From d07d31983b1637626cc0f8cea6b2aaa09423a1ee Mon Sep 17 00:00:00 2001 From: ebaydayz Date: Sat, 2 Apr 2016 19:15:29 -0400 Subject: [PATCH] Remove legacy ammo boxes AmmoBoxSmall_556 and AmmoBoxSmall_762 no longer exist and were causing loot spawning errors. --- CHANGE LOG 1.0.6.txt | 1 + SQF/dayz_code/Configs/CfgLoot/Buildings/Boat.hpp | 1 + .../CfgLoot/Groups/Buildings/Construction.hpp | 2 +- .../CfgLoot/Groups/Buildings/DZE_Other.hpp | 4 ++-- .../Configs/CfgLoot/Groups/Buildings/Hunting.hpp | 2 +- .../CfgLoot/Groups/Buildings/Industrial.hpp | 2 +- .../CfgLoot/Groups/Buildings/Military.hpp | 16 +++++++++++----- .../Configs/CfgLoot/Groups/Buildings/Office.hpp | 2 +- .../CfgLoot/Groups/Buildings/Residential.hpp | 2 +- .../Configs/CfgLoot/Groups/CrashSite.hpp | 16 ++++------------ SQF/dayz_server/system/server_monitor.sqf | 4 ++-- 11 files changed, 26 insertions(+), 26 deletions(-) diff --git a/CHANGE LOG 1.0.6.txt b/CHANGE LOG 1.0.6.txt index 13e2dd5b9..4ef47c5a5 100644 --- a/CHANGE LOG 1.0.6.txt +++ b/CHANGE LOG 1.0.6.txt @@ -3,6 +3,7 @@ Some notable changes include (not a full list): - New loot table format is incompatible with old loot tables. See CfgLoot\README - Several weapon, item and tool classnames changed. See SQL\1.0.6_Updates for a full list + - AmmoBoxSmall_556/762 have been replaced with DZ_AmmoBoxUS/RU/EU/CZ - Status UI icons are toggleable between "vanilla","epoch","dark" set i.e. DZE_UI = "epoch"; in init.sqf - Blood type system is disabled by default. Set DZE_UseBloodTypes = true; in init.sqf to enable - Bandit heartbeat sound is disabled by default. Set DZE_HeartBeat = true; in init.sqf to enable diff --git a/SQF/dayz_code/Configs/CfgLoot/Buildings/Boat.hpp b/SQF/dayz_code/Configs/CfgLoot/Buildings/Boat.hpp index 61ed6b8eb..f26186868 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Buildings/Boat.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Buildings/Boat.hpp @@ -1,5 +1,6 @@ class Land_Nav_Boathouse : Default { + lootChance = 0.2; zedPos[] = {{-2.92236,9.2002,3.6665},{7.09473,7.79883,3.6665},{7.18164,-2.03223,3.66864},{1.68994,7.5166,3.67276},{5.49609,0.106445,3.67358},{-5.63037,-1.27246,3.67407},{5.27588,5.51953,3.69006},{-5.03564,6.19141,3.6907},{-6.98779,5.52539,3.69113}}; lootPos[] = {{5.28,5.52,3.73},{5.5,0.11,3.71},{1.69,7.52,3.71},{-5.04,6.19,3.71},{-5.63,-1.27,3.69},{-6.99,5.53,3.71},{-2.92,9.2,3.67},{7.09,7.8,3.69},{7.18,-2.03,3.69},{2.8,7.37,6.33},{-2.81,7.41,6.32}}; lootGroup = Boat; diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Construction.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Construction.hpp index 0156b1540..42f565d1d 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Construction.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Construction.hpp @@ -36,7 +36,7 @@ Construction[] = //Other {Loot_GROUP, 15, Parts}, - {Loot_GROUP, 7, military}, + {Loot_GROUP, 7, Military}, {Loot_PILE, 4, Consumable, 1, 2}, {Loot_GROUP, 10, Trash}, //{Loot_GROUP, 6, Parts}, diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/DZE_Other.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/DZE_Other.hpp index 5097a9d80..13c362eb6 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/DZE_Other.