1.0.1.1 RC1

+ [FIXED] Can now fill jerry cans from standard fuel tanks again.
+ [ADDED] Override local zombie count while in vehicle
dayz_zedSpawnVehCount (default: dayz_maxLocalZombies / 2)
+ [ADDED] Override local zombie count while in vehicle
dayz_spawnAirCount (default: 5)
+ [FIXED] Bug with new safe model shadow fixed.
+ [FIXED] Check that items and weapons are removed during weapon trades.
+ [FIXED] Added message when attempting to sell a vehicle with more than
75% average tire damage.
+ [FIXED] Safe codes starting with 0### now work after server restarts.
fixes #400
+ [CHANGED] Re-indexed all loot tables.
+ [FIXED] Fix for no melee ammo after clothing switch.
+ [ADDED] New 55 gallon fuel barrel. Fixes glitching with old one.
+ [CHANGED] When building plot pole you will now get a message if
building to close to another pole (45m).
This commit is contained in:
vbawol
2013-06-01 12:28:59 -05:00
parent f6d2b2a2c0
commit d1796aeee5
12 changed files with 68 additions and 17 deletions

View File

@@ -13,11 +13,11 @@ if (_canLoot) then {
_unitTypes = getArray (_config >> "zombieClass");
_min = getNumber (_config >> "minRoaming");
_max = getNumber (_config >> "maxRoaming");
//Walking Zombies
//Walking Zombies
//_num = round(random _max) min _min;
_num = (round(random _max)) max _min;
_config = configFile >> "CfgBuildingLoot" >> _type;
//Get zombie class
//Get zombie class
_zombieChance = getNumber (_config >> "zombieChance");
_rnd = random 1;

View File

@@ -4,8 +4,8 @@ _iClass = _this select 1;
_iPos = _this select 2;
_radius = _this select 3;
//_iPosZ = _iPos select 2;
//if( _iPosZ < 0 ) then { _iPos = [_iPos select 0,_iPos select 1,0]; };
_iPosZ = _iPos select 2;
if( _iPosZ < 0 ) then { _iPos = [_iPos select 0,_iPos select 1,0]; };
switch (_iClass) do {
default {

View File

@@ -34,7 +34,9 @@ dayzSpawnZed = [_agent];
publicVariableServer "dayzSpawnZed";
if (_doLoiter) then {
_agent setDir round(random 180);
_agent setPosATL _position;
_agent setvelocity [0, 0, 1];
//_agent setVariable ["doLoiter",true,true];
} else {
_agent setVariable ["doLoiter",false,true];