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:
[VB]AWOL
2013-08-05 11:09:26 -05:00
parent 9b1a3b3927
commit 9e5957b89d
40 changed files with 641 additions and 599 deletions

View File

@@ -3,11 +3,25 @@ private ["_vehicle","_curFuel","_newFuel","_started","_finished","_animState","_
if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
TradeInprogress = true;
// Get all nearby vehicles within 10m
_findNearestVehicles = nearestObjects [player, ["AllVehicles"], 10];
_isVehicle = false;
_vehicleSrc = _this select 0;
if(_vehicleSrc != objNull) then {
_isVehicle = ((_vehicleSrc isKindOf "AllVehicles") and !(_vehicleSrc isKindOf "Man"));
// If fuel source is vehicle get actual capacity
_configSrcVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicleSrc);
_capacitySrc = getNumber(_configVeh >> "fuelCapacity");
_nameTextSrc = getText(_configVeh >> "displayName");
};
// Get all nearby vehicles within 30m
_findNearestVehicles = nearestObjects [player, ["AllVehicles"], 30];
_findNearestVehicle = [];
{
if (alive _x and !(_x isKindOf "Man")) then {
if (alive _x and _vehicleSrc != _x and !(_x isKindOf "Man")) then {
_findNearestVehicle set [(count _findNearestVehicle),_x];
};
} foreach _findNearestVehicles;
@@ -24,7 +38,6 @@ if(_IsNearVehicle >= 1) then {
_capacity = getNumber(_configVeh >> "fuelCapacity");
_nameText = getText(_configVeh >> "displayName");
_isOk = true;
// perform fuel up
while {_isOk} do {
@@ -76,25 +89,44 @@ if(_IsNearVehicle >= 1) then {
if (_finished) then {
// Get vehicle fuel levels again
_curFuel = ((fuel _vehicle) * _capacity);
_newFuel = (_curFuel + _canSize);
_isFillok = true;
if (_newFuel > _capacity) then {_newFuel = _capacity; _abort = true; };
// add checks for fuel level
if(_isVehicle) then {
_curFuelSrc = ((fuel _vehicleSrc) * _capacitySrc);
_newFuelSrc = (_curFuelSrc - _canSize);
// calculate minimum needed fuel
_newFuel = (_newFuel / _capacity);
dayzSetFuel = [_vehicle,_newFuel];
if (local _vehicle) then {
dayzSetFuel spawn local_setFuel;
// calculate new fuel
_newFuelSrc = (_newFuelSrc / _capacitySrc);
if (_newFuelSrc > 0) then {
dayzSetFuel = [_vehicleSrc,_newFuelSrc];
dayzSetFuel spawn local_setFuel;
publicVariable "dayzSetFuel";
} else {
_isFillok = false;
_abort = true;
};
};
publicVariable "dayzSetFuel";
if (_isFillok) then {
// Get vehicle fuel levels again
_curFuel = ((fuel _vehicle) * _capacity);
_newFuel = (_curFuel + _canSize);
// Play sound
[player,"refuel",0,false] call dayz_zombieSpeak;
if (_newFuel > _capacity) then {_newFuel = _capacity; _abort = true; };
cutText [format["%1 filled to %2 percent capacity.",_nameText,round(_newFuel*100)], "PLAIN DOWN"];
// calculate minimum needed fuel
_newFuel = (_newFuel / _capacity);
dayzSetFuel = [_vehicle,_newFuel];
dayzSetFuel spawn local_setFuel;
publicVariable "dayzSetFuel";
// Play sound
[player,"refuel",0,false] call dayz_zombieSpeak;
cutText [format["%1 filled to %2 percent capacity.",_nameText,round(_newFuel*100)], "PLAIN DOWN"];
};
};
if(_abort) exitWith {};