1.0.1.5 RC1

+ [ADDED] Re enabling "force save %1" is now optional DZE_AllowForceSave
= true;
+ [ADDED] Added cargo check back in can be disabled with
DZE_AllowCargoCheck = false;
+ [ADDED] Trade metals menu can now trade 12 x 10oz gold bars into a
full 100oz briefcase.
+ [FIXED] Urban girl texture path was incorrect.
+ [CHANGED] Standard helicrash spawn system replaced with epoch events
and now spawn with a 75% chance every 45 minutes. Thanks to maca134.
This commit is contained in:
vbawol
2013-07-04 13:13:12 -05:00
parent 3d4b6da3a5
commit cbc15117ba
7 changed files with 160 additions and 44 deletions

View File

@@ -46,7 +46,7 @@ class CfgMagazines {
neednearby[] = {"workshop"};
requiretools[] = {"ItemToolbox","ItemKnife"};
output[] = {{"sun_shade_kit",1}};
input[] = {{"ItemCanvas",1},{"PartWoodLumber",4}};
input[] = {{"bulk_empty",1},{"ItemCanvas",1},{"PartWoodLumber",4}};
};
class Crafting4
{
@@ -98,7 +98,7 @@ class CfgMagazines {
neednearby[] = {"workshop"};
requiretools[] = {"ItemEtool","ItemToolbox"};
output[] = {{"light_pole_kit",1}};
input[] = {{"ItemLightBulb",1},{"PartGeneric",1},{"PartWoodLumber",6}};
input[] = {{"bulk_empty",1},{"ItemLightBulb",1},{"PartGeneric",1},{"PartWoodLumber",6}};
};
};
};
@@ -831,7 +831,7 @@ class CfgMagazines {
neednearby[] = {};
requiretools[] = {"ItemToolbox","ItemCrowbar"};
output[] = {{"wooden_shed_kit",1}};
input[] = {{"ItemCorrugated",2},{"PartWoodPlywood",5},{"PartWoodLumber",5}};
input[] = {{"bulk_empty",1},{"ItemCorrugated",2},{"PartWoodPlywood",5},{"PartWoodLumber",5}};
};
class Crafting1
{
@@ -840,7 +840,7 @@ class CfgMagazines {
neednearby[] = {};
requiretools[] = {"ItemToolbox","ItemCrowbar"};
output[] = {{"outhouse_kit",1}};
input[] = {{"ItemCorrugated",1},{"PartWoodPlywood",5},{"PartWoodLumber",3},{"ItemTrashToiletpaper",1}};
input[] = {{"bulk_empty",1},{"ItemCorrugated",1},{"PartWoodPlywood",5},{"PartWoodLumber",3},{"ItemTrashToiletpaper",1}};
};
class Crafting2
{
@@ -849,7 +849,7 @@ class CfgMagazines {
neednearby[] = {};
requiretools[] = {"ItemToolbox","ItemCrowbar"};
output[] = {{"storage_shed_kit",1}};
input[] = {{"ItemCorrugated",5},{"PartWoodPlywood",2},{"PartWoodLumber",5}};
input[] = {{"bulk_empty",1},{"ItemCorrugated",5},{"PartWoodPlywood",2},{"PartWoodLumber",5}};
};
};
};
@@ -879,7 +879,7 @@ class CfgMagazines {
neednearby[] = {};
requiretools[] = {"ItemToolbox","ItemCrowbar"};
output[] = {{"rusty_gate_kit",1}};
input[] = {{"ItemPole",6},{"PartGeneric",3},{"ItemTankTrap",1}};
input[] = {{"bulk_empty",1},{"ItemPole",6},{"PartGeneric",3},{"ItemTankTrap",1}};
};
};
};
@@ -953,13 +953,22 @@ class CfgMagazines {
{
class Crafting
{
text = "Make 6 pack of Coke";
text = "Pack 6 Coke";
script = "spawn player_craftItem;";
neednearby[] = {};
requiretools[] = {"ItemToolbox"};
output[] = {{"bulk_ItemSodaCoke",1}};
input[] = {{"bulk_empty",1},{"ItemSodaCoke",6}};
};
class Crafting1
{
text = "Pack 6 Pepsi";
script = "spawn player_craftItem1;";
neednearby[] = {};
requiretools[] = {"ItemToolbox"};
output[] = {{"bulk_ItemSodaPepsi",1}};
input[] = {{"bulk_empty",1},{"ItemSodaPepsi",6}};
};
};
};
class bulk_ItemSodaCoke: bulk
@@ -1556,7 +1565,7 @@ class CfgMagazines {
