From c75ccbb8b31d812bbee3df5882076aad7a6e7b92 Mon Sep 17 00:00:00 2001 From: ebaydayz Date: Sat, 13 Aug 2016 20:22:57 -0400 Subject: [PATCH 01/12] Move _hit == "" exitWith further down in damage handler Vanilla development commit: https://github.com/DayZMod/DayZ/commit/837a2623b0cca32c12e9212965f05569c232d6d4 --- SQF/dayz_code/compile/fn_damageHandler.sqf | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/SQF/dayz_code/compile/fn_damageHandler.sqf b/SQF/dayz_code/compile/fn_damageHandler.sqf index 2ed31121c..46226d04e 100644 --- a/SQF/dayz_code/compile/fn_damageHandler.sqf +++ b/SQF/dayz_code/compile/fn_damageHandler.sqf @@ -20,9 +20,6 @@ _isHeadHit = (_hit == "head_hit"); _isPlayer = (isPlayer _source); _isZombieHit = _ammo == "zombie"; -//Ignore none part dmg. -if (_hit == "") exitwith { 0 }; - _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Dayz_freefall select 1 > 3)})}); //Simple hack to help with a few issues from direct damage to physic based damage. ***until 2.0*** @@ -48,7 +45,7 @@ _falling = (((_hit == "legs") AND {(_source==_unit)}) AND {((_ammo=="") AND {(Da if (_ammo == "") exitwith { _end = true; }; //If _source contains no object exit. But lets not exit if the unit returns player. Maybe its his own fault. - if (isNull _source) exitwith { _end = true; }; + if (isNull _source) then { _end = true; }; }; @@ -61,7 +58,7 @@ if (_unit == player) then { _unit setVariable["startcombattimer", 1]; _unit setVariable["inCombat", 1, true]; - if (_hit == "") then + if (_hit == "") exitWith //Ignore none part dmg. Exit after processing humanity hit { if ((_source != player) and _isPlayer && alive player) then { @@ -181,6 +178,9 @@ if (_unit == player) then { if (dayz_lastDamageSource != "none") then {dayz_lastDamageTime = diag_tickTime;}; }; +//Ignore none part dmg. Exit after processing humanity hit +if (_hit == "") exitWith { 0 }; + //Pure base blood damage _scale = 200; From fc0f0dc896a0a3b9fae104d75ae36161ee21b554 Mon Sep 17 00:00:00 2001 From: A Man Date: Mon, 15 Aug 2016 18:40:59 +0200 Subject: [PATCH 02/12] Updating loot table and loot chances (#1736) * Update Generic.hpp Adding some magazines * Update Police.hpp Adding Loot Group AmmoCivilian and removing magazines * Update Industrial.hpp Removing Sandbags, Wire and Tank Traps from normal Industrial spawn and moved them to Military Industrial- Lowering spawn chance of Planks, Consumable and Generic. Ive tested the new loot chances and they working fine. * Update Hangar.hpp Changing spawn chances of almost every item and adding PartEngine, PartGeneric, PartGlass to loot table. New hanger loot works good and feels much better than before. * Update Military.hpp Removing Loot Group Generic and Sandbags from Military and MilitarySpecial Loot. Adding Engine, Sandbags, Tank Traps, Wire and Loot Group Generic to MilitaryIndustrial. That works very well. If you looting baracks and finding most of the time sandbags and generic loot it is frustrating. Now it feels better and more balanced. * Update Military.hpp Updating loot chances --- .../Configs/CfgLoot/Buildings/Military.hpp | 10 +++--- .../CfgLoot/Groups/Buildings/Hangar.hpp | 35 ++++++++++--------- .../CfgLoot/Groups/Buildings/Industrial.hpp | 18 +++++----- .../CfgLoot/Groups/Buildings/Military.hpp | 32 ++++++++++------- .../Configs/CfgLoot/Groups/Generic.hpp | 12 ++++++- .../Configs/CfgLoot/Groups/Zombies/Police.hpp | 6 ++-- 6 files changed, 65 insertions(+), 48 deletions(-) diff --git a/SQF/dayz_code/Configs/CfgLoot/Buildings/Military.hpp b/SQF/dayz_code/Configs/CfgLoot/Buildings/Military.hpp index 9fd5d3b4a..2ce10ac1c 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Buildings/Military.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Buildings/Military.hpp @@ -29,7 +29,8 @@ class MilitarySpecial : Military lootChance = 0.4; lootGroup = MilitarySpecial; }; -class MilitaryIndustrial: Military { +class MilitaryIndustrial: Military +{ zombieChance = 0.3; maxRoaming = 6; zombieClass[] = @@ -41,13 +42,13 @@ class MilitaryIndustrial: Military { "z_worker2", "z_worker3" }; - lootChance = 0.4; + lootChance = 0.5; lootGroup = MilitaryIndustrial; }; class Land_a_stationhouse : Military { zedPos[] = {{-0.892578,-5.7168,-9.47058},{1.5127,1.96484,-9.47058},{18.9063,-4.06738,-9.47058},{-2.69922,-7.57422,-9.46057},{-1.35645,-8.3623,-4.6489},{-3.24219,-6.61914,-4.6489},{-1.70801,-7.85449,-0.0437927},{-3.39453,-7.88281,-0.0437927},{-1.37891,-5.79102,4.41141},{-1.39648,-7.79883,4.41141}}; - lootChance = 0.3; + lootChance = 0.5; lootPos[] = { //{-2.7,-7.57,-9.46},{-0.89,-5.72,-9.47},{-3.24,-6.62,-4.65},{-1.36,-8.36,-4.65},{-1.71,-7.85,-0.04},{-3.39,-7.88,-0.04},{-1.4,-7.8,4.41},{-1.38,-5.79,4.41},{1.51,1.96,-9.47},{18.91,-4.07,-9.47},{-14.4,3.29,-0.51},{1.33,0.89,-0.51},{-2.37,-8.4,8.49},{12.44,2.54,-9.47},{-14.83,-7.58,-0.51},{-1.8,8.87,-0.51},{6.83,0.89,-0.51},{3.65,-6.54,-4.51},{16.29,-6.57,-4.51},{18.39,2.37,-4.51},{9.28,-1.25,-4.51},{-2.08,-4.74,8.49}, {15.436,2.85498,-9.47058},{17.9861,-6.52832,-9.47058},{1.22583,2.24463,-9.47058},{-3.9126,-7.29834,-9.47058},{-2.28271,-6.21094,-4.6489},{-1.604,-8.68018,-0.043786},{-1.104,-5.60938,4.41139},{-3.55811,-8.56787,4.41139},{-2.99219,-8.27148,8.49209} @@ -489,7 +490,7 @@ class HMMWVWreck: Military lootPos[] = {}; }; -class Land_Mil_Guardhouse : Military //MOVED FROM RESIDENTIAL +class Land_Mil_Guardhouse: Military //MOVED FROM RESIDENTIAL { zombieClass[] = { @@ -497,6 +498,7 @@ class Land_Mil_Guardhouse : Military //MOVED FROM RESIDENTIAL "z_soldier", "z_policeman" }; + lootChance = 0.5; maxRoaming = 3; zedPos[] = {{-2.44727,0.250977,-1.70563},{-2.44873,3.00293,-1.70285}}; lootPos[] = { diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Hangar.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Hangar.hpp index ecc9db54d..9cbe30e5a 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Hangar.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Hangar.hpp @@ -1,27 +1,30 @@ Hangar[] = { - {Loot_GROUP, 10, MilitarySpecial}, + {Loot_GROUP, 8, MilitarySpecial}, //Tools - {Loot_WEAPON, 2, ItemEtool}, + {Loot_WEAPON, 4, ItemEtool}, //Items {Loot_MAGAZINE, 2, PartVRotor}, - {Loot_MAGAZINE, 2, ItemSandbag}, - {Loot_MAGAZINE, 2, ItemWire}, - {Loot_MAGAZINE, 2, ItemTankTrap}, + {Loot_MAGAZINE, 1, PartEngine}, + {Loot_MAGAZINE, 4, PartGeneric}, + {Loot_MAGAZINE, 3, PartGlass}, + {Loot_MAGAZINE, 3, ItemSandbag}, + {Loot_MAGAZINE, 3, ItemWire}, + {Loot_MAGAZINE, 3, ItemTankTrap}, //Groups - {Loot_GROUP, 20, Trash}, - {Loot_GROUP, 20, Consumable}, - {Loot_GROUP, 10, Generic}, - {Loot_GROUP, 5, AttachmentsGeneric} + {Loot_PILE, 6, Trash, 1, 2}, + {Loot_PILE, 3, Consumable, 1, 2}, + {Loot_GROUP, 6, Generic}, + {Loot_GROUP, 3, AttachmentsGeneric} }; HangarSmall[] = { {Loot_TOOL, 2, Binocular}, {Loot_WEAPON, 2, NVGoggles}, - {Loot_GROUP, 10, pistols}, + {Loot_GROUP, 8, pistols}, {Loot_TOOL, 2, Binocular_Vector}, {Loot_TOOL, 3, ItemKnife}, {Loot_TOOL, 1.3, ItemGPS}, @@ -31,12 +34,12 @@ HangarSmall[] = {Loot_MAGAZINE, 0.5, PipeBomb}, {Loot_MAGAZINE, 0.5, MAAWS_HEAT}, {Loot_MAGAZINE, 2, 100Rnd_762x54_PK}, - {Loot_GROUP, 15, AmmoMilitaryLow}, - {Loot_GROUP, 10, AmmoMilitaryHigh}, + {Loot_GROUP, 8, AmmoMilitaryLow}, + {Loot_GROUP, 8, AmmoMilitaryHigh}, {Loot_GROUP, 8, AttachmentsEast}, {Loot_GROUP, 6, AttachmentsWest}, - {Loot_GROUP, 10, MedicalLow}, - {Loot_GROUP, 10, Trash}, - {Loot_GROUP, 10, Consumable}, + {Loot_GROUP, 8, MedicalLow}, + {Loot_GROUP, 8, Trash}, + {Loot_GROUP, 8, Consumable}, {Loot_GROUP, 8, GenericSmall} -}; \ No newline at end of file +}; diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Industrial.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Industrial.hpp index 1dc7ff3c5..c8e70c071 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Industrial.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Industrial.hpp @@ -3,7 +3,6 @@ Industrial[] = //Tools {Loot_WEAPON, 3, ItemKnife}, {Loot_WEAPON, 6, ItemToolbox}, -// {Loot_WEAPON, 2, ItemFlashlight}, // {Loot_WEAPON, 8, ItemCrowbar}, {Loot_VEHICLE, 8, WeaponHolder_ItemCrowbar}, // {Loot_WEAPON, 5, ItemHatchet}, @@ -16,10 +15,10 @@ Industrial[] = {Loot_WEAPON, 1, ItemKeyKit}, //Items - {Loot_MAGAZINE, 6, ItemSandbag}, +// {Loot_MAGAZINE, 6, ItemSandbag}, {Loot_MAGAZINE, 4, ItemJerryCan}, - {Loot_MAGAZINE, 1, ItemWire}, - {Loot_MAGAZINE, 4, ItemTankTrap}, +// {Loot_MAGAZINE, 1, ItemWire}, +// {Loot_MAGAZINE, 4, ItemTankTrap}, {Loot_MAGAZINE, 1, equip_brick}, {Loot_MAGAZINE, 3, equip_duct_tape}, {Loot_MAGAZINE, 2, equip_hose}, @@ -29,7 +28,7 @@ Industrial[] = {Loot_MAGAZINE, 2, equip_metal_sheet}, {Loot_MAGAZINE, 2, equip_1inch_metal_pipe}, {Loot_MAGAZINE, 2, equip_2inch_metal_pipe}, - {Loot_MAGAZINE, 12, ItemPlank}, + {Loot_MAGAZINE, 8, ItemPlank}, {Loot_MAGAZINE, 2, MortarBucket}, {Loot_MAGAZINE, 3, CinderBlocks}, {Loot_MAGAZINE, 3, ItemFuelBarrelEmpty}, @@ -38,10 +37,9 @@ Industrial[] = //Other {Loot_GROUP, 15, Parts}, -// {Loot_GROUP, 7, Military}, {Loot_PILE, 10, Trash, 1, 3}, - {Loot_PILE, 4, Consumable, 1, 2}, - {Loot_GROUP, 8, Generic} + {Loot_PILE, 3, Consumable, 1, 2}, + {Loot_GROUP, 5, Generic} }; IndustrialSmall[] = @@ -51,6 +49,6 @@ IndustrialSmall[] = {Loot_MAGAZINE, 2, equip_duct_tape}, {Loot_MAGAZINE, 6, equip_nails}, {Loot_GROUP, 10, Trash}, - {Loot_GROUP, 4, Consumable}, - {Loot_GROUP, 8, GenericSmall} + {Loot_GROUP, 3, Consumable}, + {Loot_GROUP, 5, GenericSmall} }; diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Military.