {_x == "ItemJerrycanEmpty"} count magazines player;
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_fuelCans = [];
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for "_x" from 1 to _qty do {
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{
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if(_x == "ItemJerrycanEmpty" or _x == "ItemFuelBarrelEmpty") then {
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_fuelCans set [(count _fuelCans),_x];
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};
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} forEach magazines player;
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_qty = count _fuelCans;
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{
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_displayName = getText (configFile >> "cfgMagazines" >> _x >> "displayName");
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_fillCounter = _fillCounter + 1;
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if(_qty == 1) then {
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cutText ["Preparing to siphon, stand still to fill empty jerry can.", "PLAIN DOWN"];
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} else {
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cutText [format[("Preparing to siphon, stand still to fill empty jerry can %1 of %2."),_fillCounter,_qty] , "PLAIN DOWN"];
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};
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cutText [format["Preparing to siphon, stand still to fill %1.",_displayName], "PLAIN DOWN"];
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// force animation
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player playActionNow "Medic";
|
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// Play sound and alert zombies
|
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@@ -64,22 +69,22 @@ for "_x" from 1 to _qty do {
|
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};
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|
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if (_finished) then {
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if ("ItemJerrycanEmpty" in magazines player) then {
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player removeMagazine "ItemJerrycanEmpty";
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player addMagazine "ItemJerrycan";
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cutText [format[(localize "str_player_09"),1], "PLAIN DOWN"];
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if(([player,_x] call BIS_fnc_invRemove) == 1) then {
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if (_x == "ItemFuelBarrelEmpty") then {
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player addMagazine "ItemFuelBarrel";
|
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} else {
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player addMagazine "ItemJerrycan";
|
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};
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cutText [format["You have filled %1 with fuel.",_displayName], "PLAIN DOWN"];
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} else {
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cutText [(localize "str_player_10") , "PLAIN DOWN"];
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_abort = true;
|
||||
};
|
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};
|
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|
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sleep 1;
|
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if(_abort) exitWith {};
|
||||
};
|
||||
|
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} forEach _fuelCans;
|
||||
|
||||
s_player_fillfuel = -1;
|
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TradeInprogress = false;
|
||||
@@ -2,7 +2,7 @@
|
||||
DayZ Base Building
|
||||
Made for DayZ Epoch please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
|
||||
*/
|
||||
private ["_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_isBuilding","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_buildings","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole"];