neednearby[] = {};
requiretools[] = {"ItemToolbox","ItemKnife"};
output[] = {{"stick_fence_kit",1}};
input[] = {{"PartWoodPile",6}};
input[] = {{"bulk_empty",1},{"PartWoodPile",6}};
};
@@ -1590,12 +1599,22 @@ class CfgMagazines {
};
class Crafting1
{
text = "Craft Deer Stand";
text = "Craft Supply Crate";
script = "spawn player_craftItem1;";
neednearby[] = {"sawmil"};
requiretools[] = {"ItemToolbox"};
output[] = {{"PartWoodPlywood",1}};
input[] = {{"PartWoodLumber",4},{"PartGeneric",1}};
};
class Crafting2
{
text = "Craft Deer Stand";
script = "spawn player_craftItem2;";
neednearby[] = {"workshop"};
requiretools[] = {"ItemToolbox","ItemCrowbar"};
output[] = {{"deer_stand_kit",1}};
input[] = {{"PartWoodLumber",8},{"PartWoodPile",2}};
input[] = {{"bulk_empty",1},{"PartWoodLumber",8},{"PartWoodPile",2}};
};
};
@@ -1617,7 +1636,7 @@ class CfgMagazines {
neednearby[] = {};
requiretools[] = {"ItemToolbox"};
output[] = {{"wood_shack_kit",1}};
input[] = {{"PartWoodPlywood",4},{"PartWoodLumber",4}};
input[] = {{"bulk_empty",1},{"PartWoodPlywood",4},{"PartWoodLumber",4}};
};
};
@@ -1979,7 +1998,7 @@ class CfgMagazines {
neednearby[] = {"workshop"};
requiretools[] = {"ItemToolbox","ItemKnife"};
output[] = {{"desert_net_kit",1}};
input[] = {{"ItemTent",4},{"ItemPole",4}};
input[] = {{"bulk_empty",1},{"ItemTent",4},{"ItemPole",4}};
};
class Crafting1
{
@@ -2014,7 +2033,7 @@ class CfgMagazines {
neednearby[] = {"workshop"};
requiretools[] = {"ItemToolbox","ItemKnife"};
output[] = {{"desert_net_kit",1}};
input[] = {{"ItemTent",4},{"ItemPole",4}};
input[] = {{"bulk_empty",1},{"ItemTent",4},{"ItemPole",4}};
};
class Crafting1
{
@@ -2023,7 +2042,7 @@ class CfgMagazines {
neednearby[] = {"workshop"};
requiretools[] = {"ItemToolbox","ItemKnife"};
output[] = {{"forest_net_kit",1}};
input[] = {{"ItemTent",4},{"ItemPole",4}};
input[] = {{"bulk_empty",1},{"ItemTent",4},{"ItemPole",4}};
};
};
};
@@ -2048,7 +2067,7 @@ class CfgMagazines {
neednearby[] = {"workshop"};
requiretools[] = {"ItemToolbox","ItemKnife"};
output[] = {{"desert_net_kit",1}};
input[] = {{"ItemTent",4},{"ItemPole",4}};
input[] = {{"bulk_empty",1},{"ItemTent",4},{"ItemPole",4}};
};
class Crafting1
{
@@ -2057,7 +2076,7 @@ class CfgMagazines {
neednearby[] = {"workshop"};
requiretools[] = {"ItemToolbox","ItemKnife"};
output[] = {{"forest_net_kit",1}};
input[] = {{"ItemTent",4},{"ItemPole",4}};
input[] = {{"bulk_empty",1},{"ItemTent",4},{"ItemPole",4}};
};
};
};
@@ -2094,7 +2113,7 @@ class CfgMagazines {
neednearby[] = {};
requiretools[] = {"ItemEtool","ItemToolbox"};
output[] = {{"sandbag_nest_kit",1}};
input[] = {{"ItemSandbag",4},{"PartWoodPlywood",2},{"PartWoodLumber",4}};
input[] = {{"bulk_empty",1},{"ItemSandbag",4},{"PartWoodPlywood",2},{"PartWoodLumber",4}};
};
/*
class Crafting2
@@ -2104,7 +2123,7 @@ class CfgMagazines {
neednearby[] = {"workshop"};
requiretools[] = {"ItemEtool","ItemToolbox","M240_DZ"};
output[] = {{"m240_nest_kit",1}};
input[] = {{"ItemSandbag",4},{"ItemCanvas",1},{"PartWoodPlywood",4},{"PartWoodLumber",3}};
input[] = {{"bulk_empty",1},{"ItemSandbag",4},{"ItemCanvas",1},{"PartWoodPlywood",4},{"PartWoodLumber",3}};
consumeweapons[] = {"M240_DZ"};
};
*/