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Military.hpp index 1d5741043..d58a43bfd 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Military.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Buildings/Military.hpp @@ -39,15 +39,15 @@ Military[] = //Other {Loot_MAGAZINE, 5, FoodMRE}, - {Loot_MAGAZINE, 4, ItemSandbag}, +// {Loot_MAGAZINE, 4, ItemSandbag}, {Loot_PILE, 15, AmmoMilitaryLow, 1, 3}, {Loot_GROUP, 4, AmmoMilitaryHigh}, {Loot_GROUP, 4, AttachmentsGeneric}, {Loot_GROUP, 8, AttachmentsEast}, {Loot_PILE, 10, MedicalLow, 1, 2}, {Loot_PILE, 15, Trash, 1, 2}, - {Loot_PILE, 10, Consumable, 1, 2}, - {Loot_GROUP, 10, Generic} + {Loot_PILE, 10, Consumable, 1, 2} +// {Loot_GROUP, 10, Generic} }; MilitarySmall[] = @@ -58,15 +58,15 @@ MilitarySmall[] = {Loot_TOOL, 3, ItemMap}, {Loot_TOOL, 3, ItemKnife}, {Loot_GROUP, 2, militaryclothes}, - {Loot_GROUP, 1, specialclothes}, + {Loot_GROUP, 2, specialclothes}, {Loot_GROUP, 15, AmmoMilitaryLow}, {Loot_GROUP, 4, AmmoMilitaryHigh}, {Loot_GROUP, 4, AttachmentsGeneric}, {Loot_GROUP, 8, AttachmentsEast}, {Loot_GROUP, 10, MedicalLow}, {Loot_GROUP, 15, Trash}, - {Loot_GROUP, 10, Consumable}, - {Loot_GROUP, 10, GenericSmall} + {Loot_GROUP, 10, Consumable} +// {Loot_GROUP, 10, GenericSmall} }; MilitarySpecial[] = @@ -107,7 +107,7 @@ MilitarySpecial[] = //Other {Loot_MAGAZINE, 3, FoodMRE}, - {Loot_MAGAZINE, 2, ItemSandbag}, +// {Loot_MAGAZINE, 2, ItemSandbag}, {Loot_MAGAZINE, 0.5, PipeBomb}, {Loot_MAGAZINE, 0.5, MAAWS_HEAT}, {Loot_MAGAZINE, 2, 100Rnd_762x54_PK}, @@ -118,8 +118,8 @@ MilitarySpecial[] = {Loot_GROUP, 6, AttachmentsWest}, {Loot_PILE, 10, MedicalLow, 1, 2}, {Loot_PILE, 10, Trash, 1, 2}, - {Loot_PILE, 10, Consumable, 1, 2}, - {Loot_GROUP, 8, Generic} + {Loot_PILE, 10, Consumable, 1, 2} +// {Loot_GROUP, 8, Generic} }; MilitarySpecialSmall[] = @@ -143,8 +143,8 @@ MilitarySpecialSmall[] = {Loot_GROUP, 6, AttachmentsWest}, {Loot_GROUP, 10, MedicalLow}, {Loot_GROUP, 10, Trash}, - {Loot_GROUP, 10, Consumable}, - {Loot_GROUP, 8, GenericSmall} + {Loot_GROUP, 10, Consumable} +// {Loot_GROUP, 8, GenericSmall} }; MilitaryIndustrial[] = {//DZE ADDED @@ -153,9 +153,15 @@ MilitaryIndustrial[] = {//DZE ADDED {Loot_MAGAZINE, 3, ItemFuelBarrelEmpty}, {Loot_MAGAZINE, 2, ItemGenerator}, {Loot_MAGAZINE, 2, fuel_pump_kit}, - {Loot_GROUP, 15, Military} + {Loot_MAGAZINE, 3, ItemWire}, + {Loot_MAGAZINE, 3, ItemTankTrap}, + {Loot_MAGAZINE, 6, ItemSandbag}, + {Loot_MAGAZINE, 1, PartEngine}, + {Loot_GROUP, 15, Military}, + {Loot_GROUP, 4, Generic} }; MilitaryIndustrialSmall[] = { - {Loot_GROUP, 15, MilitarySmall} + {Loot_GROUP, 15, MilitarySmall}, + {Loot_GROUP, 8, GenericSmall} }; diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Generic.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Generic.hpp index 085d07cca..42b9019df 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Generic.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Generic.hpp @@ -10,6 +10,11 @@ Generic[] = //DZE {Loot_MAGAZINE, 1, 5Rnd_17HMR}, {Loot_MAGAZINE, 2, 10Rnd_303British}, + {Loot_MAGAZINE, 2, 15Rnd_W1866_Slug}, + {Loot_MAGAZINE, 2, 5Rnd_762x54_Mosin}, + {Loot_MAGAZINE, 2, 8Rnd_9x18_Makarov}, + {Loot_MAGAZINE, 2, 7Rnd_45ACP_1911}, + {Loot_MAGAZINE, 2, 6Rnd_45ACP}, // {Loot_MAGAZINE, 1, ItemBookBible}, @@ -40,8 +45,13 @@ GenericSmall[] = {Loot_MAGAZINE, 1, HandChemRed}, {Loot_MAGAZINE, 1, 5Rnd_17HMR}, {Loot_MAGAZINE, 2, 10Rnd_303British}, + {Loot_MAGAZINE, 2, 15Rnd_W1866_Slug}, + {Loot_MAGAZINE, 1, 5Rnd_762x54_Mosin}, + {Loot_MAGAZINE, 2, 8Rnd_9x18_Makarov}, + {Loot_MAGAZINE, 2, 7Rnd_45ACP_1911}, + {Loot_MAGAZINE, 1, 6Rnd_45ACP}, {Loot_MAGAZINE, 1, equip_string}, {Loot_MAGAZINE, 1, equip_duct_tape}, {Loot_MAGAZINE, 1, equip_rope}, {Loot_MAGAZINE, 1, equip_nails} -}; \ No newline at end of file +}; diff --git a/SQF/dayz_code/Configs/CfgLoot/Groups/Zombies/Police.hpp b/SQF/dayz_code/Configs/CfgLoot/Groups/Zombies/Police.hpp index 44b8b3ec7..2c024a082 100644 --- a/SQF/dayz_code/Configs/CfgLoot/Groups/Zombies/Police.hpp +++ b/SQF/dayz_code/Configs/CfgLoot/Groups/Zombies/Police.hpp @@ -1,10 +1,8 @@ ZombiePolice[] = { {Loot_GROUP, 2, Consumable}, - {Loot_MAGAZINE, 2, 7Rnd_45ACP_1911}, + {Loot_GROUP, 3, AmmoCivilian}, {Loot_MAGAZINE, 2, ItemDocument}, - {Loot_MAGAZINE, 3, 6Rnd_45ACP}, - {Loot_MAGAZINE, 1, 8Rnd_12Gauge_Buck}, {Loot_MAGAZINE, 1, ItemHotwireKit}, {Loot_MAGAZINE, 2, ItemComboLock}, {Loot_MAGAZINE, 3, HandRoadFlare} @@ -14,4 +12,4 @@ ZombiePoliceViral[] = { {Loot_GROUP, 10, ZombiePolice}, {Loot_MAGAZINE, 1, ItemAntibiotic1} -}; \ No newline at end of file +}; From c738710b77f1cb058fad4bc885ba0642db5c0aa7 Mon Sep 17 00:00:00 2001 From: oiad Date: Tue, 16 Aug 2016 06:49:56 +1200 Subject: [PATCH 03/12] Plot management fixes (#1735) * Plot management fixes This hopefully adds a few more items to the maintain list (@icomrade) Uses epoch_returnChange to accurately and tidily return change and handle money. Localize maintain_area.sqf for single currency servers * Plot Management tidyness Fixing tidy issues * Plot management changes Fix maintenance variables as per @ebaydayz * Plot management Missed one * Plot management fixes and default maintain_area fixes. Convert original maintain_area.sqf to epoch_returnChange, I used the plot management localization strings since I liked them better, the epoch ones don't make a lot of sense really. Makes no difference if plot management is turned off anyway. Change the single currency version to work a lot better than it did, I put the cost per item to 100 to be more in line with what I would expect on a server Changed _range to use DZE_maintainRange (DZE_plotPole select 0 + 20) --- SQF/dayz_code/actions/maintain_area.sqf | 81 ++++---------- .../plotManagement/initPlotManagement.sqf | 2 +- .../actions/plotManagement/maintain_area.sqf | 104 +++++------------- .../plotManagement/maintain_areaSC.sqf | 85 ++++---------- .../actions/plotManagement/plotAddFriend.sqf | 7 +- .../actions/plotManagement/plotGetFriends.sqf | 5 +- .../plotManagement/plotNearbyHumans.sqf | 2 +- .../actions/plotManagement/plotObjects.sqf | 14 +-- .../plotManagement/plotRemoveFriend.sqf | 2 +- .../plotManagement/plotToggleMarkers.sqf | 23 +--- SQF/dayz_code/init/variables.sqf | 2 +- SQF/dayz_code/stringtable.xml | 17 ++- 12 files changed, 101 insertions(+), 243 deletions(-) diff --git a/SQF/dayz_code/actions/maintain_area.sqf b/SQF/dayz_code/actions/maintain_area.sqf index 6343d6c1c..c1eb86c24 100644 --- a/SQF/dayz_code/actions/maintain_area.sqf +++ b/SQF/dayz_code/actions/maintain_area.sqf @@ -1,5 +1,5 @@ -//Code developed by Axe Cop - Massiv improvments and performance tunes by Skaronator -private ["_missing","_missingQty","_proceed","_itemIn","_countIn","_qty","_num_removed","_uniqueID","_removed","_removed_total","_tobe_removed_total","_obj","_objectID","_objectUID","_classname","_location","_dir","_objectCharacterID","_object","_temp_removed_array","_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option"]; +//Code developed by Axe Cop - Massive improvments and performance tunes by Skaronator +private ["_objectID","_objectUID","_target","_objectClasses","_range","_objects","_requirements","_count","_option","_objects_filtered","_ctrl","_itemText"]; if (DZE_ActionInProgress) exitWith {localize "STR_EPOCH_ACTIONS_2" call dayz_rollingMessages;}; DZE_ActionInProgress = true; @@ -9,7 +9,7 @@ s_player_maintain_area = 1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = 1; -_target = (_this select 3) select 1; // Plastic_Pole_EP1_DZ +_target = nearestObject [[player] call FNC_getPos,"Plastic_Pole_EP1_DZ"]; _objectClasses = DZE_maintainClasses; _range = DZE_maintainRange; // set the max range for the maintain area @@ -21,7 +21,7 @@ _count = 0; { if (damage _x >= DZE_DamageBeforeMaint) then { _objectUID = _x getVariable ["ObjectUID","0"]; - _objectID = _x getVariable ["ObjectID","0"]; + _objectID = _x getVariable ["ObjectID","0"]; _objects_filtered set [count _objects_filtered, [_x, _objectID, _objectUID]]; _count = _count + 1; }; @@ -37,6 +37,8 @@ if (_count == 0) exitWith { }; _requirements = []; +_option = _this select 0; + switch true do { case (_count <= 10): {_requirements = [["ItemGoldBar10oz",1]]}; case (_count <= 20): {_requirements = [["ItemGoldBar10oz",2]]}; @@ -54,74 +56,31 @@ switch true do { case (_count > 625): {_requirements = [["ItemBriefcase100oz",9]]}; }; +_itemText = getText(configFile >> "CfgMagazines" >> (_requirements select 0) select 0 >> "displayName"); +if ("ItemBriefcase100oz" == (_requirements select 0) select 0 && (_requirements select 0) select 1 > 1) then { + _itemText = _itemText + "s"; +}; - -_option = (_this select 3) select 0; switch _option do { case "maintain": { - - _missing = ""; - _missingQty = 0; - _proceed = true; - { - _itemIn = _x select 0; - _countIn = _x select 1; - _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; - if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; - } forEach _requirements; - - if (_proceed) then { + if ([[[(_requirements select 0) select 0, (_requirements select 0) select 1]],0] call epoch_returnChange) then { player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; - _temp_removed_array = []; - _removed_total = 0; - _tobe_removed_total = 0; + PVDZE_maintainArea = [player,1,_objects]; + publicVariableServer "PVDZE_maintainArea"; - { - _removed = 0; - _itemIn = _x select 0; - _countIn = _x select 1; - _tobe_removed_total = _tobe_removed_total + _countIn; - - { - if ((_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { - _num_removed = ([player,_x] call BIS_fnc_invRemove); - _removed = _removed + _num_removed; - _removed_total = _removed_total + _num_removed; - if (_num_removed >= 1) then { - _temp_removed_array set [count _temp_removed_array,_x]; - }; - }; - } forEach magazines player; - } forEach _requirements; - - // all required items removed from player gear - if (_tobe_removed_total == _removed_total) then { - format[localize "STR_EPOCH_ACTIONS_4",_count] call dayz_rollingMessages; - PVDZE_maintainArea = [player,1, _objects]; - publicVariableServer "PVDZE_maintainArea"; - } else { - {player addMagazine _x;} count _temp_removed_array; - format[localize "STR_EPOCH_PLAYER_145",_removed_total,_tobe_removed_total] call dayz_rollingMessages; - }; + systemChat format[localize "STR_EPOCH_ACTIONS_4", _count]; + format[localize "STR_EPOCH_PLOTMANAGEMENT_PRICE_MAINTAINED_SUCCESS", (_requirements select 0) select 1, _itemText] call dayz_rollingMessages; + format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_SUCCESS", _count] call dayz_rollingMessages; } else { - _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); - format[localize "STR_EPOCH_ACTIONS_6",_missingQty,_textMissing] call dayz_rollingMessages; + format[localize "STR_EPOCH_PLOTMANAGEMENT_MONEY_NEEDED_FAILED", (_requirements select 0) select 1, _itemText] call dayz_rollingMessages; + format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_FAILED", _count] call dayz_rollingMessages; }; }; case "preview": { - _cost = ""; - { - _itemIn = _x select 0; - _countIn = _x select 1; - _itemText = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName"); - if (_cost != "") then { - _cost = _cost + " and "; - }; - _cost = _cost + (str(_countIn) + " of " + _itemText); - } count _requirements; - format[localize "STR_EPOCH_ACTIONS_7",_count,_cost] call dayz_rollingMessages; + format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_PRICE", (_requirements select 0) select 1, _itemText] call dayz_rollingMessages; + format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count] call dayz_rollingMessages; }; }; diff --git a/SQF/dayz_code/actions/plotManagement/initPlotManagement.sqf b/SQF/dayz_code/actions/plotManagement/initPlotManagement.sqf index f650ab691..af6f90f61 100644 --- a/SQF/dayz_code/actions/plotManagement/initPlotManagement.sqf +++ b/SQF/dayz_code/actions/plotManagement/initPlotManagement.sqf @@ -2,4 +2,4 @@ createdialog "PlotManagement"; call PlotNearbyHumans; call PlotGetFriends; ["preview"] call MaintainPlot; -call PlotObjects; +call PlotObjects; \ No newline at end of file diff --git a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf index c69bf035e..3f56ec428 100644 --- a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf +++ b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf @@ -1,4 +1,4 @@ -private ["_missing","_missingQty","_proceed","_itemIn","_countIn","_qty","_num_removed","_uniqueID","_removed","_removed_total","_tobe_removed_total","_obj","_objectID","_objectUID","_classname","_location","_dir","_objectCharacterID","_object","_temp_removed_array","_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option"]; +private ["_objectID","_objectUID","_target","_objectClasses","_range","_objects","_requirements","_count","_option","_objects_filtered","_ctrl","_itemText"]; disableSerialization; if (DZE_ActionInProgress) exitWith {localize "STR_EPOCH_ACTIONS_2" call dayz_rollingMessages;}; @@ -12,7 +12,7 @@ s_player_maintain_area_preview = 1; _target = nearestObject [[player] call FNC_getPos,"Plastic_Pole_EP1_DZ"]; _objectClasses = DZE_maintainClasses; -_range = DZE_PlotPole select 0; +_range = DZE_maintainRange; // set the max range for the maintain area _objects = nearestObjects [_target, _objectClasses, _range]; _objects_filtered = []; @@ -20,7 +20,7 @@ _count = 0; { if (damage _x >= DZE_DamageBeforeMaint) then { _objectUID = _x getVariable ["ObjectUID","0"]; - _objectID = _x getVariable ["ObjectID","0"]; + _objectID = _x getVariable ["ObjectID","0"]; _objects_filtered set [count _objects_filtered, [_x, _objectID, _objectUID]]; _count = _count + 1; }; @@ -30,17 +30,17 @@ _objects = _objects_filtered; // TODO dynamic requirements based on used building parts? if (_count == 0) exitWith { _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _result = format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; - _ctrl ctrlSetText _result; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _result = format[localize "STR_EPOCH_PLOTMANAGEMENT_NO_MONEY_NEEDED", " "]; - _ctrl ctrlSetText _result; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_NO_MONEY_NEEDED", " "]; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; }; _requirements = []; +_option = _this select 0; + switch true do { case (_count <= 10): {_requirements = [["ItemGoldBar10oz",1]]}; case (_count <= 20): {_requirements = [["ItemGoldBar10oz",2]]}; @@ -58,91 +58,37 @@ switch true do { case (_count > 625): {_requirements = [["ItemBriefcase100oz",9]]}; }; +_itemText = getText(configFile >> "CfgMagazines" >> (_requirements select 0) select 0 >> "displayName"); +if ("ItemBriefcase100oz" == (_requirements select 0) select 0 && (_requirements select 0) select 1 > 1) then { + _itemText = _itemText + "s"; +}; - -_option = _this select 0; switch _option do { - case "maintain": { - _missing = ""; - _missingQty = 0; - _proceed = true; - { - _itemIn = _x select 0; - _countIn = _x select 1; - _qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player; - if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; }; - } forEach _requirements; - - if (_proceed) then { + case "maintain": { + if ([[[(_requirements select 0) select 0, (_requirements select 0) select 1]],0] call epoch_returnChange) then { player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; - _temp_removed_array = []; - _removed_total = 0; - _tobe_removed_total = 0; + PVDZE_maintainArea = [player,1,_objects]; + publicVariableServer "PVDZE_maintainArea"; - { - _removed = 0; - _itemIn = _x select 0; - _countIn = _x select 1; - _tobe_removed_total = _tobe_removed_total + _countIn; - - { - if ((_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then { - _num_removed = ([player,_x] call BIS_fnc_invRemove); - _removed = _removed + _num_removed; - _removed_total = _removed_total + _num_removed; - if (_num_removed >= 1) then { - _temp_removed_array set [count _temp_removed_array,_x]; - }; - }; - } forEach magazines player; - } forEach _requirements; - - // all required items removed from player gear - if (_tobe_removed_total == _removed_total) then { - format[localize "STR_EPOCH_ACTIONS_4", _count] call dayz_rollingMessages; - PVDZE_maintainArea = [player,1,_objects]; - publicVariableServer "PVDZE_maintainArea"; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _result = format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_SUCCESS", _count]; - _ctrl ctrlSetText _result; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _result = format[localize "STR_EPOCH_PLOTMANAGEMENT_PRICE_MAINTAINED_SUCCESS", (_requirements select 0) select 1, (_requirements select 0) select 0]; - _ctrl ctrlSetText _result; - } else { - {player addMagazine _x;} count _temp_removed_array; - format[localize "STR_EPOCH_ACTIONS_5",_removed_total,_tobe_removed_total] call dayz_rollingMessages; - }; - } else { - _textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName"); + systemChat format[localize "STR_EPOCH_ACTIONS_4", _count]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _result = format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_FAILED", _count]; - _ctrl ctrlSetText _result; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_SUCCESS", _count]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _result = format[localize "STR_EPOCH_PLOTMANAGEMENT_MONEY_NEEDED_FAILED", (_requirements select 0) select 1, (_requirements select 0) select 0]; - _ctrl ctrlSetText _result; - format[localize "STR_EPOCH_ACTIONS_6", _missingQty, _textMissing] call dayz_rollingMessages; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_PRICE_MAINTAINED_SUCCESS", (_requirements select 0) select 1, _itemText]; + } else { + _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_FAILED", _count]; + _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MONEY_NEEDED_FAILED", (_requirements select 0) select 1, _itemText]; }; }; case "preview": { - _cost = ""; - { - _itemIn = _x select 0; - _countIn = _x select 1; - _itemText = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName"); - if (_cost != "") then { - _cost = _cost + " and "; //TODO: localize? - }; - _cost = _cost + (str(_countIn) + " of " + _itemText); //TODO: localize? - } count _requirements; - format[localize "STR_EPOCH_ACTIONS_7", _count, _cost] call dayz_rollingMessages; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _result = format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; - _ctrl ctrlSetText _result; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _result = format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_PRICE", (_requirements select 0) select 1, (_requirements select 0) select 0]; - _ctrl ctrlSetText _result; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_PRICE", (_requirements select 0) select 1, _itemText]; }; }; diff --git a/SQF/dayz_code/actions/plotManagement/maintain_areaSC.sqf