|
||||
private ["_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText"];
|
||||
|
||||
if(TradeInprogress) exitWith { cutText ["Building already in progress." , "PLAIN DOWN"]; };
|
||||
TradeInprogress = true;
|
||||
@@ -12,6 +12,9 @@ _isWater = (surfaceIsWater (getPosATL player)) or dayz_isSwimming;
|
||||
_cancel = false;
|
||||
_reason = "";
|
||||
_canBuildOnPlot = false;
|
||||
DZE_BuildingZ = 0;
|
||||
|
||||
DZE_5 = false;
|
||||
|
||||
call gear_ui_init;
|
||||
|
||||
@@ -21,6 +24,7 @@ if(player getVariable["combattimeout", 0] >= time) exitWith {TradeInprogress = f
|
||||
|
||||
_item = _this;
|
||||
_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
|
||||
_classnametmp = _classname;
|
||||
_require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
|
||||
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
|
||||
|
||||
@@ -35,7 +39,6 @@ if(_isPole) then {
|
||||
_distance = 45;
|
||||
};
|
||||
|
||||
|
||||
// check for near plot
|
||||
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
|
||||
_findNearestPole = [];
|
||||
@@ -54,35 +57,24 @@ if(_isPole and _IsNearPlot > 0) exitWith { TradeInprogress = false; cutText ["C
|
||||
if(_IsNearPlot == 0) then {
|
||||
_canBuildOnPlot = true;
|
||||
} else {
|
||||
// Since there are plots nearby we check for ownership and then for friend status
|
||||
|
||||
// check nearby plots 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 {
|
||||
_canBuildOnPlot = true;
|
||||
};
|
||||
};
|
||||
};
|
||||
// check if friendly to owner
|
||||
if(dayz_characterID == _ownerID) then {
|
||||
_canBuildOnPlot = true;
|
||||
} else {
|
||||
_canBuildOnPlot = true;
|
||||
_friendlies = player getVariable ["friendlyTo",[]];
|
||||
// check if friendly to owner
|
||||
if(_ownerID in _friendlies) then {
|
||||
_canBuildOnPlot = true;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
@@ -103,75 +95,118 @@ if (!_hasrequireditem) exitWith {TradeInprogress = false; cutText [format["Missi
|
||||
if (_hasrequireditem) then {
|
||||
|
||||
_location = [0,0,0];
|
||||
_dir = getDir player;
|
||||
|
||||
player allowDamage false;
|
||||
|
||||
_position = player modeltoworld _offset;
|
||||
_position = [(_position select 0),(_position select 1), 0];
|
||||
|
||||
|
||||
if(isText (configFile >> "CfgVehicles" >> _classname >> "GhostPreview")) then {
|
||||
_ghost = getText(configFile >> "CfgVehicles" >> _classname >> "GhostPreview");
|
||||
};
|
||||
|
||||
// if ghost preview available use that instead
|
||||
if(_ghost != "") then {
|
||||
|
||||
_classnametmp = _classname;
|
||||
_classname = _ghost;
|
||||
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
|
||||
_classname = _classnametmp;
|
||||
|
||||
} else {
|
||||
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
|
||||
};
|
||||
|
||||
_object setDir _dir;
|
||||
|
||||
_object setPos _position;
|
||||
|
||||
_object allowDamage false;
|
||||
|
||||
_object attachTo [player];
|
||||
|
||||
_counter = 0;
|
||||
_isOk = true;
|
||||
|
||||
while {_isOk} do {
|
||||
|
||||
if (player getVariable["combattimeout", 0] >= time) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Cannot build while in combat.";
|
||||
|
||||
|
||||
if(_counter == 0) then {
|
||||
// get inital players position
|
||||
_location1 = getPosATL player;
|
||||
_dir = getDir player;
|
||||
_position = player modeltoworld _offset;
|
||||
_position = [(_position select 0),(_position select 1), (_position select 2)];
|
||||
hintSilent str (_position);
|
||||
|
||||
// if ghost preview available use that instead
|
||||
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
|
||||
if (_ghost == "") then {
|
||||
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
|
||||
} else {
|
||||
_classname = _ghost;
|
||||
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
|
||||
};
|
||||
|
||||
_object setDir _dir;
|
||||
_object setPos _position;
|
||||
_object attachTo [player];
|
||||
};
|
||||
|
||||
cutText ["Planning construction stand still 5 seconds to build.", "PLAIN DOWN"];
|
||||
_zheightchanged = false;
|
||||
|
||||
if (DZE_Q) then {
|
||||
DZE_Q = false;
|
||||
DZE_BuildingZ = DZE_BuildingZ + 0.1;