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/DZE_Other.hpp @@ -3,7 +3,7 @@ DynamicDebris[] = {Loot_WEAPON, 2, ItemWatch}, {Loot_WEAPON, 4, ItemMatchbox}, {Loot_WEAPON, 4, ItemFlashlight}, - {Loot_WEAPON, 3, Colt1911}, + {Loot_WEAPON, 3, M1911_DZ}, //Colt1911 {Loot_WEAPON, 4, Makarov_DZ}, //Makarov {Loot_WEAPON, 2, ItemMap}, {Loot_WEAPON, 5, ItemKnife}, @@ -32,7 +32,7 @@ DynamicDebrisMilitary[] = {Loot_PILE, 12, Consumable, 1, 2}, {Loot_MAGAZINE, 7, ItemJerryCan}, {Loot_MAGAZINE, 7, ItemSandbag}, - {Loot_GROUP, 8, military}, + {Loot_GROUP, 8, Military}, {Loot_GROUP, 15, Parts} }; SupplyDrop[] = { diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Hunting.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Hunting.hpp index d1bf19414..6c7c3434d 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Hunting.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Hunting.hpp @@ -2,7 +2,7 @@ Hunting[] = { //Weapons {Loot_GROUP, 5, farmweapons}, - {Loot_GROUP, 3, military}, + {Loot_GROUP, 3, Military}, {Loot_WEAPON, 2, Mosin_DZ}, //Tools diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Industrial.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Industrial.hpp index a739bc265..de1fe5930 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Industrial.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Industrial.hpp @@ -37,7 +37,7 @@ Industrial[] = //Other {Loot_GROUP, 15, Parts}, - {Loot_GROUP, 7, military}, + {Loot_GROUP, 7, Military}, {Loot_PILE, 10, Trash, 1, 3}, {Loot_PILE, 4, Consumable, 1, 2}, {Loot_GROUP, 8, Generic} diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Military.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Military.hpp index aa1301abc..d8e6a6dad 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Military.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Military.hpp @@ -1,5 +1,7 @@ Military[] = -{ +{ +//Probably shouldn't use one big group for this. It breaks the RU/US/EU/CZ crashsite themes. +//Also it spawns mismatched ammo box and weapon types. //Pistols {Loot_GROUP, 10, pistols}, {Loot_GROUP, 5, shotgunsingleshot}, @@ -26,8 +28,14 @@ Military[] = {Loot_GROUP, 1, specialclothes}, //Containers - {Loot_CONTAINER, 2, DZ_AmmoBoxRU, AmmoBoxRU1, 6, 12}, - {Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS1, 4, 10}, + {Loot_CONTAINER, 2.3, DZ_AmmoBoxRU, AmmoBoxRU1, 10, 20}, //545x39 AK74, RPK74 + {Loot_CONTAINER, 1.7, DZ_AmmoBoxRU, AmmoBoxRU2, 10, 20}, //762x39 AK47 + {Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxRU3, 5, 10}, //762x54r SVD, PKM + {Loot_CONTAINER, 3, DZ_AmmoBoxUS, AmmoBoxEU1, 10, 20}, //556x45 G36, M249 + {Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxEU2, 5, 10}, //762x51 FAL, M240 + {Loot_CONTAINER, 3, DZ_AmmoBoxUS, AmmoBoxUS1, 10, 20}, //556x45 STANAG, M249 + {Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS2, 5, 10}, //762x51 DMR, M240 + {Loot_CONTAINER, 3, DZ_MedBox, MedicalBox, 10, 20}, //Other {Loot_MAGAZINE, 5, FoodMRE}, @@ -73,8 +81,6 @@ MilitarySpecial[] = {Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS1, 7, 14}, //5.56x45 {Loot_CONTAINER, 2, DZ_AmmoBoxRU, AmmoBoxCZ1, 7, 14}, //7.62x39 {Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxCZ2, 2, 5}, //7.62x54R - {Loot_CONTAINER, 1, AmmoBoxSmall_556, 5}, - {Loot_CONTAINER, 1, AmmoBoxSmall_762, 5}, // {Loot_CONTAINER, 0.5, DZ_AmmoBoxRU, AmmoBoxRU3, 3, 7}, //7.62x54R {Loot_CONTAINER, 0.5, DZ_ExplosivesBoxRU, AmmoBoxRU4, 5, 15}, //GP-25 {Loot_CONTAINER, 0.5, DZ_ExplosivesBoxRU, AmmoBoxRU5, 3, 7}, //Grenades diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Office.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Office.hpp index 87a207558..04a36070f 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Office.