b/SQF/dayz_code/actions/plotManagement/maintain_areaSC.sqf index bec5e7c62..c60c84949 100644 --- a/SQF/dayz_code/actions/plotManagement/maintain_areaSC.sqf +++ b/SQF/dayz_code/actions/plotManagement/maintain_areaSC.sqf @@ -1,7 +1,7 @@ -private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_option"]; +private ["_newWealth","_target","_objectClasses","_range","_objects","_count","_option","_objects_filtered","_ctrl","_theCost","_wealth"]; disableSerialization; -if (DZE_ActionInProgress) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_2") , "PLAIN DOWN"]; }; +if (DZE_ActionInProgress) exitWith {localize "STR_EPOCH_ACTIONS_2" call dayz_rollingMessages;}; DZE_ActionInProgress = true; player removeAction s_player_maintain_area; @@ -12,14 +12,15 @@ s_player_maintain_area_preview = 1; _target = nearestObject [[player] call FNC_getPos,"Plastic_Pole_EP1_DZ"]; _objectClasses = DZE_maintainClasses; -_range = DZE_PlotPole select 0; +_range = DZE_maintainRange; // set the max range for the maintain area _objects = nearestObjects [_target, _objectClasses, _range]; _objects_filtered = []; +_count = 0; { if (damage _x >= DZE_DamageBeforeMaint) then { _objectUID = _x getVariable ["ObjectUID","0"]; - _objectID = _x getVariable ["ObjectID","0"]; + _objectID = _x getVariable ["ObjectID","0"]; _objects_filtered set [count _objects_filtered, [_x, _objectID, _objectUID]]; _count = _count + 1; }; @@ -28,40 +29,24 @@ _objects = _objects_filtered; // TODO dynamic requirements based on used building parts? if (_count == 0) exitWith { - - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _result = format["Objects to maintain: %1" , _count]; - _ctrl ctrlSetText _result; - - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _result = format["Price to maintain: %1 %2" , 0, CurrencyName]; - - _ctrl ctrlSetText _result; + _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; + _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_NO_MONEY_NEEDED", " "]; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; }; -_theCost = _count * 1; -_requirements = [[CurrencyName,_theCost]]; - - +_theCost = _count * 100; _option = _this select 0; + switch _option do { case "maintain": { - _wealth = player getVariable[Z_MoneyVariable,0]; - _missing = ""; - _missingQty = 0; - _proceed = true; - { - _itemIn = _x select 0; - _countIn = _x select 1; - if (_wealth < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _wealth); _proceed = false; }; - } count _requirements; - - if (_proceed) then { - _newWealth = (_wealth - _countIn); + systemChat format ["_wealth: %1 _theCost: %2",_wealth,_theCost]; + if (_theCost <= _wealth) then { + _newWealth = (_wealth - _theCost); player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; @@ -71,52 +56,26 @@ switch _option do { PVDZE_maintainArea = [player,1,_objects]; publicVariableServer "PVDZE_maintainArea"; - - cutText [format[(localize "STR_EPOCH_ACTIONS_4"), _count], "PLAIN DOWN", 5]; - + systemChat format[localize "STR_EPOCH_ACTIONS_4", _count]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _result = format["SUCCESS : Objects maintained: %1" , _count]; - _ctrl ctrlSetText _result; - + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_SUCCESS", _count]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _result = format["SUCCESS : Price maintained: %1 %2" , _theCost, CurrencyName]; - _ctrl ctrlSetText _result; - + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_PRICE_MAINTAINED_SUCCESS",_theCost, CurrencyName]; } else { _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _result = format["FAILED: Objects to maintain: %1" , _count]; - _ctrl ctrlSetText _result; - + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_FAILED", _count]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _result = format["FAILED: Price to maintain: %1 %2" , _theCost, CurrencyName]; - _ctrl ctrlSetText _result; - - cutText [format[(localize "STR_EPOCH_ACTIONS_6"), _missingQty, CurrencyName], "PLAIN DOWN"]; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MONEY_NEEDED_FAILED", _theCost, CurrencyName]; }; }; case "preview": { - _cost = ""; - { - _itemIn = _x select 0; - _countIn = _x select 1; - if (_cost != "") then { - _cost = _cost + " and "; - }; - _cost = _cost + (str(_countIn) + " " + CurrencyName); - } count _requirements; - - cutText [format[(localize "STR_EPOCH_ACTIONS_7"), _count, _cost], "PLAIN DOWN"]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _result = format["Objects to maintain: %1" , _count]; - _ctrl ctrlSetText _result; - + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _result = format["Price to maintain: %1 %2" , _theCost, CurrencyName]; - _ctrl ctrlSetText _result; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_PRICE", _theCost, CurrencyName]; }; }; DZE_ActionInProgress = false; s_player_maintain_area = -1; -s_player_maintain_area_preview = -1; \ No newline at end of file +s_player_maintain_area_preview = -1; diff --git a/SQF/dayz_code/actions/plotManagement/plotAddFriend.sqf b/SQF/dayz_code/actions/plotManagement/plotAddFriend.sqf index 5c5ba1e95..ce33dad4b 100644 --- a/SQF/dayz_code/actions/plotManagement/plotAddFriend.sqf +++ b/SQF/dayz_code/actions/plotManagement/plotAddFriend.sqf @@ -2,14 +2,18 @@ private ["_pos","_plots","_thePlot","_inList","_toAdd","_friends"]; _pos = _this select 0; if (_pos < 0) exitWith {}; + _toAdd = (Humans select _pos); _plots = nearestObjects [[player] call FNC_getPos, ["Plastic_Pole_EP1_DZ"],15]; + _thePlot = _plots select 0; _friends = _thePlot getVariable ["plotfriends",[]]; _inList = false; + { if ((_x select 0) == (_toAdd select 0)) exitWith { _inList = true; }; } count _friends; if (_inList) exitWith {localize "STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST" call dayz_rollingMessages}; if ((count _friends) == DZE_MaxPlotFriends) exitWith { format[localize "STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_FRIENDLIMIT", DZE_MaxPlotFriends] call dayz_rollingMessages;}; + _friends set [(count _friends), _toAdd]; _thePlot setVariable ["plotfriends", _friends, true]; PVDZ_veh_Save = [_thePlot,"gear"]; @@ -18,6 +22,5 @@ if (isServer) then { } else { publicVariableServer "PVDZ_veh_Save"; }; - call PlotGetFriends; -call PlotNearbyHumans; \ No newline at end of file +call PlotNearbyHumans; diff --git a/SQF/dayz_code/actions/plotManagement/plotGetFriends.sqf b/SQF/dayz_code/actions/plotManagement/plotGetFriends.sqf index 55c52f9bf..11c11593c 100644 --- a/SQF/dayz_code/actions/plotManagement/plotGetFriends.sqf +++ b/SQF/dayz_code/actions/plotManagement/plotGetFriends.sqf @@ -6,7 +6,4 @@ _thePlot = _plots select 0; _friendlies = _thePlot getVariable ["plotfriends", []]; { lbAdd [7002, toString (_x select 1)]; -} forEach _friendlies; // count causes Error Type Number, expected Bool here - - - +} forEach _friendlies; \ No newline at end of file diff --git a/SQF/dayz_code/actions/plotManagement/plotNearbyHumans.sqf b/SQF/dayz_code/actions/plotManagement/plotNearbyHumans.sqf index d43ca1bc8..2ee291bbf 100644 --- a/SQF/dayz_code/actions/plotManagement/plotNearbyHumans.sqf +++ b/SQF/dayz_code/actions/plotManagement/plotNearbyHumans.sqf @@ -10,4 +10,4 @@ Humans = []; Humans = Humans + [[_friendUID,toArray _friendName]]; lbAdd [7001, _friendName]; }; -} forEach _closePeople; // count causes Error Type Number, expected Bool here \ No newline at end of file +} forEach _closePeople; \ No newline at end of file diff --git a/SQF/dayz_code/actions/plotManagement/plotObjects.sqf b/SQF/dayz_code/actions/plotManagement/plotObjects.sqf index 23442fbbb..4ccd666cf 100644 --- a/SQF/dayz_code/actions/plotManagement/plotObjects.sqf +++ b/SQF/dayz_code/actions/plotManagement/plotObjects.sqf @@ -1,19 +1,19 @@ -private ["_range","_buildables","_count","_colour","_result","_ctrl"]; +private ["_range","_buildables","_count","_colour","_ctrl","_target"]; disableSerialization; _range = DZE_PlotPole select 0; -_buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"]; -_count = count (nearestObjects [[player] call FNC_getPos,_buildables,_range]); +_target = nearestObject [[player] call FNC_getPos,"Plastic_Pole_EP1_DZ"]; +_buildables = DZE_maintainClasses; +_count = count (nearestObjects [_target,_buildables,_range]); _colour = "#ffffff"; if (_count / DZE_BuildingLimit * 100 < 40) then { - _colour = "#00ff00"; + _colour = "#00ff00"; }; if (_count / DZE_BuildingLimit * 100 > 75) then { - _colour = "#ff0000"; + _colour = "#ff0000"; }; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014); -_result = format["%1 / %2" , _count, DZE_BuildingLimit,_colour]; -_ctrl ctrlSetStructuredText parseText _result; +_ctrl ctrlSetStructuredText parseText format["%1 / %2" , _count, DZE_BuildingLimit,_colour]; \ No newline at end of file diff --git a/SQF/dayz_code/actions/plotManagement/plotRemoveFriend.sqf b/SQF/dayz_code/actions/plotManagement/plotRemoveFriend.sqf index 3c9fee22a..2061471fe 100644 --- a/SQF/dayz_code/actions/plotManagement/plotRemoveFriend.sqf +++ b/SQF/dayz_code/actions/plotManagement/plotRemoveFriend.sqf @@ -8,7 +8,7 @@ _friends = _thePlot getVariable ["plotfriends", []]; _toRemove = (_friends select _pos); _newList = []; { - if(_x select 0 != _toRemove select 0) then { + if (_x select 0 != _toRemove select 0) then { _newList set [(count _newList), _x]; }; } count _friends; diff --git a/SQF/dayz_code/actions/plotManagement/plotToggleMarkers.sqf