Remove legacy ammo boxes

AmmoBoxSmall_556 and AmmoBoxSmall_762 no longer exist and were causing
loot spawning errors.
This commit is contained in:
ebaydayz
2016-04-02 19:15:29 -04:00
parent 4ce54fbb62
commit d07d31983b
11 changed files with 26 additions and 26 deletions

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@@ -3,6 +3,7 @@
Some notable changes include (not a full list): Some notable changes include (not a full list):
- New loot table format is incompatible with old loot tables. See CfgLoot\README - 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 - 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 - 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 - 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 - Bandit heartbeat sound is disabled by default. Set DZE_HeartBeat = true; in init.sqf to enable

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@@ -1,5 +1,6 @@
class Land_Nav_Boathouse : Default 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}}; 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}}; 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; lootGroup = Boat;

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@@ -36,7 +36,7 @@ Construction[] =
//Other //Other
{Loot_GROUP, 15, Parts}, {Loot_GROUP, 15, Parts},
{Loot_GROUP, 7, military}, {Loot_GROUP, 7, Military},
{Loot_PILE, 4, Consumable, 1, 2}, {Loot_PILE, 4, Consumable, 1, 2},
{Loot_GROUP, 10, Trash}, {Loot_GROUP, 10, Trash},
//{Loot_GROUP, 6, Parts}, //{Loot_GROUP, 6, Parts},

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@@ -3,7 +3,7 @@ DynamicDebris[] =
{Loot_WEAPON, 2, ItemWatch}, {Loot_WEAPON, 2, ItemWatch},
{Loot_WEAPON, 4, ItemMatchbox}, {Loot_WEAPON, 4, ItemMatchbox},
{Loot_WEAPON, 4, ItemFlashlight}, {Loot_WEAPON, 4, ItemFlashlight},
{Loot_WEAPON, 3, Colt1911}, {Loot_WEAPON, 3, M1911_DZ}, //Colt1911
{Loot_WEAPON, 4, Makarov_DZ}, //Makarov {Loot_WEAPON, 4, Makarov_DZ}, //Makarov
{Loot_WEAPON, 2, ItemMap}, {Loot_WEAPON, 2, ItemMap},
{Loot_WEAPON, 5, ItemKnife}, {Loot_WEAPON, 5, ItemKnife},
@@ -32,7 +32,7 @@ DynamicDebrisMilitary[] =
{Loot_PILE, 12, Consumable, 1, 2}, {Loot_PILE, 12, Consumable, 1, 2},
{Loot_MAGAZINE, 7, ItemJerryCan}, {Loot_MAGAZINE, 7, ItemJerryCan},
{Loot_MAGAZINE, 7, ItemSandbag}, {Loot_MAGAZINE, 7, ItemSandbag},
{Loot_GROUP, 8, military}, {Loot_GROUP, 8, Military},
{Loot_GROUP, 15, Parts} {Loot_GROUP, 15, Parts}
}; };
SupplyDrop[] = { SupplyDrop[] = {

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@@ -2,7 +2,7 @@ Hunting[] =
{ {
//Weapons //Weapons
{Loot_GROUP, 5, farmweapons}, {Loot_GROUP, 5, farmweapons},
{Loot_GROUP, 3, military}, {Loot_GROUP, 3, Military},
{Loot_WEAPON, 2, Mosin_DZ}, {Loot_WEAPON, 2, Mosin_DZ},
//Tools //Tools

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@@ -37,7 +37,7 @@ Industrial[] =
//Other //Other
{Loot_GROUP, 15, Parts}, {Loot_GROUP, 15, Parts},
{Loot_GROUP, 7, military}, {Loot_GROUP, 7, Military},
{Loot_PILE, 10, Trash, 1, 3}, {Loot_PILE, 10, Trash, 1, 3},
{Loot_PILE, 4, Consumable, 1, 2}, {Loot_PILE, 4, Consumable, 1, 2},
{Loot_GROUP, 8, Generic} {Loot_GROUP, 8, Generic}

