1.0.1 RC1 cont.

+ [ADDED] Keymakers Kit including the tools required to smelt, mold and
shape keys, as rare drop on industrial and supermarket.
+ [FIXED] Keymaker kit model and icon.
Special thanks goes out to Sequisha for all the hard work on models,
textures, and brainstorming!
This commit is contained in:
vbawol
2013-05-23 16:41:02 -05:00
parent b1e9d05177
commit c09142d125
13 changed files with 144 additions and 11 deletions

View File

@@ -10,8 +10,12 @@ class CfgWeapons {
libtextdesc = "Debug Map - Admin use only";
};
};
class ItemSmeltingKit: ItemCore {
displayname = "Smelting Kit";
class ItemKeyKit: ItemCore {
scope = 2;
displayname = "Keymakers kit";
model="\dayz_equip\models\keykit.p3d";
descriptionShort="Kit including the tools required to smelt, mold and shape keys.";
picture="\dayz_equip\textures\equip_keykit_ca.paa";
};
class ItemAnvil: ItemCore {
displayname = "Anvil";
@@ -298,6 +302,14 @@ class CfgWeapons {
displayname = "Black Key";
keyid = 0;
scope = 2;
class ItemActions
{
class Toolbelt
{
text="Make Copy";
script="spawn player_copyKey;";
};
};
};
class ItemKeyBlack: ItemKey {
keyid = 0;

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@@ -0,0 +1,68 @@
private["_item","_config","_onLadder","_create","_isOk","_config2","_consume"];
if(TradeInprogress) exitWith { cutText ["Copy key already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
_item = _this;
_config = configFile >> "cfgWeapons" >> _item;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
if (_onLadder) exitWith {TradeInprogress = false; cutText [(localize "str_player_21") , "PLAIN DOWN"]};
_text = getText (_config >> "displayName");
_haskey = _this in weapons player;
if (!_haskey) exitWith {TradeInprogress = false; cutText [format[(localize "str_player_30"),_text] , "PLAIN DOWN"]};
_hastoolweapon = "ItemKeyKit" in weapons player;
if (!_hastoolweapon) exitWith {TradeInprogress = false; cutText ["Need Keymakers kit to make a copy of a key." , "PLAIN DOWN"]};
_isNear = {inflamed _x} count (position player nearObjects 2);
if(_isNear == 0) exitWith {TradeInprogress = false; cutText ["Key crafting needs a fire within 2 meters." , "PLAIN DOWN"]};
call gear_ui_init;
// require one tin bar per key
_hasTinBar = "ItemTinBar" in _magazinesPlayer;
if(!_hasTinBar) exitWith {TradeInprogress = false; cutText ["Key crafting requires a 1oz Tin Bar." , "PLAIN DOWN"]};
player playActionNow "Medic";
[player,"repair",0,false] call dayz_zombieSpeak;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = 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;
_num_removed = ([player,"ItemTinBar"] call BIS_fnc_invRemove);
if(_finished and _num_removed == 1) then {
// output key to backpack if space
_create = _item;
_qty = 1;
_box = unitBackpack player;
_box addWeaponCargoGlobal [_create,_qty];
cutText ["Copied key has been added to your backpack." , "PLAIN DOWN"];
} else {
cutText ["Canceled Key Crafting." , "PLAIN DOWN"];
};
TradeInprogress = false;

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@@ -1391,13 +1391,13 @@ class Citizen1; // External class reference
model = "\ibr\ibr_plants\fuelstation_army";
transportFuel = 0;
nameSound = "fuelstation";
}
};
// lingor
class Land_fuelstation : Strategic {
model = "\ibr\ibr_plants\fuelstation";
transportFuel = 0;
nameSound = "fuelstation";
}
};
// Lingor hangars
class land_ibr_hangar : House {
model = "\ibr\ibr_hangars\ibr_hangar";

View File

@@ -584,7 +584,8 @@ class CfgBuildingLoot {
{ "ItemKnife","military" },
{ "ItemToolbox","weapon" },
{ "ItemWire","magazine" },
{"ItemTankTrap","magazine"}
{"ItemTankTrap","magazine"},
{"ItemKeyKit","weapon"}
};
itemChance[] = {
0.005,
@@ -603,7 +604,8 @@ class CfgBuildingLoot {
0.07,
0.06,
0.01,
0.04
0.04,
0.005
};
};
class Farm: Default {
@@ -680,7 +682,8 @@ class CfgBuildingLoot {
{"Crossbow_DZ","weapon"},
{ "Binocular","weapon" },
{ "PartWoodPile","magazine" },
{"MR43","weapon"}
{"MR43","weapon"},
{"ItemKeyKit","weapon"}
};
itemChance[] = {
0.15,
@@ -710,7 +713,8 @@ class CfgBuildingLoot {
0.01,
0.05,
0.02,
0.01
0.01,
0.005
};
};
class HeliCrash: Default {
@@ -1591,7 +1595,7 @@ class HeliCrash_No50s: Default {
{
maxRoaming = 1;
lootPos[] = {{-0.582031,1.65479,1.35687},{0.116211,0.839355,1.39404},{-0.0498047,1.93262,1.3551}};
}
};
class Land_Shed_W03_EP1: Residential
{
maxRoaming = 3;

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@@ -73,6 +73,7 @@ if (!isDedicated) then {
//actions
player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";

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@@ -8,6 +8,9 @@ class RscIGUIShortcutButton;
class RscGearShortcutButton;
class RscIGUIListNBox;
class RscActiveText;
class RscStructuredText;
class RscPictureGUI;
class RscStructuredTextGUI;
class RscPictureKeepAspect;
class RscStandardDisplay;

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@@ -2780,7 +2780,7 @@ class CfgMagazines
displayName = "Rainbow Trout (Cooked)";
descriptionShort = "Rainbow Trout: A small fish that can be fairly easy to catch.";
model = "\dayz_equip\models\trout_cooked.p3d";
picture = "\dayz_equip\textures\equip_rainbowtrout_cooked_CA.paa";
picture = "\dayz_equip\textures\equip_trout_cooked_CA.paa";
bloodRegen = 800;
};
class ItemSeaBassCooked : FoodEdible {
@@ -2934,7 +2934,7 @@ class CfgVehicles
destrType = "DestructTent";
armor = 100;
GhostPreview = "Fort_RazorWirePreview";
}
};
class Sandbag1_DZ: BuiltItems
{

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@@ -0,0 +1,45 @@
ambient[]={0.74650967,0.74192148,0.74213719,0.87};
diffuse[]={1,1,1,0.92000002};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.34901962,0.4509804,0.68235296,1};
specularPower=66.599998;
PixelShaderID="NormalMapSpecularDIMap";
VertexShaderID="NormalMap";
class Stage1
{
texture="dayz_equip\textures\keykit_norm.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage2
{
texture="dayz_equip\textures\keykit_spec.paa";
uvSource="tex";
class uvTransform
{
aside[]={0,0,0};
up[]={0,0,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
Filter="Point";
};
class Stage3
{
texture="#(ai,64,64,1)fresnel(2.68,3.69)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};

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