b/SQF/dayz_code/actions/plotManagement/plotToggleMarkers.sqf index 272ba042d..fbe7a54ed 100644 --- a/SQF/dayz_code/actions/plotManagement/plotToggleMarkers.sqf +++ b/SQF/dayz_code/actions/plotManagement/plotToggleMarkers.sqf @@ -1,30 +1,28 @@ //Zero Remorse, big thanks to their scripter for this! private ["_speed","_density","_model","_thePlot","_center","_radius","_angle","_count","_axis","_obj","_idx","_a","_b"]; -//----------------------------------------------------------------------------------------- + _speed = 4; // multiplier for speed of sphere rotation/wobble _density = 3; // density of markers per ring _model = "Sign_sphere100cm_EP1"; // marker model to use on rings // Possible ones to use :: Sign_sphere10cm_EP1 Sign_sphere25cm_EP1 Sign_sphere100cm_EP1 -//----------------------------------------------------------------------------------------- -// + _thePlot = (nearestObjects [player, ["Plastic_Pole_EP1_DZ"],15]) select 0; _center = getPosASL _thePlot; _radius = DZE_PlotPole select 0; _obj = false; _tmp = -1; -//----------------------------------------------------------------------------------------- + if (!isNil "PP_Marks") then { if (((PP_Marks select 0) distance _thePlot) < 10) then { _obj = true; }; _tmp = (PP_Marks select 0) distance _thePlot; { deleteVehicle _x; } count PP_Marks; PP_Marks = nil; }; -//----------------------------------------------------------------------------------------- + if ((isNil "PP_Marks") && (!_obj)) then { PP_Marks = []; _count = round((2 * pi * _radius) / _density); - //-------------------------------------------------------------------------------- + _obj = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0]; // PARENT marker on pole _obj setPosASL [_center select 0, _center select 1, _center select 2]; _obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"]; _axis = _obj; _obj setVectorUp [0, 0, 0]; PP_Marks set [count PP_Marks, _obj]; - //-------------------------------------------------------------------------------- _angle = 0; for "_idx" from 0 to _count do { _a = (_center select 0) + (sin(_angle)*_radius); @@ -33,27 +31,22 @@ if ((isNil "PP_Marks") && (!_obj)) then { _obj setPosASL [_a, _b, _center select 2]; _obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"]; _obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj]; - //---------------------------------------------------------------------------- _a = (_center select 0) + (sin(_angle)*_radius); _b = (_center select 2) + (cos(_angle)*_radius); _obj = _model createVehicleLocal [0,0,0]; _obj setPosASL [_a, _center select 1, _b]; _obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"]; _obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj]; - //---------------------------------------------------------------------------- _angle = _angle + (360/_count); }; - //---------------------------------------------------------------------------- _angle = (360/_count); for "_idx" from 0 to (_count - 2) do { - //---------------------------------------------------------------------------- _a = (_center select 1) + (sin(_angle)*_radius); _b = (_center select 2) + (cos(_angle)*_radius); _obj = _model createVehicleLocal [0,0,0]; _obj setPosASL [_center select 0, _a, _b]; _obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"]; _obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj]; - //---------------------------------------------------------------------------- _angle = _angle + (360/_count); }; _angle = (360/_count); _axis setDir 45; @@ -64,18 +57,12 @@ if ((isNil "PP_Marks") && (!_obj)) then { _obj setPosASL [_a, _center select 1, _b]; _obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"]; _obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj]; - //---------------------------------------------------------------------------- _a = (_center select 1) + (sin(_angle)*_radius); _b = (_center select 2) + (cos(_angle)*_radius); _obj = _model createVehicleLocal [0,0,0]; _obj setPosASL [_center select 0, _a, _b]; _obj setObjectTexture [0, "#(argb,16,16,1)color(0,1,0,0.4)"]; _obj attachTo [_axis]; PP_Marks set [count PP_Marks, _obj]; - //---------------------------------------------------------------------------- _angle = _angle + (360/_count); }; - //-------------------------------------------------------------------------------- - //-------------------------------------------------------------------------------- }; -//------------------------------------------------------------------------------------ -//------------------------------------------------------------------------------------ diff --git a/SQF/dayz_code/init/variables.sqf b/SQF/dayz_code/init/variables.sqf index c002cbe10..ac4349d46 100644 --- a/SQF/dayz_code/init/variables.sqf +++ b/SQF/dayz_code/init/variables.sqf @@ -505,7 +505,7 @@ DZE_REPLACE_WEAPONS = [["Crossbow","DMR","M14_EP1","SVD","SVD_CAMO"],["Crossbow_ DZE_LockableStorage = ["VaultStorage","VaultStorageLocked","LockboxStorageLocked","LockboxStorage"]; DZE_LockedStorage = ["VaultStorageLocked","LockboxStorageLocked"]; DZE_UnLockedStorage = ["VaultStorage","LockboxStorage"]; -DZE_maintainClasses = ["ModularItems","DZE_Housebase","LightPole_DZ","BuiltItems","Generator_DZ","Plastic_Pole_EP1_DZ","Fence_corrugated_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","StickFence_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","DeerStand_DZ","Scaffolding_DZ","FireBarrel_DZ"]; +DZE_maintainClasses = ["ModularItems","DZE_Housebase","LightPole_DZ","BuiltItems","Generator_DZ","DZ_buildables","Plastic_Pole_EP1_DZ","Fence_corrugated_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","StickFence_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","DeerStand_DZ","Scaffolding_DZ","FireBarrel_DZ"]; DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"]; // List of removable items that require crowbar DZE_isRemovable = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","Plastic_Pole_EP1_DZ","FireBarrel_DZ","Scaffolding_DZ"]; diff --git a/SQF/dayz_code/stringtable.xml b/SQF/dayz_code/stringtable.xml index 66e5dba46..ff01f8455 100644 --- a/SQF/dayz_code/stringtable.xml +++ b/SQF/dayz_code/stringtable.xml @@ -16334,6 +16334,9 @@ Take Ownership: %1 objects ownership changed. + + + Objects to maintain: %1 @@ -16341,21 +16344,21 @@ Price to maintain: %1 %2 - No money needed. + No maintenance needed. Деньги не требуются. SUCCESS: Objects maintained: %1 - SUCCESS: Price maintained: %1 %2 ! + SUCCESS: Maintenance cost: %1 %2! FAILED: Objects maintained: 0 - FAILED: Money needed: %1 %2 ! - ОШИБКА: Требуется денег: %1 %2 ! + FAILED: Money needed: %1 %2! + ОШИБКА: Требуется денег: %1 %2! That user is already on the list @@ -16367,6 +16370,7 @@ Можно добавить друзей: %1 Nur %1 Freunde erlaubt + Trader Händler @@ -17821,6 +17825,9 @@ Object is placed too far away from where you started building (within %1 meters) + + + Manage Door Tür verwalten @@ -17849,7 +17856,6 @@ We do not allow manual codes. Die manuelle Eingabe ist nicht erlaubt. - Door Management Tür-Management @@ -17862,6 +17868,7 @@ You do not have the rights to manage. Du darfst diese Tür nicht verwalten. + Open Door Tür öffnen From 1795b03d240049b89880e0f9181feebc863ce9b7 Mon Sep 17 00:00:00 2001 From: A Man Date: Mon, 15 Aug 2016 21:03:26 +0200 Subject: [PATCH 04/12] Adding missing items Adding missing items when using dayz_knifeDulling = true; anddayz_matchboxCount = true; and ItemFishingPole --- .../R3F_Realism/R3F_Weight/Weapons/Tools.hpp | 56 ++++++++++++++++++- 1 file changed, 54 insertions(+), 2 deletions(-) diff --git a/SQF/dayz_code/external/R3F_Realism/R3F_Weight/Weapons/Tools.hpp b/SQF/dayz_code/external/R3F_Realism/R3F_Weight/Weapons/Tools.hpp index 7608ad053..934ca418a 100644 --- a/SQF/dayz_code/external/R3F_Realism/R3F_Weight/Weapons/Tools.hpp +++ b/SQF/dayz_code/external/R3F_Realism/R3F_Weight/Weapons/Tools.hpp @@ -1,4 +1,4 @@ -/**************************************************************************** +/**************************************************************************** Copyright (C) 2010 Team ~R3F~ This program is free software under the terms of the GNU General Public License version 3. You should have received a copy of the GNU General Public License @@ -76,6 +76,30 @@ class ItemKnife { weight = 0.1; }; +class ItemKnife5 +{ + weight = 0.1; +}; +class ItemKnife4 +{ + weight = 0.1; +}; +class ItemKnife3 +{ + weight = 0.1; +}; +class ItemKnife2 +{ + weight = 0.1; +}; +class ItemKnife1 +{ + weight = 0.1; +}; +class ItemKnifeBlunt +{ + weight = 0.1; +}; class MeleeCrowbar { weight = 1; @@ -125,9 +149,33 @@ class ItemSledge weight = 9.1; }; class ItemMatchbox +{ + weight = 0.007; +}; +class Item5Matchbox +{ + weight = 0.006; +}; +class Item4Matchbox { weight = 0.005; }; +class Item3Matchbox +{ + weight = 0.004; +}; +class Item2Matchbox +{ + weight = 0.003; +}; +class Item1Matchbox +{ + weight = 0.002; +}; +class ItemMatchboxEmpty +{ + weight = 0.001; +}; class ItemToolbox { weight = 1; @@ -155,4 +203,8 @@ class ItemShovel class ItemShovelBroken { weight = 1; -}; \ No newline at end of file +}; +class ItemFishingPole +{ + weight = 1; +}; From 15763f4f2a5bbadc22fc137deae5fcff5844bc60 Mon Sep 17 00:00:00 2001 From: ebaydayz Date: Mon, 15 Aug 2016 16:33:00 -0400 Subject: [PATCH 05/12] Consolidate maintain scripts Thanks to @oiad for making this easy #1735 --- .../Configs/RscDisplay/plotManagement.hpp | 4 +- SQF/dayz_code/actions/maintain_area.sqf | 89 ------------- .../plotManagement/initPlotManagement.sqf | 2 +- .../actions/plotManagement/maintain_area.sqf | 117 ++++++++++++------ .../plotManagement/maintain_areaSC.sqf | 81 ------------ SQF/dayz_code/compile/dze_buildChecks.sqf | 2 +- SQF/dayz_code/compile/fn_selfActions.sqf | 4 +- SQF/dayz_code/init/compiles.sqf | 2 +- 8 files changed, 86 insertions(+), 215 deletions(-) delete mode 100644 SQF/dayz_code/actions/maintain_area.sqf delete mode 100644 SQF/dayz_code/actions/plotManagement/maintain_areaSC.sqf diff --git a/SQF/dayz_code/Configs/RscDisplay/plotManagement.hpp b/SQF/dayz_code/Configs/RscDisplay/plotManagement.hpp index 88281e59d..dd268f9ca 100644 --- a/SQF/dayz_code/Configs/RscDisplay/plotManagement.hpp +++ b/SQF/dayz_code/Configs/RscDisplay/plotManagement.hpp @@ -42,7 +42,7 @@ class PlotManagement x = 0.41 * safezoneW + safezoneX; y = 0.22 * safezoneH + safezoneY; w = 0.08 * safezoneW; - onButtonClick = "[""preview""] call MaintainPlot;"; + onButtonClick = "'preview' call MaintainPlot;"; }; class RscShortcutButton_7011: ZSC_RscButtonMenuBlue @@ -52,7 +52,7 @@ class PlotManagement x = 0.51 * safezoneW + safezoneX; y = 0.22 * safezoneH + safezoneY; w = 0.08 * safezoneW; - onButtonClick = "[""maintain""] call MaintainPlot;"; + onButtonClick = "'maintain' call MaintainPlot;"; }; class RscText_7012: ZSC_RscTextT { diff --git a/SQF/dayz_code/actions/maintain_area.sqf b/SQF/dayz_code/actions/maintain_area.sqf deleted file mode 100644 index c1eb86c24..000000000 --- a/SQF/dayz_code/actions/maintain_area.sqf +++ /dev/null @@ -1,89 +0,0 @@ -//Code developed by Axe Cop - Massive improvments and performance tunes by Skaronator -private ["_objectID","_objectUID","_target","_objectClasses","_range","_objects","_requirements","_count","_option","_objects_filtered","_ctrl","_itemText"]; - -if (DZE_ActionInProgress) exitWith {localize "STR_EPOCH_ACTIONS_2" call dayz_rollingMessages;}; -DZE_ActionInProgress = true; - -player removeAction s_player_maintain_area; -s_player_maintain_area = 1; -player removeAction s_player_maintain_area_preview; -s_player_maintain_area_preview = 1; - -_target = nearestObject [[player] call FNC_getPos,"Plastic_Pole_EP1_DZ"]; - -_objectClasses = DZE_maintainClasses; -_range = DZE_maintainRange; // set the max range for the maintain area -_objects = nearestObjects [_target, _objectClasses, _range]; - -//filter to only those that have 10% damage -_objects_filtered = []; -_count = 0; -{ - if (damage _x >= DZE_DamageBeforeMaint) then { - _objectUID = _x getVariable ["ObjectUID","0"]; - _objectID = _x getVariable ["ObjectID","0"]; - _objects_filtered set [count _objects_filtered, [_x, _objectID, _objectUID]]; - _count = _count + 1; - }; -} count _objects; -_objects = _objects_filtered; - -// TODO dynamic requirements based on used building parts? -if (_count == 0) exitWith { - format[localize "STR_EPOCH_ACTIONS_22",_count] call dayz_rollingMessages; - DZE_ActionInProgress = false; - s_player_maintain_area = -1; - s_player_maintain_area_preview = -1; -}; - -_requirements = []; -_option = _this select 0; - -switch true do { - case (_count <= 10): {_requirements = [["ItemGoldBar10oz",1]]}; - case (_count <= 20): {_requirements = [["ItemGoldBar10oz",2]]}; - case (_count <= 35): {_requirements = [["ItemGoldBar10oz",3]]}; - case (_count <= 50): {_requirements = [["ItemGoldBar10oz",4]]}; - case (_count <= 75): {_requirements = [["ItemGoldBar10oz",6]]}; - case (_count <= 100): {_requirements = [["ItemBriefcase100oz",1]]}; - case (_count <= 175): {_requirements = [["ItemBriefcase100oz",2]]}; - case (_count <= 250): {_requirements = [["ItemBriefcase100oz",3]]}; - case (_count <= 325): {_requirements = [["ItemBriefcase100oz",4]]}; - case (_count <= 400): {_requirements = [["ItemBriefcase100oz",5]]}; - case (_count <= 475): {_requirements = [["ItemBriefcase100oz",6]]}; - case (_count <= 550): {_requirements = [["ItemBriefcase100oz",7]]}; - case (_count <= 625): {_requirements = [["ItemBriefcase100oz",8]]}; - case (_count > 625): {_requirements = [["ItemBriefcase100oz",9]]}; -}; - -_itemText = getText(configFile >> "CfgMagazines" >> (_requirements select 0) select 0 >> "displayName"); -if ("ItemBriefcase100oz" == (_requirements select 0) select 0 && (_requirements select 0) select 1 > 1) then { - _itemText = _itemText + "s"; -}; - -switch _option do { - case "maintain": { - if ([[[(_requirements select 0) select 0, (_requirements select 0) select 1]],0] call epoch_returnChange) then { - player playActionNow "Medic"; - [player,_range,true,(getPosATL player)] spawn player_alertZombies; - - PVDZE_maintainArea = [player,1,_objects]; - publicVariableServer "PVDZE_maintainArea"; - - systemChat format[localize "STR_EPOCH_ACTIONS_4", _count]; - format[localize "STR_EPOCH_PLOTMANAGEMENT_PRICE_MAINTAINED_SUCCESS", (_requirements select 0) select 1, _itemText] call dayz_rollingMessages; - format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_SUCCESS", _count] call dayz_rollingMessages; - } else { - format[localize "STR_EPOCH_PLOTMANAGEMENT_MONEY_NEEDED_FAILED", (_requirements select 0) select 1, _itemText] call dayz_rollingMessages; - format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_FAILED", _count] call dayz_rollingMessages; - }; - }; - case "preview": { - format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_PRICE", (_requirements select 0) select 1, _itemText] call dayz_rollingMessages; - format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count] call dayz_rollingMessages; - }; -}; - -DZE_ActionInProgress = false; -s_player_maintain_area = -1; -s_player_maintain_area_preview = -1; diff --git a/SQF/dayz_code/actions/plotManagement/initPlotManagement.sqf b/SQF/dayz_code/actions/plotManagement/initPlotManagement.sqf index af6f90f61..ea6fec2d8 100644 --- a/SQF/dayz_code/actions/plotManagement/initPlotManagement.sqf +++ b/SQF/dayz_code/actions/plotManagement/initPlotManagement.sqf @@ -1,5 +1,5 @@ createdialog "PlotManagement"; call PlotNearbyHumans; call PlotGetFriends; -["preview"] call MaintainPlot; +"preview" call MaintainPlot; call PlotObjects; \ No newline at end of file diff --git a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf index 3f56ec428..764cf0fce 100644 --- a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf +++ b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf @@ -1,4 +1,4 @@ -private ["_objectID","_objectUID","_target","_objectClasses","_range","_objects","_requirements","_count","_option","_objects_filtered","_ctrl","_itemText"]; +private ["_objectID","_objectUID","_target","_objectClasses","_range","_objects","_requirements","_count","_objects_filtered","_ctrl","_itemText","_type","_amount","_success","_theCost","_wealth","_message1","_message2"]; disableSerialization; if (DZE_ActionInProgress) exitWith {localize "STR_EPOCH_ACTIONS_2" call dayz_rollingMessages;}; @@ -29,66 +29,107 @@ _objects = _objects_filtered; // TODO dynamic requirements based on used building parts? if (_count == 0) exitWith { - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_NO_MONEY_NEEDED", " "]; + if (DZE_permanentPlot) then { + _ctrl = (uiNamespace getVariable "PlotManagement") displayCtrl 7012; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; + _ctrl = (uiNamespace getVariable "PlotManagement") displayCtrl 7013; + _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_NO_MONEY_NEEDED", " "]; + } else { + format[localize "STR_EPOCH_ACTIONS_22",_count] call dayz_rollingMessages; + }; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; }; _requirements = []; -_option = _this select 0; +_theCost = _count * 100; -switch true do { - case (_count <= 10): {_requirements = [["ItemGoldBar10oz",1]]}; - case (_count <= 20): {_requirements = [["ItemGoldBar10oz",2]]}; - case (_count <= 35): {_requirements = [["ItemGoldBar10oz",3]]}; - case (_count <= 50): {_requirements = [["ItemGoldBar10oz",4]]}; - case (_count <= 75): {_requirements = [["ItemGoldBar10oz",6]]}; - case (_count <= 100): {_requirements = [["ItemBriefcase100oz",1]]}; - case (_count <= 175): {_requirements = [["ItemBriefcase100oz",2]]}; - case (_count <= 250): {_requirements = [["ItemBriefcase100oz",3]]}; - case (_count <= 325): {_requirements = [["ItemBriefcase100oz",4]]}; - case (_count <= 400): {_requirements = [["ItemBriefcase100oz",5]]}; - case (_count <= 475): {_requirements = [["ItemBriefcase100oz",6]]}; - case (_count <= 550): {_requirements = [["ItemBriefcase100oz",7]]}; - case (_count <= 625): {_requirements = [["ItemBriefcase100oz",8]]}; - case (_count > 625): {_requirements = [["ItemBriefcase100oz",9]]}; +_requirements = switch true do { + case (_count <= 10): {[["ItemGoldBar10oz",1]]}; + case (_count <= 20): {[["ItemGoldBar10oz",2]]}; + case (_count <= 35): {[["ItemGoldBar10oz",3]]}; + case (_count <= 50): {[["ItemGoldBar10oz",4]]}; + case (_count <= 75): {[["ItemGoldBar10oz",6]]}; + case (_count <= 100): {[["ItemBriefcase100oz",1]]}; + case (_count <= 175): {[["ItemBriefcase100oz",2]]}; + case (_count <= 250): {[["ItemBriefcase100oz",3]]}; + case (_count <= 325): {[["ItemBriefcase100oz",4]]}; + case (_count <= 400): {[["ItemBriefcase100oz",5]]}; + case (_count <= 475): {[["ItemBriefcase100oz",6]]}; + case (_count <= 550): {[["ItemBriefcase100oz",7]]}; + case (_count <= 625): {[["ItemBriefcase100oz",8]]}; + case (_count > 625): {[["ItemBriefcase100oz",9]]}; }; -_itemText = getText(configFile >> "CfgMagazines" >> (_requirements select 0) select 0 >> "displayName"); -if ("ItemBriefcase100oz" == (_requirements select 0) select 0 && (_requirements select 0) select 1 > 1) then { - _itemText = _itemText + "s"; +_type = (_requirements select 0) select 0; +_amount = (_requirements select 0) select 1; + +if (Z_SingleCurrency) then { + _amount = _theCost; + _itemText = CurrencyName; + _wealth = player getVariable[Z_MoneyVariable,0]; +} else { + _itemText = getText(configFile >> "CfgMagazines" >> _type >> "displayName"); + if ("ItemBriefcase100oz" == _type && _amount > 1) then { + _itemText = _itemText + "s"; + }; }; -switch _option do { +switch _this do { case "maintain": { - if ([[[(_requirements select 0) select 0, (_requirements select 0) select 1]],0] call epoch_returnChange) then { + _success = if (Z_SingleCurrency) then {_theCost <= _wealth} else {[[[_type, _amount]],0] call epoch_returnChange}; + + if (_success) then { player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; + + if (Z_SingleCurrency) then { + player setVariable[Z_MoneyVariable,(_wealth - _theCost),true]; + call player_forceSave; + }; PVDZE_maintainArea = [player,1,_objects]; publicVariableServer "PVDZE_maintainArea"; systemChat format[localize "STR_EPOCH_ACTIONS_4", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_SUCCESS", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_PRICE_MAINTAINED_SUCCESS", (_requirements select 0) select 1, _itemText]; + _message1 = format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_SUCCESS", _count]; + _message2 = format[localize "STR_EPOCH_PLOTMANAGEMENT_PRICE_MAINTAINED_SUCCESS", _amount, _itemText]; + if (DZE_permanentPlot) then { + _ctrl = (uiNamespace getVariable "PlotManagement") displayCtrl 7012; + _ctrl ctrlSetText _message1; + _ctrl = (uiNamespace getVariable "PlotManagement") displayCtrl 7013; + _ctrl ctrlSetText _message2; + } else { + _message2 call dayz_rollingMessages; + _message1 call dayz_rollingMessages; + }; } else { - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_FAILED", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MONEY_NEEDED_FAILED", (_requirements select 0) select 1, _itemText]; + _message1 = format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_FAILED", _count]; + _message2 = format[localize "STR_EPOCH_PLOTMANAGEMENT_MONEY_NEEDED_FAILED", _amount, _itemText]; + if (DZE_permanentPlot) then { + _ctrl = (uiNamespace getVariable "PlotManagement") displayCtrl 7012; + _ctrl ctrlSetText _message1; + _ctrl = (uiNamespace getVariable "PlotManagement") displayCtrl 7013; + _ctrl ctrlSetText _message2; + } else { + _message2 call dayz_rollingMessages; + _message1 call dayz_rollingMessages; + }; }; }; case "preview": { - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_PRICE", (_requirements select 0) select 1, _itemText]; + _message1 = format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; + _message2 = format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_PRICE", _amount, _itemText]; + if (DZE_permanentPlot) then { + _ctrl = (uiNamespace getVariable "PlotManagement") displayCtrl 7012; + _ctrl ctrlSetText _message1; + _ctrl = (uiNamespace getVariable "PlotManagement") displayCtrl 7013; + _ctrl ctrlSetText _message2; + } else { + _message2 call dayz_rollingMessages; + _message1 call dayz_rollingMessages; + }; }; }; diff --git a/SQF/dayz_code/actions/plotManagement/maintain_areaSC.sqf b/SQF/dayz_code/actions/plotManagement/maintain_areaSC.sqf deleted file mode 100644 index c60c84949..000000000 --- a/SQF/dayz_code/actions/plotManagement/maintain_areaSC.sqf +++ /dev/null @@ -1,81 +0,0 @@ -private ["_newWealth","_target","_objectClasses","_range","_objects","_count","_option","_objects_filtered","_ctrl","_theCost","_wealth"]; -disableSerialization; - -if (DZE_ActionInProgress) exitWith {localize "STR_EPOCH_ACTIONS_2" call dayz_rollingMessages;}; -DZE_ActionInProgress = true; - -player removeAction s_player_maintain_area; -s_player_maintain_area = 1; -player removeAction s_player_maintain_area_preview; -s_player_maintain_area_preview = 1; - -_target = nearestObject [[player] call FNC_getPos,"Plastic_Pole_EP1_DZ"]; - -_objectClasses = DZE_maintainClasses; -_range = DZE_maintainRange; // set the max range for the maintain area -_objects = nearestObjects [_target, _objectClasses, _range]; - -_objects_filtered = []; -_count = 0; -{ - if (damage _x >= DZE_DamageBeforeMaint) then { - _objectUID = _x getVariable ["ObjectUID","0"]; - _objectID = _x getVariable ["ObjectID","0"]; - _objects_filtered set [count _objects_filtered, [_x, _objectID, _objectUID]]; - _count = _count + 1; - }; -} count _objects; -_objects = _objects_filtered; - -// TODO dynamic requirements based on used building parts? -if (_count == 0) exitWith { - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_NO_MONEY_NEEDED", " "]; - DZE_ActionInProgress = false; - s_player_maintain_area = -1; - s_player_maintain_area_preview = -1; -}; - -_theCost = _count * 100; -_option = _this select 0; - -switch _option do { - case "maintain": { - _wealth = player getVariable[Z_MoneyVariable,0]; - systemChat format ["_wealth: %1 _theCost: %2",_wealth,_theCost]; - if (_theCost <= _wealth) then { - _newWealth = (_wealth - _theCost); - player playActionNow "Medic"; - [player,_range,true,(getPosATL player)] spawn player_alertZombies; - - player setVariable[Z_MoneyVariable,_newWealth,true]; - call player_forceSave; - - PVDZE_maintainArea = [player,1,_objects]; - publicVariableServer "PVDZE_maintainArea"; - - systemChat format[localize "STR_EPOCH_ACTIONS_4", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_SUCCESS", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_PRICE_MAINTAINED_SUCCESS",_theCost, CurrencyName]; - } else { - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_OBJECTS_MAINTAINED_FAILED", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MONEY_NEEDED_FAILED", _theCost, CurrencyName]; - }; - }; - case "preview": { - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_OBJECTS", _count]; - _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013); - _ctrl ctrlSetText format[localize "STR_EPOCH_PLOTMANAGEMENT_MAINTAIN_PRICE", _theCost, CurrencyName]; - }; -}; - -DZE_ActionInProgress = false; -s_player_maintain_area = -1; -s_player_maintain_area_preview = -1; diff --git a/SQF/dayz_code/compile/dze_buildChecks.sqf b/SQF/dayz_code/compile/dze_buildChecks.sqf index c33cee758..d0c0128f1 100644 --- a/SQF/dayz_code/compile/dze_buildChecks.sqf +++ b/SQF/dayz_code/compile/dze_buildChecks.sqf @@ -55,7 +55,7 @@ if(_IsNearPlot == 0) then { }; if(!_canBuild) exitWith { DZE_ActionInProgress = false; format[localize "STR_EPOCH_PLAYER_135",_needText,_distance] call dayz_rollingMessages; [_canBuild, _isPole];}; - +// Also count safes, lockboxes, vanilla buildables, tents and stashes against DZE_BuildingLimit _buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"]; _center = if (isNull _nearestPole) then {_pos} else {_nearestPole}; if ((count (nearestObjects [_center,_buildables,_distance])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; format[localize "str_epoch_player_41",_distance] call dayz_rollingMessages; [false, _isPole];}; diff --git a/SQF/dayz_code/compile/fn_selfActions.sqf b/SQF/dayz_code/compile/fn_selfActions.sqf index de53e7e2d..05da1d855 100644 --- a/SQF/dayz_code/compile/fn_selfActions.sqf +++ b/SQF/dayz_code/compile/fn_selfActions.sqf @@ -646,8 +646,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur }; } else { if (s_player_maintain_area < 0) then { - s_player_maintain_area = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", ["maintain",_cursorTarget], 5, false]; - s_player_maintain_area_preview = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", ["preview",_cursorTarget], 5, false]; + s_player_maintain_area = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "'maintain' call MaintainPlot", [], 5, false]; + s_player_maintain_area_preview = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "'preview' call MaintainPlot", [], 5, false]; }; }; _PlotsmarkersNear = count (_cursorTarget nearEntities ["Land_coneLight", DZE_PlotPole select 0]); diff --git a/SQF/dayz_code/init/compiles.sqf b/SQF/dayz_code/init/compiles.sqf index ad227c134..413f07043 100644 --- a/SQF/dayz_code/init/compiles.sqf +++ b/SQF/dayz_code/init/compiles.sqf @@ -195,7 +195,7 @@ if (!isDedicated) then { PlotRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotRemoveFriend.sqf"; PlotObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotObjects.sqf"; PlotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf"; - MaintainPlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\maintain_area.sqf"; // use maintain_areaSC.sqf for single currency + MaintainPlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\maintain_area.sqf"; DoorGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorGetFriends.sqf"; DoorNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorNearbyHumans.sqf"; DoorAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorAddFriend.sqf"; From b37445a4d5ac59143b2f421e1967497ee8198026 Mon Sep 17 00:00:00 2001 From: ebaydayz Date: Mon, 15 Aug 2016 17:21:06 -0400 Subject: [PATCH 06/12] Fix mistake from 15763f4 #1735 https://github.com/EpochModTeam/DayZ-Epoch/commit/15763f4f2a5bbadc22fc137deae5fcff5844bc60 --- SQF/dayz_code/actions/plotManagement/maintain_area.sqf | 7 ++++--- SQF/dayz_code/compile/fn_selfActions.sqf | 4 ++-- 2 files changed, 6 insertions(+), 5 