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@@ -1,5 +1,7 @@
Military[] = 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 //Pistols
{Loot_GROUP, 10, pistols}, {Loot_GROUP, 10, pistols},
{Loot_GROUP, 5, shotgunsingleshot}, {Loot_GROUP, 5, shotgunsingleshot},
@@ -26,8 +28,14 @@ Military[] =
{Loot_GROUP, 1, specialclothes}, {Loot_GROUP, 1, specialclothes},
//Containers //Containers
{Loot_CONTAINER, 2, DZ_AmmoBoxRU, AmmoBoxRU1, 6, 12}, {Loot_CONTAINER, 2.3, DZ_AmmoBoxRU, AmmoBoxRU1, 10, 20}, //545x39 AK74, RPK74
{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS1, 4, 10}, {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 //Other
{Loot_MAGAZINE, 5, FoodMRE}, {Loot_MAGAZINE, 5, FoodMRE},
@@ -73,8 +81,6 @@ MilitarySpecial[] =
{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS1, 7, 14}, //5.56x45 {Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS1, 7, 14}, //5.56x45
{Loot_CONTAINER, 2, DZ_AmmoBoxRU, AmmoBoxCZ1, 7, 14}, //7.62x39 {Loot_CONTAINER, 2, DZ_AmmoBoxRU, AmmoBoxCZ1, 7, 14}, //7.62x39
{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxCZ2, 2, 5}, //7.62x54R {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_AmmoBoxRU, AmmoBoxRU3, 3, 7}, //7.62x54R
{Loot_CONTAINER, 0.5, DZ_ExplosivesBoxRU, AmmoBoxRU4, 5, 15}, //GP-25 {Loot_CONTAINER, 0.5, DZ_ExplosivesBoxRU, AmmoBoxRU4, 5, 15}, //GP-25
{Loot_CONTAINER, 0.5, DZ_ExplosivesBoxRU, AmmoBoxRU5, 3, 7}, //Grenades {Loot_CONTAINER, 0.5, DZ_ExplosivesBoxRU, AmmoBoxRU5, 3, 7}, //Grenades

View File

@@ -12,7 +12,7 @@ Office[] =
//Pistols //Pistols
{Loot_GROUP, 10, pistols}, {Loot_GROUP, 10, pistols},
{Loot_GROUP, 4, military}, {Loot_GROUP, 4, Military},
{Loot_GROUP, 6, shotgunsingleshot}, {Loot_GROUP, 6, shotgunsingleshot},
//Rifles //Rifles

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@@ -4,7 +4,7 @@ Residential[] =
{Loot_WEAPON, 6, MeleeBaseBallBat}, {Loot_WEAPON, 6, MeleeBaseBallBat},
//Weapon Groups //Weapon Groups
{Loot_GROUP, 3, military}, {Loot_GROUP, 3, Military},
{Loot_GROUP, 8, pistols}, {Loot_GROUP, 8, pistols},
{Loot_GROUP, 6, shotgunsingleshot}, {Loot_GROUP, 6, shotgunsingleshot},

