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

@@ -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 {