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Office.hpp @@ -12,7 +12,7 @@ Office[] = //Pistols {Loot_GROUP, 10, pistols}, - {Loot_GROUP, 4, military}, + {Loot_GROUP, 4, Military}, {Loot_GROUP, 6, shotgunsingleshot}, //Rifles diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Residential.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Residential.hpp index e784ca5a7..8d2383f11 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Residential.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Residential.hpp @@ -4,7 +4,7 @@ Residential[] = {Loot_WEAPON, 6, MeleeBaseBallBat}, //Weapon Groups - {Loot_GROUP, 3, military}, + {Loot_GROUP, 3, Military}, {Loot_GROUP, 8, pistols}, {Loot_GROUP, 6, shotgunsingleshot}, diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/CrashSite.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/CrashSite.hpp index 319c6558a..6b41766c1 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/CrashSite.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/CrashSite.hpp @@ -18,10 +18,8 @@ CrashSiteRU[] = {Loot_GROUP, 4, submachinegun}, {Loot_GROUP, 7, sniperrifles}, {Loot_GROUP, 6, machineguns}, - {Loot_GROUP, 3, military}, + {Loot_GROUP, 3, Military}, {Loot_WEAPON, 0.2, MAAWS}, - {Loot_CONTAINER, 3, AmmoBoxSmall_556}, - {Loot_CONTAINER, 3, AmmoBoxSmall_762}, //Tools {Loot_WEAPON, 1.5, ItemGPS}, {Loot_WEAPON, 1, Binocular_Vector}, @@ -79,10 +77,8 @@ CrashSiteUS[] = {Loot_GROUP, 4, submachinegun}, {Loot_GROUP, 7, sniperrifles}, {Loot_GROUP, 6, machineguns}, - {Loot_GROUP, 3, military}, + {Loot_GROUP, 3, Military}, {Loot_WEAPON, 0.2, MAAWS}, - {Loot_CONTAINER, 3, AmmoBoxSmall_556}, - {Loot_CONTAINER, 3, AmmoBoxSmall_762}, //Tools {Loot_WEAPON, 1.5, ItemGPS}, @@ -139,10 +135,8 @@ CrashSiteEU[] = {Loot_GROUP, 4, submachinegun}, {Loot_GROUP, 7, sniperrifles}, {Loot_GROUP, 6, machineguns}, - {Loot_GROUP, 3, military}, + {Loot_GROUP, 3, Military}, {Loot_WEAPON, 0.2, MAAWS}, - {Loot_CONTAINER, 3, AmmoBoxSmall_556}, - {Loot_CONTAINER, 3, AmmoBoxSmall_762}, //Tools {Loot_WEAPON, 1.5, ItemGPS}, @@ -199,10 +193,8 @@ CrashSiteUN[] = {Loot_GROUP, 4, submachinegun}, {Loot_GROUP, 7, sniperrifles}, {Loot_GROUP, 6, machineguns}, - {Loot_GROUP, 3, military}, + {Loot_GROUP, 3, Military}, {Loot_WEAPON, 0.2, MAAWS}, - {Loot_CONTAINER, 3, AmmoBoxSmall_556}, - {Loot_CONTAINER, 3, AmmoBoxSmall_762}, //Tools {Loot_WEAPON, 1.5, ItemGPS}, diff --git a/SQF/dayz_server/system/server_monitor.sqf b/SQF/dayz_server/system/server_monitor.sqf index 037cc671f..913b420a7 100644 --- a/SQF/dayz_server/system/server_monitor.sqf +++ b/SQF/dayz_server/system/server_monitor.sqf @@ -109,7 +109,7 @@ if (_status == "ObjectStreamStart") then { if (_maintenanceMode) then { _maintenanceModeVars = [_type,_pos]; _type = _type + "_Damaged"; - }; + }; //TODO add remove object and readd old fence (hideobject would be nice to use here :-( ) //Pending change to new fence models\Layout }; @@ -122,7 +122,7 @@ if (_status == "ObjectStreamStart") then { _object setVariable ["ObjectID", _idKey, true]; dayz_serverIDMonitor set [count dayz_serverIDMonitor,_idKey]; // Fix for leading zero issues on safe codes after restart - _lockable = if (isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {getNumber (configFile >> "CfgVehicles" >> _type >> "lockable");} else {0}; + _lockable = if (isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {getNumber (configFile >> "CfgVehicles" >> _type >> "lockable")} else {0}; if (_lockable == 4) then { _codeCount = count (toArray _ownerID); if (_codeCount == 3) then {_ownerID = format["0%1",_ownerID];};