|
||||
_zheightchanged = true;
|
||||
};
|
||||
if (DZE_Z) then {
|
||||
DZE_Z = false;
|
||||
DZE_BuildingZ = DZE_BuildingZ - 0.1;
|
||||
|
||||
_zheightchanged = true;
|
||||
};
|
||||
|
||||
_location1 = getPosATL player;
|
||||
sleep 5;
|
||||
if(_zheightchanged) then {
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
|
||||
_dir = getDir player;
|
||||
_position = player modeltoworld _offset;
|
||||
_position = [(_position select 0),(_position select 1), (_position select 2)+DZE_BuildingZ];
|
||||
|
||||
hintSilent str (_position);
|
||||
|
||||
// if ghost preview available use that instead
|
||||
_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
|
||||
if (_ghost == "") then {
|
||||
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
|
||||
} else {
|
||||
_classname = _ghost;
|
||||
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
|
||||
};
|
||||
|
||||
_object setDir _dir;
|
||||
_object setPos _position;
|
||||
_object attachTo [player];
|
||||
};
|
||||
|
||||
cutText ["Planning construction numpad 8 = up, numpad 2 = down, and numpad 5 to start building.", "PLAIN DOWN"];
|
||||
|
||||
_location0 = getPosATL player;
|
||||
|
||||
sleep 1;
|
||||
|
||||
_location2 = getPosATL player;
|
||||
|
||||
if(_location1 distance _location2 < 0.1) exitWith {
|
||||
if(DZE_5) exitWith {
|
||||
_isOk = false;
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
};
|
||||
|
||||
if(_location1 distance _location2 > 5) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Moving to fast.";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
};
|
||||
|
||||
if(_counter >= 3) exitWith {
|
||||
if(_counter >= 45) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Ran out of time to find position.";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
};
|
||||
_counter = _counter + 1;
|
||||
|
||||
if (player getVariable["combattimeout", 0] >= time) exitWith {
|
||||
_isOk = false;
|
||||
_cancel = true;
|
||||
_reason = "Cannot build while in combat.";
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
};
|
||||
};
|
||||
|
||||
detach _object;
|
||||
deleteVehicle _object;
|
||||
|
||||
_classname = _classnametmp;
|
||||
|
||||
|
||||
|
||||
|
||||
// Start Build
|
||||
@@ -182,31 +217,19 @@ if (_hasrequireditem) then {
|
||||
|
||||
// Get position based on player
|
||||
_location = player modeltoworld _offset;
|
||||
|
||||
_location = [(_location select 0),(_location select 1),(_position select 2)];
|
||||
|
||||
hintSilent str (_location);
|
||||
|
||||
_tmpbuilt setpos _location;
|
||||
|
||||
// No building on roads
|
||||
if (isOnRoad _location) then { _cancel = true; _reason = "Cannot build on a road."; };
|
||||
|
||||
// set building with ground
|
||||
_location = [(_location select 0),(_location select 1), 0];
|
||||
_tmpbuilt setpos _location;
|
||||
|
||||
// set building with offset
|
||||
// _tmpbuilt setpos _location;
|
||||
|
||||
player allowDamage true;
|
||||
|
||||
// testing new way of finding building
|
||||
_buildings = nearestObjects [(vehicle player), ["Building"], 100];
|
||||
{
|
||||
_isBuilding = [(vehicle player),_x] call fnc_isInsideBuilding;
|
||||
if(_isBuilding) exitWith {
|
||||
_cancel = true;
|
||||
_reason = "Cannot build inside another building.";
|
||||
};
|
||||
} forEach _buildings;
|
||||
|
||||
// No building in trader zones
|
||||
if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };
|
||||
if(!placevault) then { _cancel = true; _reason = "Cannot build in a city."; };
|
||||
|
||||
if(!_cancel) then {
|
||||
|
||||
|
||||
@@ -11,7 +11,7 @@ TradeInprogress = true;
|
||||
// temp array of removed parts
|
||||
_temp_removed_array = [];
|
||||
_abort = false;
|
||||
_distance = 2;
|
||||
_distance = 3;
|
||||
_reason = "";
|
||||
|
||||
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
|
||||
|
||||
@@ -11,7 +11,7 @@ TradeInprogress = true;
|
||||
// temp array of removed parts
|
||||
_temp_removed_array = [];
|
||||
_abort = false;
|
||||
_distance = 2;
|
||||
_distance = 3;
|
||||
_reason = "";
|
||||
|
||||
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
|
||||
|
||||
@@ -11,7 +11,7 @@ TradeInprogress = true;
|
||||
// temp array of removed parts