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@@ -18,10 +18,8 @@ CrashSiteRU[] =
{Loot_GROUP, 4, submachinegun}, {Loot_GROUP, 4, submachinegun},
{Loot_GROUP, 7, sniperrifles}, {Loot_GROUP, 7, sniperrifles},
{Loot_GROUP, 6, machineguns}, {Loot_GROUP, 6, machineguns},
{Loot_GROUP, 3, military}, {Loot_GROUP, 3, Military},
{Loot_WEAPON, 0.2, MAAWS}, {Loot_WEAPON, 0.2, MAAWS},
{Loot_CONTAINER, 3, AmmoBoxSmall_556},
{Loot_CONTAINER, 3, AmmoBoxSmall_762},
//Tools //Tools
{Loot_WEAPON, 1.5, ItemGPS}, {Loot_WEAPON, 1.5, ItemGPS},
{Loot_WEAPON, 1, Binocular_Vector}, {Loot_WEAPON, 1, Binocular_Vector},
@@ -79,10 +77,8 @@ CrashSiteUS[] =
{Loot_GROUP, 4, submachinegun}, {Loot_GROUP, 4, submachinegun},
{Loot_GROUP, 7, sniperrifles}, {Loot_GROUP, 7, sniperrifles},
{Loot_GROUP, 6, machineguns}, {Loot_GROUP, 6, machineguns},
{Loot_GROUP, 3, military}, {Loot_GROUP, 3, Military},
{Loot_WEAPON, 0.2, MAAWS}, {Loot_WEAPON, 0.2, MAAWS},
{Loot_CONTAINER, 3, AmmoBoxSmall_556},
{Loot_CONTAINER, 3, AmmoBoxSmall_762},
//Tools //Tools
{Loot_WEAPON, 1.5, ItemGPS}, {Loot_WEAPON, 1.5, ItemGPS},
@@ -139,10 +135,8 @@ CrashSiteEU[] =
{Loot_GROUP, 4, submachinegun}, {Loot_GROUP, 4, submachinegun},
{Loot_GROUP, 7, sniperrifles}, {Loot_GROUP, 7, sniperrifles},
{Loot_GROUP, 6, machineguns}, {Loot_GROUP, 6, machineguns},
{Loot_GROUP, 3, military}, {Loot_GROUP, 3, Military},
{Loot_WEAPON, 0.2, MAAWS}, {Loot_WEAPON, 0.2, MAAWS},
{Loot_CONTAINER, 3, AmmoBoxSmall_556},
{Loot_CONTAINER, 3, AmmoBoxSmall_762},
//Tools //Tools
{Loot_WEAPON, 1.5, ItemGPS}, {Loot_WEAPON, 1.5, ItemGPS},
@@ -199,10 +193,8 @@ CrashSiteUN[] =
{Loot_GROUP, 4, submachinegun}, {Loot_GROUP, 4, submachinegun},
{Loot_GROUP, 7, sniperrifles}, {Loot_GROUP, 7, sniperrifles},
{Loot_GROUP, 6, machineguns}, {Loot_GROUP, 6, machineguns},
{Loot_GROUP, 3, military}, {Loot_GROUP, 3, Military},
{Loot_WEAPON, 0.2, MAAWS}, {Loot_WEAPON, 0.2, MAAWS},
{Loot_CONTAINER, 3, AmmoBoxSmall_556},
{Loot_CONTAINER, 3, AmmoBoxSmall_762},
//Tools //Tools
{Loot_WEAPON, 1.5, ItemGPS}, {Loot_WEAPON, 1.5, ItemGPS},

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@@ -109,7 +109,7 @@ if (_status == "ObjectStreamStart") then {
if (_maintenanceMode) then { if (_maintenanceMode) then {
_maintenanceModeVars = [_type,_pos]; _maintenanceModeVars = [_type,_pos];
_type = _type + "_Damaged"; _type = _type + "_Damaged";
}; };
//TODO add remove object and readd old fence (hideobject would be nice to use here :-( ) //TODO add remove object and readd old fence (hideobject would be nice to use here :-( )
//Pending change to new fence models\Layout //Pending change to new fence models\Layout
}; };
@@ -122,7 +122,7 @@ if (_status == "ObjectStreamStart") then {
_object setVariable ["ObjectID", _idKey, true]; _object setVariable ["ObjectID", _idKey, true];
dayz_serverIDMonitor set [count dayz_serverIDMonitor,_idKey]; dayz_serverIDMonitor set [count dayz_serverIDMonitor,_idKey];
// Fix for leading zero issues on safe codes after restart // 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 { if (_lockable == 4) then {
_codeCount = count (toArray _ownerID); _codeCount = count (toArray _ownerID);
if (_codeCount == 3) then {_ownerID = format["0%1",_ownerID];}; if (_codeCount == 3) then {_ownerID = format["0%1",_ownerID];};