View File

@@ -18,7 +18,9 @@ _metals_conversion = [
["ItemCopperBar10oz","ItemSilverBar",3,1,"buy","Silver","10oz Copper",103],
["ItemGoldBar","ItemSilverBar10oz",1,3,"buy","10oz Silver","Gold",102],
["ItemSilverBar10oz","ItemGoldBar",3,1,"buy","Gold","10oz Silver",101]
["ItemSilverBar10oz","ItemGoldBar",3,1,"buy","Gold","10oz Silver",101],
["ItemBriefcase100oz","ItemGoldBar10oz",1,12,"buy","10oz Gold","Full Briefcase",99]
];

View File

@@ -367,7 +367,7 @@ class Citizen1; // External class reference
class SurvivorWurban_DZ: SurvivorW2_DZ
{
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\z\addons\dayz_epoch\textures\textures\UrbanGirl.paa"};
hiddenSelectionsTextures[] = {"\z\addons\dayz_epoch\textures\UrbanGirl.paa"};
};
class PZombie_VB: Citizen1

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@@ -200,27 +200,29 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
s_player_lockUnlock_crtl = -1;
};
/*
//Allow player to force save
if((_isVehicle or _isTent) and !_isMan) then {
if (s_player_forceSave < 0) then {
s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""];
if(DZE_AllowForceSave) then {
//Allow player to force save
if((_isVehicle or _isTent) and !_isMan) then {
if (s_player_forceSave < 0) then {
s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_forceSave;
s_player_forceSave = -1;
};
} else {
player removeAction s_player_forceSave;
s_player_forceSave = -1;
};
if((_isVehicle or _isTent or _isnewstorage) and _isAlive and !_isMan) then {
if (s_player_checkGear < 0) then {
s_player_checkGear = player addAction ["Cargo Check", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""];
If(DZE_AllowCargoCheck) then {
if((_isVehicle or _isTent or _isnewstorage) and _isAlive and !_isMan) then {
if (s_player_checkGear < 0) then {
s_player_checkGear = player addAction ["Cargo Check", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_checkGear;
s_player_checkGear = -1;
};
} else {
player removeAction s_player_checkGear;
s_player_checkGear = -1;
};
*/
//flip vehicle small vehicles by your self and all other vehicles with help nearby
if (_isVehicle and !_canmove and _isAlive and (player distance _cursorTarget >= 2) and (count (crew _cursorTarget))== 0 and ((vectorUp _cursorTarget) select 2) < 0.5) then {
@@ -400,13 +402,6 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
player removeAction s_player_fillgen;
s_player_fillgen = -1;
};
// not the right place for this...
// Find if fuel pump is within 5 meters.
// If so then look for a generator within 30m of pump
// and if generator is running
// Allow auto fill
//Sleep
if(_cursorTarget isKindOf "TentStorage" and _ownerID == dayz_characterID) then {

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@@ -564,4 +564,13 @@ if(!isDedicated) then {
//if (uiNamespace getVariable ['DZ_displayUI', 0] == 2) then {
// dayzDebug = true;
//};
// DayZ Epoch Client only variables
if(isNil "DZE_AllowForceSave") then {
DZE_AllowForceSave = false;
};
if(isNil "DZE_AllowCargoCheck") then {
DZE_AllowCargoCheck = true;
};
};

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@@ -0,0 +1,91 @@
private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_fadeFire","_crashModel","_lootTable","_crashName","_spawnRoll","_position","_crash","_config","_hasAdjustment","_newHeight","_adjustedPos","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType"];
_guaranteedLoot = 3;
_randomizedLoot = 4;
_spawnChance = 0.90;
_spawnMarker = 'center';
// _spawnRadius = 5000;
_spawnRadius = HeliCrashArea;
_spawnFire = true;
_fadeFire = false;
_spawnRoll = random 1;
if (_spawnRoll <= _spawnChance) then {
_crashModel = ["UH60Wreck_DZ","UH1Wreck_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom;
if(_crashModel == "Mass_grave_DZ") then {
_lootTable = "MassGrave";
} else {
_lootTable = ["Military","HeliCrash","MilitarySpecial"] call BIS_fnc_selectRandom;
};
_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
// Randomize the direction the wreck is facing
_crash setDir round(random 360);
// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
// spawn. This is optional.
_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
_hasAdjustment = isNumber(_config);
_newHeight = 0;
if (_hasAdjustment) then {
_newHeight = getNumber(_config);
};
// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
_adjustedPos = [(_position select 0), (_position select 1), _newHeight];
//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
_crash setPos _adjustedPos;
// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
_crash setVariable ["ObjectID","1",true];
// Disable simulation server side
_crash enableSimulation false;
_num = round(random _randomizedLoot) + _guaranteedLoot;
if(_crashModel == "Mass_grave_DZ") then {
_spawnFire = false;
_num = _num * 2;
};
if (_spawnFire) then {
//["dayzFire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
dayzFire = [_crash,2,time,false,_fadeFire];
publicVariable "dayzFire";
_crash setvariable ["fadeFire",_fadeFire,true];
};
_config = configFile >> "CfgBuildingLoot" >> _lootTable;
_itemTypes = [] + getArray (_config >> "itemType");
_index = dayz_CBLBase find toLower(_lootTable);
_weights = dayz_CBLChances select _index;
_cntWeights = count _weights;
for "_x" from 1 to _num do {
//create loot
_index = floor(random _cntWeights);
_index = _weights select _index;
_itemType = _itemTypes select _index;
[_itemType select 0, _itemType select 1, _position, 5] call spawn_loot;
diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2'", _crashName, _lootTable]);
};
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
{
_x setVariable ["permaLoot",true];
} forEach _nearBy;
};

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@@ -284,7 +284,7 @@ if (isServer and isNil "sm_done") then {
};
// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
// nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
// Epoch Events
nul = [] spawn server_spawnEvents;