|
||||
_temp_removed_array = [];
|
||||
_abort = false;
|
||||
_distance = 2;
|
||||
_distance = 3;
|
||||
_reason = "";
|
||||
|
||||
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
|
||||
|
||||
@@ -11,7 +11,7 @@ TradeInprogress = true;
|
||||
// temp array of removed parts
|
||||
_temp_removed_array = [];
|
||||
_abort = false;
|
||||
_distance = 2;
|
||||
_distance = 3;
|
||||
_reason = "";
|
||||
|
||||
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
|
||||
|
||||
@@ -11,7 +11,7 @@ TradeInprogress = true;
|
||||
// temp array of removed parts
|
||||
_temp_removed_array = [];
|
||||
_abort = false;
|
||||
_distance = 2;
|
||||
_distance = 3;
|
||||
_reason = "";
|
||||
|
||||
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
|
||||
|
||||
87
SQF/dayz_code/actions/tow_AttachStraps.sqf
Normal file
87
SQF/dayz_code/actions/tow_AttachStraps.sqf
Normal file
@@ -0,0 +1,87 @@
|
||||
private ["_vehicle","_curFuel","_newFuel","_started","_finished","_animState","_isMedic","_abort","_canSize","_configVeh","_capacity","_nameText","_isOk","_findNearestVehicles","_findNearestVehicle","_IsNearVehicle"];
|
||||
|
||||
if(TradeInprogress) exitWith { cutText ["Already in progress." , "PLAIN DOWN"] };
|
||||
TradeInprogress = true;
|
||||
|
||||
// Tow Truck
|
||||
_towTruck = _this;
|
||||
|
||||
// Get all nearby vehicles within 10m
|
||||
_findNearestVehicles = nearestObjects [_towTruck, ["Car"], 10];
|
||||
_findNearestVehicle = [];
|
||||
{
|
||||
if (alive _x and _towTruck != _x) then {
|
||||
// within brounding box
|
||||
if([_x,_towTruck] call fnc_isInsideBuilding2) then {
|
||||
_findNearestVehicle set [(count _findNearestVehicle),_x];
|
||||
};
|
||||
};
|
||||
} foreach _findNearestVehicles;
|
||||
|
||||
_IsNearVehicle = count (_findNearestVehicle);
|
||||
|
||||
if(_IsNearVehicle >= 1) then {
|
||||
|
||||
// select the nearest one
|
||||
_vehicle = _findNearestVehicle select 0;
|
||||
|
||||
// Static vehicle fuel information
|
||||
_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
|
||||
_nameText = getText(_configVeh >> "displayName");
|
||||
|
||||
// alert zombies
|
||||
[player,20,true,(getPosATL player)] spawn player_alertZombies;
|
||||
|
||||
_finished = false;
|
||||
|
||||
// force animation
|
||||
player playActionNow "Medic";
|
||||
|
||||
r_interrupt = false;
|
||||
_animState = animationState player;
|
||||
r_doLoop = true;
|
||||
_started = false;
|
||||
|
||||
while {r_doLoop} do {
|
||||
_animState = animationState player;
|
||||
_isMedic = ["medic",_animState] call fnc_inString;
|
||||
if (_isMedic) then {
|
||||
_started = true;
|
||||
};
|
||||
if (_started and !_isMedic) then {
|
||||
r_doLoop = false;
|
||||
_finished = true;
|
||||
};
|
||||
if (r_interrupt) then {
|
||||
r_doLoop = false;
|
||||
};
|
||||
sleep 0.1;
|
||||
};
|
||||
r_doLoop = false;
|
||||
|
||||
if(!_finished) then {
|
||||
r_interrupt = false;
|
||||
|
||||
if (vehicle player == player) then {
|
||||
[objNull, player, rSwitchMove,""] call RE;
|
||||
player playActionNow "stop";
|
||||
};
|
||||
_abort = true;
|
||||
};
|
||||
|
||||
if (_finished) then {
|
||||
|
||||
if(typeOf _towTruck == "VIL_asistvan_DZE" ) then {
|
||||
_vehicle attachTo [_towTruck];
|
||||
_towTruck setVariable ["DZEinTow", true, true];
|
||||
_towTruck setVariable ["DZEvehicleInTow", _vehicle, true];
|
||||
cutText [format["%1 has been attached to Tow Truck.",_nameText], "PLAIN DOWN"];
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
||||
} else {
|
||||
cutText ["No Vehicles Nearby.", "PLAIN DOWN"];
|
||||
};
|
||||
TradeInprogress = false;
|
||||
72
SQF/dayz_code/actions/tow_DetachStraps.sqf
Normal file
72
SQF/dayz_code/actions/tow_DetachStraps.sqf
Normal file
@@ -0,0 +1,72 @@
|
||||
private ["_vehicle","_curFuel","_newFuel","_started","_finished","_animState","_isMedic","_abort","_canSize","_configVeh","_capacity","_nameText","_isOk","_findNearestVehicles","_findNearestVehicle","_IsNearVehicle"];
|
||||
|
||||
if(TradeInprogress) exitWith { cutText ["Already in progress." , "PLAIN DOWN"] };
|
||||
TradeInprogress = true;
|
||||
|
||||
// Tow Truck
|
||||
_towTruck = _this;
|
||||
|
||||
// exit if no vehicle is in tow.
