mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Remove legacy ammo boxes
AmmoBoxSmall_556 and AmmoBoxSmall_762 no longer exist and were causing loot spawning errors.
This commit is contained in:
@@ -3,6 +3,7 @@
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Some notable changes include (not a full list):
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- New loot table format is incompatible with old loot tables. See CfgLoot\README
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- Several weapon, item and tool classnames changed. See SQL\1.0.6_Updates for a full list
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- AmmoBoxSmall_556/762 have been replaced with DZ_AmmoBoxUS/RU/EU/CZ
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- Status UI icons are toggleable between "vanilla","epoch","dark" set i.e. DZE_UI = "epoch"; in init.sqf
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- Blood type system is disabled by default. Set DZE_UseBloodTypes = true; in init.sqf to enable
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- Bandit heartbeat sound is disabled by default. Set DZE_HeartBeat = true; in init.sqf to enable
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@@ -1,5 +1,6 @@
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class Land_Nav_Boathouse : Default
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{
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lootChance = 0.2;
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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}};
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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}};
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lootGroup = Boat;
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@@ -36,7 +36,7 @@ Construction[] =
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//Other
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{Loot_GROUP, 15, Parts},
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{Loot_GROUP, 7, military},
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{Loot_GROUP, 7, Military},
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{Loot_PILE, 4, Consumable, 1, 2},
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{Loot_GROUP, 10, Trash},
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//{Loot_GROUP, 6, Parts},
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@@ -3,7 +3,7 @@ DynamicDebris[] =
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{Loot_WEAPON, 2, ItemWatch},
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{Loot_WEAPON, 4, ItemMatchbox},
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{Loot_WEAPON, 4, ItemFlashlight},
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{Loot_WEAPON, 3, Colt1911},
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{Loot_WEAPON, 3, M1911_DZ}, //Colt1911
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{Loot_WEAPON, 4, Makarov_DZ}, //Makarov
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{Loot_WEAPON, 2, ItemMap},
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{Loot_WEAPON, 5, ItemKnife},
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@@ -32,7 +32,7 @@ DynamicDebrisMilitary[] =
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{Loot_PILE, 12, Consumable, 1, 2},
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{Loot_MAGAZINE, 7, ItemJerryCan},
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{Loot_MAGAZINE, 7, ItemSandbag},
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{Loot_GROUP, 8, military},
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{Loot_GROUP, 8, Military},
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{Loot_GROUP, 15, Parts}
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};
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SupplyDrop[] = {
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@@ -2,7 +2,7 @@ Hunting[] =
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{
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//Weapons
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{Loot_GROUP, 5, farmweapons},
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{Loot_GROUP, 3, military},
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{Loot_GROUP, 3, Military},
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{Loot_WEAPON, 2, Mosin_DZ},
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//Tools
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@@ -37,7 +37,7 @@ Industrial[] =
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//Other
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{Loot_GROUP, 15, Parts},
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{Loot_GROUP, 7, military},
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{Loot_GROUP, 7, Military},
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{Loot_PILE, 10, Trash, 1, 3},
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{Loot_PILE, 4, Consumable, 1, 2},
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{Loot_GROUP, 8, Generic}
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@@ -1,5 +1,7 @@
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Military[] =
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{
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//Probably shouldn't use one big group for this. It breaks the RU/US/EU/CZ crashsite themes.
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//Also it spawns mismatched ammo box and weapon types.
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//Pistols
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{Loot_GROUP, 10, pistols},
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{Loot_GROUP, 5, shotgunsingleshot},
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@@ -26,8 +28,14 @@ Military[] =
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{Loot_GROUP, 1, specialclothes},
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//Containers
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{Loot_CONTAINER, 2, DZ_AmmoBoxRU, AmmoBoxRU1, 6, 12},
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{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS1, 4, 10},
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{Loot_CONTAINER, 2.3, DZ_AmmoBoxRU, AmmoBoxRU1, 10, 20}, //545x39 AK74, RPK74
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{Loot_CONTAINER, 1.7, DZ_AmmoBoxRU, AmmoBoxRU2, 10, 20}, //762x39 AK47
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{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxRU3, 5, 10}, //762x54r SVD, PKM
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{Loot_CONTAINER, 3, DZ_AmmoBoxUS, AmmoBoxEU1, 10, 20}, //556x45 G36, M249
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{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxEU2, 5, 10}, //762x51 FAL, M240
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{Loot_CONTAINER, 3, DZ_AmmoBoxUS, AmmoBoxUS1, 10, 20}, //556x45 STANAG, M249
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{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS2, 5, 10}, //762x51 DMR, M240
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{Loot_CONTAINER, 3, DZ_MedBox, MedicalBox, 10, 20},
