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

@@ -22,21 +22,29 @@ _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >>
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName"); _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset"); _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
_isPole = (_classname == "Plastic_Pole_EP1_DZ");
_distance = 30;
if(_isPole) then {
_distance = 45;
};
// check for near plot // check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], 30]; _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = []; _findNearestPole = [];
{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles; {if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;
_IsNearPlot = count (_findNearestPole); _IsNearPlot = count (_findNearestPole);
// If item is plot pole and another one exists within 45m
if(_isPole and _IsNearPlot > 0) exitWith { TradeInprogress = false; cutText ["Cannot build plot pole within 45m of an existing plot." , "PLAIN DOWN"]; };
if(_IsNearPlot == 0) then { if(_IsNearPlot == 0) then {
// Allow building of plot // Allow building of plot
if(_classname == "Plastic_Pole_EP1_DZ") then { if(_isPole) then {
if({alive _x} count (nearestObjects[(vehicle player), ["Plastic_Pole_EP1_DZ"], 45]) == 0) then {
_canBuildOnPlot = true; _canBuildOnPlot = true;
}; };
};
} else { } else {
// Since there are plots nearby we check for ownership and then for friend status // Since there are plots nearby we check for ownership and then for friend status
@@ -50,14 +58,14 @@ if(_IsNearPlot == 0) then {
// check if friendly to owner // check if friendly to owner
if(dayz_characterID == _ownerID) then { if(dayz_characterID == _ownerID) then {
// owner can build anything within his plot except other plots witin // owner can build anything within his plot except other plots
if(_classname != "Plastic_Pole_EP1_DZ") then { if(!_isPole) then {
_canBuildOnPlot = true; _canBuildOnPlot = true;
}; };
} else { } else {
// disallow building plot // disallow building plot
if(_classname != "Plastic_Pole_EP1_DZ") then { if(!_isPole) then {
_friendlies = player getVariable ["friendlyTo",[]]; _friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner // check if friendly to owner
if(_ownerID in _friendlies) then { if(_ownerID in _friendlies) then {
@@ -69,7 +77,7 @@ if(_IsNearPlot == 0) then {
}; };
// _message // _message
if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText ["Building requires plot pole within 30m" , "PLAIN DOWN"]; }; if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText ["Building requires plot pole within 30m." , "PLAIN DOWN"]; };
_missing = ""; _missing = "";
_hasrequireditem = true; _hasrequireditem = true;
@@ -162,7 +170,6 @@ if (_hasrequireditem) then {
player allowDamage true; player allowDamage true;
// testing new way of finding building // testing new way of finding building
_buildings = nearestObjects [(vehicle player), ["Building"], 100]; _buildings = nearestObjects [(vehicle player), ["Building"], 100];
{ {

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

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

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

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@@ -0,0 +1,45 @@
ambient[]={0.74650967,0.74192148,0.74213719,0.96900016};
diffuse[]={1,1,1,0.92000002};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0.3764706,0.47843137,0.16078432,1};
specularPower=100;
PixelShaderID="NormalMapSpecularDIMap";
VertexShaderID="NormalMap";
class Stage1
{
texture="dayz_equip\textures\oildrum_norm.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,1};
pos[]={0,0,0};
};
};
class Stage2
{
texture="dayz_equip\textures\oildrum_spec.paa";
uvSource="tex";
class uvTransform
{
aside[]={0,0,0};
up[]={0,0,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
Filter="Point";
};
class Stage3
{
texture="#(ai,64,64,1)fresnel(2.68,3.69)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};

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@@ -275,9 +275,6 @@ spawn_vehicles = {
_num = floor(random 4); _num = floor(random 4);
_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"]; _allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
diag_log("DEBUG: spawing loot inside vehicle " + str(_allCfgLoots));
for "_x" from 1 to _num do { for "_x" from 1 to _num do {
_iClass = _allCfgLoots call BIS_fnc_selectRandom; _iClass = _allCfgLoots call BIS_fnc_selectRandom;