|
||||
_inTow = _towTruck getVariable ["DZEinTow", false]
|
||||
|
||||
if(!_inTow) then {
|
||||
|
||||
// select the nearest one
|
||||
_vehicle = _towTruck getVariable ["DZEvehicleInTow", false];
|
||||
|
||||
// Static vehicle fuel information
|
||||
_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
|
||||
_nameText = getText(_configVeh >> "displayName");
|
||||
|
||||
// alert zombies
|
||||
[player,20,true,(getPosATL player)] spawn player_alertZombies;
|
||||
|
||||
_finished = false;
|
||||
|
||||
// force animation
|
||||
player playActionNow "Medic";
|
||||
|
||||
r_interrupt = false;
|
||||
_animState = animationState player;
|
||||
r_doLoop = true;
|
||||
_started = false;
|
||||
|
||||
while {r_doLoop} do {
|
||||
_animState = animationState player;
|
||||
_isMedic = ["medic",_animState] call fnc_inString;
|
||||
if (_isMedic) then {
|
||||
_started = true;
|
||||
};
|
||||
if (_started and !_isMedic) then {
|
||||
r_doLoop = false;
|
||||
_finished = true;
|
||||
};
|
||||
if (r_interrupt) then {
|
||||
r_doLoop = false;
|
||||
};
|
||||
sleep 0.1;
|
||||
};
|
||||
r_doLoop = false;
|
||||
|
||||
if(!_finished) then {
|
||||
r_interrupt = false;
|
||||
|
||||
if (vehicle player == player) then {
|
||||
[objNull, player, rSwitchMove,""] call RE;
|
||||
player playActionNow "stop";
|
||||
};
|
||||
_abort = true;
|
||||
};
|
||||
|
||||
if (_finished) then {
|
||||
|
||||
detach _vehicle;
|
||||
_towTruck setVariable ["DZEinTow", false, true];
|
||||
_towTruck setVariable ["DZEvehicleInTow", objNull, true];
|
||||
cutText [format["%1 has been dettached from Tow Truck.",_nameText], "PLAIN DOWN"];
|
||||
};
|
||||
|
||||
} else {
|
||||
cutText ["No Vehicles In Tow.", "PLAIN DOWN"];
|
||||
};
|
||||
TradeInprogress = false;
|
||||
@@ -112,6 +112,7 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
|
||||
};
|
||||
} forEach boil_tin_cans;
|
||||
_hasFuelE = "ItemJerrycanEmpty" in _magazinesPlayer;
|
||||
_hasFuelBarrelE = "ItemFuelBarrelEmpty" in _magazinesPlayer;
|
||||
|
||||
_itemsPlayer = items player;
|
||||
|
||||
@@ -154,7 +155,7 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
|
||||
} forEach _rawmeat;
|
||||
|
||||
_isFuel = false;
|
||||
if (_hasFuelE) then {
|
||||
if (_hasFuelE or _hasFuelBarrelE) then {
|
||||
{
|
||||
if(_cursorTarget isKindOf _x) exitWith {_isFuel = true;};
|
||||
} forEach dayz_fuelsources;
|
||||
@@ -271,7 +272,7 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
|
||||
};
|
||||
|
||||
//Allow player to fill jerrycan
|
||||
if(_hasFuelE and _isFuel) then {
|
||||
if((_hasFuelE or _hasFuelBarrelE) and _isFuel) then {
|
||||
if (s_player_fillfuel < 0) then {
|
||||
s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];
|
||||
};
|
||||
@@ -453,7 +454,7 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
|
||||
|
||||
// show that pump needs power if no generator nearby.