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//Other
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{Loot_MAGAZINE, 5, FoodMRE},
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@@ -73,8 +81,6 @@ MilitarySpecial[] =
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{Loot_CONTAINER, 2, DZ_AmmoBoxUS, AmmoBoxUS1, 7, 14}, //5.56x45
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{Loot_CONTAINER, 2, DZ_AmmoBoxRU, AmmoBoxCZ1, 7, 14}, //7.62x39
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{Loot_CONTAINER, 1, DZ_AmmoBoxRU, AmmoBoxCZ2, 2, 5}, //7.62x54R
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{Loot_CONTAINER, 1, AmmoBoxSmall_556, 5},
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{Loot_CONTAINER, 1, AmmoBoxSmall_762, 5},
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// {Loot_CONTAINER, 0.5, DZ_AmmoBoxRU, AmmoBoxRU3, 3, 7}, //7.62x54R
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{Loot_CONTAINER, 0.5, DZ_ExplosivesBoxRU, AmmoBoxRU4, 5, 15}, //GP-25
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{Loot_CONTAINER, 0.5, DZ_ExplosivesBoxRU, AmmoBoxRU5, 3, 7}, //Grenades
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@@ -12,7 +12,7 @@ Office[] =
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//Pistols
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{Loot_GROUP, 10, pistols},
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{Loot_GROUP, 4, military},
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{Loot_GROUP, 4, Military},
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{Loot_GROUP, 6, shotgunsingleshot},
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//Rifles
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@@ -4,7 +4,7 @@ Residential[] =
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{Loot_WEAPON, 6, MeleeBaseBallBat},
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//Weapon Groups
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{Loot_GROUP, 3, military},
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{Loot_GROUP, 3, Military},
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{Loot_GROUP, 8, pistols},
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{Loot_GROUP, 6, shotgunsingleshot},
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@@ -18,10 +18,8 @@ CrashSiteRU[] =
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{Loot_GROUP, 4, submachinegun},
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{Loot_GROUP, 7, sniperrifles},
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{Loot_GROUP, 6, machineguns},
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{Loot_GROUP, 3, military},
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{Loot_GROUP, 3, Military},
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{Loot_WEAPON, 0.2, MAAWS},
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{Loot_CONTAINER, 3, AmmoBoxSmall_556},
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{Loot_CONTAINER, 3, AmmoBoxSmall_762},
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//Tools
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{Loot_WEAPON, 1.5, ItemGPS},
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{Loot_WEAPON, 1, Binocular_Vector},
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@@ -79,10 +77,8 @@ CrashSiteUS[] =
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{Loot_GROUP, 4, submachinegun},
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{Loot_GROUP, 7, sniperrifles},
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{Loot_GROUP, 6, machineguns},
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{Loot_GROUP, 3, military},
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{Loot_GROUP, 3, Military},
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{Loot_WEAPON, 0.2, MAAWS},
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{Loot_CONTAINER, 3, AmmoBoxSmall_556},
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{Loot_CONTAINER, 3, AmmoBoxSmall_762},
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//Tools
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{Loot_WEAPON, 1.5, ItemGPS},
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@@ -139,10 +135,8 @@ CrashSiteEU[] =
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{Loot_GROUP, 4, submachinegun},
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{Loot_GROUP, 7, sniperrifles},
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{Loot_GROUP, 6, machineguns},
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{Loot_GROUP, 3, military},
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{Loot_GROUP, 3, Military},
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{Loot_WEAPON, 0.2, MAAWS},
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{Loot_CONTAINER, 3, AmmoBoxSmall_556},
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{Loot_CONTAINER, 3, AmmoBoxSmall_762},
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//Tools
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{Loot_WEAPON, 1.5, ItemGPS},
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@@ -199,10 +193,8 @@ CrashSiteUN[] =
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{Loot_GROUP, 4, submachinegun},
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{Loot_GROUP, 7, sniperrifles},
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{Loot_GROUP, 6, machineguns},
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{Loot_GROUP, 3, military},
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{Loot_GROUP, 3, Military},
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{Loot_WEAPON, 0.2, MAAWS},
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{Loot_CONTAINER, 3, AmmoBoxSmall_556},
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{Loot_CONTAINER, 3, AmmoBoxSmall_762},
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//Tools
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{Loot_WEAPON, 1.5, ItemGPS},
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@@ -122,7 +122,7 @@ if (_status == "ObjectStreamStart") then {
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_object setVariable ["ObjectID", _idKey, true];
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dayz_serverIDMonitor set [count dayz_serverIDMonitor,_idKey];
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// Fix for leading zero issues on safe codes after restart
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_lockable = if (isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {getNumber (configFile >> "CfgVehicles" >> _type >> "lockable");} else {0};
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_lockable = if (isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {getNumber (configFile >> "CfgVehicles" >> _type >> "lockable")} else {0};
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if (_lockable == 4) then {
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_codeCount = count (toArray _ownerID);
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if (_codeCount == 3) then {_ownerID = format["0%1",_ownerID];};
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