|
||||
if(_IsNearRunningGen > 0) then {
|
||||
s_player_fuelauto = player addAction ["Fill Vehicle", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",[], 0, false, true, "",""];
|
||||
s_player_fuelauto = player addAction ["Fill Vehicle", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",objNull, 0, false, true, "",""];
|
||||
} else {
|
||||
s_player_fuelauto = player addAction ["<t color='#ff0000'>Needs Power</t>", "",[], 0, false, true, "",""];
|
||||
};
|
||||
@@ -463,6 +464,21 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
|
||||
s_player_fuelauto = -1;
|
||||
};
|
||||
|
||||
//Fuel Pump on truck
|
||||
if(_typeOfCursorTarget in DZE_fueltruckarray and alive _cursorTarget) then {
|
||||
if (s_player_fuelauto2 < 0) then {
|
||||
// show that fuel truck pump needs power.
|
||||
if(isEngineOn _cursorTarget) then {
|
||||
s_player_fuelauto2 = player addAction ["Fill Vehicle", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",_cursorTarget, 0, false, true, "",""];
|
||||
} else {
|
||||
s_player_fuelauto2 = player addAction ["<t color='#ff0000'>Needs Power</t>", "",[], 0, false, true, "",""];
|
||||
};
|
||||
};
|
||||
} else {
|
||||
player removeAction s_player_fuelauto2;
|
||||
s_player_fuelauto2 = -1;
|
||||
};
|
||||
|
||||
//Start Generator
|
||||
if(_cursorTarget isKindOf "Generator_DZ") then {
|
||||
if (s_player_fillgen < 0) then {
|
||||
@@ -486,6 +502,21 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
|
||||
s_player_fillgen = -1;
|
||||
};
|
||||
|
||||
//Towing with tow truck
|
||||
if(_typeOfCursorTarget == "VIL_asistvan_DZE") then {
|
||||
if (s_player_towing < 0) then {
|
||||
if(!(_cursorTarget getVariable ["DZEinTow", false])) then {
|
||||
s_player_towing = player addAction ["Attach Straps", "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true, "",""];
|
||||
} else {
|
||||
s_player_towing = player addAction ["Dettach Straps", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true, "",""];
|
||||
};
|
||||
};
|
||||
} else {
|
||||
player removeAction s_player_towing;
|
||||
s_player_towing = -1;
|
||||
};
|
||||
|
||||
|
||||
//Sleep
|
||||
if(_isTent and _ownerID == dayz_characterID) then {
|
||||
if ((s_player_sleep < 0) and (player distance _cursorTarget < 3)) then {
|
||||
@@ -693,8 +724,12 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
|
||||
s_player_information = -1;
|
||||
player removeAction s_player_fillgen;
|
||||
s_player_fillgen = -1;
|
||||
player removeAction s_player_towing;
|
||||
s_player_towing = -1;
|
||||
player removeAction s_player_fuelauto;
|
||||
s_player_fuelauto = -1;
|
||||
player removeAction s_player_fuelauto2;
|
||||
s_player_fuelauto2 = -1;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
private ["_sound","_num","_length","_pause"];
|
||||
while {!r_player_dead} do {
|
||||
_num = round(random 35);
|
||||
_num = floor(random 36);
|
||||
_sound = "z_suspense_" + str(_num);
|
||||
_length = getNumber(configFile >> "cfgMusic" >> _sound >> "Duration");
|
||||
_pause = ((random 5) + 2) + _length;
|
||||
|
||||
@@ -85,9 +85,8 @@ if (_vehicle != player) then {
|
||||
private[];
|
||||
_tPos = (getPosASL _vehicle);
|
||||
_zPos = (getPosASL _unit);
|
||||
_onSameFloor = ((abs((_tPos select 2) - (_tPos select 2)) < 1.3));
|
||||
_inAngle = [_zPos,(getdir _unit),50,_tPos] call fnc_inAngleSector;
|
||||
if (_onSameFloor and _inAngle) then {
|
||||
if (_inAngle) then {
|
||||
//LOS check
|
||||
_cantSee = [_unit,_vehicle] call dayz_losCheck;
|
||||
if (!_cantSee) then {
|
||||
|
||||
@@ -41,7 +41,7 @@ class CfgMods
|
||||
hidePicture = 0;
|
||||
hideName = 0;
|
||||
action = "http://www.dayzepoch.com";
|
||||
version = "1.0.1.6";
|
||||
version = "1.0.1.7";
|
||||
hiveVersion = 0.96; //0.93
|
||||
};
|
||||
};
|
||||
|
||||
@@ -307,6 +307,18 @@ if (!isDedicated) then {
|
||||
dayz_lastCheckBit = time;
|
||||
_nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
|
||||
};
|
||||
//
|
||||
if (_dikCode == 0x48) then {
|
||||
DZE_Q = true;
|
||||
};
|
||||
if (_dikCode == 0x50) then {
|
||||
DZE_Z = true;
|
||||
};
|
||||
if (_dikCode == 0x4C) then {
|
||||
DZE_5 = true;
|
||||
};
|
||||
|
||||
|
||||
if ((_dikCode == 0x3E or _dikCode == 0x0F or _dikCode == 0xD3) and (time - dayz_lastCheckBit > 10)) then {
|
||||
dayz_lastCheckBit = time;
|
||||
call dayz_forceSave;
|
||||
|
||||
@@ -235,7 +235,9 @@ dayz_resetSelfActions = {
|
||||
s_player_repair_crtl = -1;
|
||||
s_player_information = -1;
|
||||
s_player_fuelauto = -1;
|
||||
s_player_fuelauto2 = -1;
|
||||
s_player_fillgen = -1;
|
||||
s_player_towing = -1;
|
||||
};
|
||||
call dayz_resetSelfActions;
|
||||
|
||||
@@ -450,6 +452,7 @@ DZE_isNewStorage = ["VaultStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ"
|
||||
|
||||
// These work with just a running generator
|
||||
dayz_fuelpumparray = ["FuelPump_DZ","Land_A_FuelStation_Feed","Land_Ind_FuelStation_Feed_EP1","Land_FuelStation_Feed_PMC","FuelStation","Land_ibr_FuelStation_Feed","Land_fuelstation_army","Land_fuelstation","land_fuelstation_w","Land_benzina_schnell"];
|
||||
DZE_fueltruckarray = ["KamazRefuel_DZ","UralRefuel_TK_EP1_DZ","MtvrRefuel_DES_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
|
||||
|
||||
// Standard Fuel sources
|
||||
dayz_fuelsources = ["Land_Ind_TankSmall","Land_fuel_tank_big","Land_fuel_tank_stairs","Land_fuel_tank_stairs_ep1","Land_wagon_tanker","Land_fuelstation","Land_fuelstation_army","land_fuelstation_w","Land_benzina_schnell"];
|
||||
@@ -579,5 +582,8 @@ if(!isDedicated) then {
|
||||
};
|
||||
|
||||
DZE_CanPickup = true;
|
||||
DZE_Q = false;
|
||||
DZE_Z = false;
|
||||
DZE_5 = false;
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user