deletions(-) diff --git a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf index 764cf0fce..a9d6ab2fc 100644 --- a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf +++ b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf @@ -1,4 +1,4 @@ -private ["_objectID","_objectUID","_target","_objectClasses","_range","_objects","_requirements","_count","_objects_filtered","_ctrl","_itemText","_type","_amount","_success","_theCost","_wealth","_message1","_message2"]; +private ["_objectID","_objectUID","_target","_objectClasses","_range","_objects","_requirements","_count","_objects_filtered","_ctrl","_itemText","_type","_amount","_success","_theCost","_wealth","_message1","_message2","_option"]; disableSerialization; if (DZE_ActionInProgress) exitWith {localize "STR_EPOCH_ACTIONS_2" call dayz_rollingMessages;}; @@ -10,7 +10,6 @@ player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = 1; _target = nearestObject [[player] call FNC_getPos,"Plastic_Pole_EP1_DZ"]; - _objectClasses = DZE_maintainClasses; _range = DZE_maintainRange; // set the max range for the maintain area _objects = nearestObjects [_target, _objectClasses, _range]; @@ -76,7 +75,9 @@ if (Z_SingleCurrency) then { }; }; -switch _this do { +_option = if (typeName _this == "ARRAY") then {_this select 3} else {_this}; + +switch _option do { case "maintain": { _success = if (Z_SingleCurrency) then {_theCost <= _wealth} else {[[[_type, _amount]],0] call epoch_returnChange}; diff --git a/SQF/dayz_code/compile/fn_selfActions.sqf b/SQF/dayz_code/compile/fn_selfActions.sqf index 05da1d855..6f8b23548 100644 --- a/SQF/dayz_code/compile/fn_selfActions.sqf +++ b/SQF/dayz_code/compile/fn_selfActions.sqf @@ -646,8 +646,8 @@ if (!isNull _cursorTarget && !_inVehicle && !_isPZombie && (player distance _cur }; } else { if (s_player_maintain_area < 0) then { - s_player_maintain_area = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "'maintain' call MaintainPlot", [], 5, false]; - s_player_maintain_area_preview = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "'preview' call MaintainPlot", [], 5, false]; + s_player_maintain_area = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\plotManagement\maintain_area.sqf", "maintain", 5, false]; + s_player_maintain_area_preview = player addAction [format["%1",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\plotManagement\maintain_area.sqf", "preview", 5, false]; }; }; _PlotsmarkersNear = count (_cursorTarget nearEntities ["Land_coneLight", DZE_PlotPole select 0]); From 72c9c9eb386d4447bcb8a7a41a7d4f6ae34af708 Mon Sep 17 00:00:00 2001 From: ebaydayz Date: Mon, 15 Aug 2016 17:54:16 -0400 Subject: [PATCH 07/12] Further simplify maintain_area.sqf --- SQF/dayz_code/actions/plotManagement/maintain_area.sqf | 10 ++++------ 1 file changed, 4 insertions(+), 6 deletions(-) diff --git a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf index a9d6ab2fc..ce5a2d70f 100644 --- a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf +++ b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf @@ -1,4 +1,4 @@ -private ["_objectID","_objectUID","_target","_objectClasses","_range","_objects","_requirements","_count","_objects_filtered","_ctrl","_itemText","_type","_amount","_success","_theCost","_wealth","_message1","_message2","_option"]; +private ["_objectID","_objectUID","_target","_objectClasses","_range","_objects","_requirements","_count","_objects_filtered","_ctrl","_itemText","_type","_amount","_success","_wealth","_message1","_message2","_option"]; disableSerialization; if (DZE_ActionInProgress) exitWith {localize "STR_EPOCH_ACTIONS_2" call dayz_rollingMessages;}; @@ -42,8 +42,6 @@ if (_count == 0) exitWith { }; _requirements = []; -_theCost = _count * 100; - _requirements = switch true do { case (_count <= 10): {[["ItemGoldBar10oz",1]]}; case (_count <= 20): {[["ItemGoldBar10oz",2]]}; @@ -65,7 +63,7 @@ _type = (_requirements select 0) select 0; _amount = (_requirements select 0) select 1; if (Z_SingleCurrency) then { - _amount = _theCost; + _amount = _count * 100; _itemText = CurrencyName; _wealth = player getVariable[Z_MoneyVariable,0]; } else { @@ -79,14 +77,14 @@ _option = if (typeName _this == "ARRAY") then {_this select 3} else {_this}; switch _option do { case "maintain": { - _success = if (Z_SingleCurrency) then {_theCost <= _wealth} else {[[[_type, _amount]],0] call epoch_returnChange}; + _success = if (Z_SingleCurrency) then {_amount <= _wealth} else {[[[_type, _amount]],0] call epoch_returnChange}; if (_success) then { player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; if (Z_SingleCurrency) then { - player setVariable[Z_MoneyVariable,(_wealth - _theCost),true]; + player setVariable[Z_MoneyVariable,(_wealth - _amount),true]; call player_forceSave; }; From ae8329e55b26662939046b948829ebd442a4da43 Mon Sep 17 00:00:00 2001 From: ebaydayz Date: Mon, 15 Aug 2016 18:05:42 -0400 Subject: [PATCH 08/12] Further simplify maintain_area.sqf again --- .../actions/plotManagement/maintain_area.sqf | 32 +++++++++---------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf index ce5a2d70f..553f5b299 100644 --- a/SQF/dayz_code/actions/plotManagement/maintain_area.sqf +++ b/SQF/dayz_code/actions/plotManagement/maintain_area.sqf @@ -43,24 +43,24 @@ if (_count == 0) exitWith { _requirements = []; _requirements = switch true do { - case (_count <= 10): {[["ItemGoldBar10oz",1]]}; - case (_count <= 20): {[["ItemGoldBar10oz",2]]}; - case (_count <= 35): {[["ItemGoldBar10oz",3]]}; - case (_count <= 50): {[["ItemGoldBar10oz",4]]}; - case (_count <= 75): {[["ItemGoldBar10oz",6]]}; - case (_count <= 100): {[["ItemBriefcase100oz",1]]}; - case (_count <= 175): {[["ItemBriefcase100oz",2]]}; - case (_count <= 250): {[["ItemBriefcase100oz",3]]}; - case (_count <= 325): {[["ItemBriefcase100oz",4]]}; - case (_count <= 400): {[["ItemBriefcase100oz",5]]}; - case (_count <= 475): {[["ItemBriefcase100oz",6]]}; - case (_count <= 550): {[["ItemBriefcase100oz",7]]}; - case (_count <= 625): {[["ItemBriefcase100oz",8]]}; - case (_count > 625): {[["ItemBriefcase100oz",9]]}; + case (_count <= 10): {["ItemGoldBar10oz",1]}; + case (_count <= 20): {["ItemGoldBar10oz",2]}; + case (_count <= 35): {["ItemGoldBar10oz",3]}; + case (_count <= 50): {["ItemGoldBar10oz",4]}; + case (_count <= 75): {["ItemGoldBar10oz",6]}; + case (_count <= 100): {["ItemBriefcase100oz",1]}; + case (_count <= 175): {["ItemBriefcase100oz",2]}; + case (_count <= 250): {["ItemBriefcase100oz",3]}; + case (_count <= 325): {["ItemBriefcase100oz",4]}; + case (_count <= 400): {["ItemBriefcase100oz",5]}; + case (_count <= 475): {["ItemBriefcase100oz",6]}; + case (_count <= 550): {["ItemBriefcase100oz",7]}; + case (_count <= 625): {["ItemBriefcase100oz",8]}; + case (_count > 625): {["ItemBriefcase100oz",9]}; }; -_type = (_requirements select 0) select 0; -_amount = (_requirements select 0) select 1; +_type = _requirements select 0; +_amount = _requirements select 1; if (Z_SingleCurrency) then { _amount = _count * 100; From 14e4e0ac5a6f71ee16bf511a35af149f7ea01040 Mon Sep 17 00:00:00 2001 From: A Man Date: Tue, 16 Aug 2016 00:35:13 +0200 Subject: [PATCH 09/12] Updating for old magazines --- SQF/dayz_code/Configs/CfgWeapons/Rifles/G36.hpp | 8 ++++---- SQF/dayz_code/Configs/CfgWeapons/Rifles/G36C.hpp | 8 ++++---- SQF/dayz_code/Configs/CfgWeapons/Rifles/L85.hpp | 2 ++ SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A2.hpp | 4 ++++ SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A4.hpp | 4 ++-- SQF/dayz_code/Configs/CfgWeapons/Rifles/M4A1.hpp | 8 ++++---- 6 files changed, 20 insertions(+), 14 deletions(-) diff --git a/SQF/dayz_code/Configs/CfgWeapons/Rifles/G36.hpp b/SQF/dayz_code/Configs/CfgWeapons/Rifles/G36.hpp index 993dd6c53..a6a2b1285 100644 --- a/SQF/dayz_code/Configs/CfgWeapons/Rifles/G36.hpp +++ b/SQF/dayz_code/Configs/CfgWeapons/Rifles/G36.hpp @@ -3,13 +3,13 @@ class G36K_Camo_DZ : G36C model = "z\addons\dayz_communityweapons\g36\g36k_camo.p3d"; picture = "\z\addons\dayz_communityweapons\g36\data\w_g36k_camo_ca.paa"; displayName = $STR_DZ_WPN_G36K_CAMO_NAME; - + /* magazines[] = { 30Rnd_556x45_G36, 30Rnd_556x45_G36SD }; - + */ //G36 Optic optics = true; opticsDisablePeripherialVision = true; @@ -84,13 +84,13 @@ class G36K_Camo_SD_DZ : G36_C_SD_eotech model = "z\addons\dayz_communityweapons\g36\g36k_camo_sd.p3d"; picture = "\z\addons\dayz_communityweapons\g36\data\w_g36k_camo_sd_ca.paa"; displayName = $STR_DZ_WPN_G36K_CAMO_SD_NAME; - + /* magazines[] = { 30Rnd_556x45_G36SD, 30Rnd_556x45_G36 }; - + */ //G36 Optic optics = true; opticsDisablePeripherialVision = true; diff --git a/SQF/dayz_code/Configs/CfgWeapons/Rifles/G36C.hpp b/SQF/dayz_code/Configs/CfgWeapons/Rifles/G36C.hpp index 8ca077b32..e56fbfb81 100644 --- a/SQF/dayz_code/Configs/CfgWeapons/Rifles/G36C.hpp +++ b/SQF/dayz_code/Configs/CfgWeapons/Rifles/G36C.hpp @@ -41,13 +41,13 @@ class G36C_DZ : G36C model = "z\addons\dayz_communityweapons\g36c\g36c.p3d"; picture = "\z\addons\dayz_communityweapons\g36c\data\w_g36c_ca.paa"; displayName = $STR_DZ_WPN_G36C_NAME; - + /* magazines[] = { 30Rnd_556x45_G36, 30Rnd_556x45_G36SD }; - + */ class Attachments { Attachment_CCO = "G36C_CCO_DZ"; @@ -61,13 +61,13 @@ class G36C_SD_DZ : G36_C_SD_eotech model = "z\addons\dayz_communityweapons\g36c\g36c_sd.p3d"; picture = "\z\addons\dayz_communityweapons\g36c\data\w_g36c_sd_ca.paa"; displayName = $STR_DZ_WPN_G36C_SD_NAME; - + /* magazines[] = { 30Rnd_556x45_G36SD, 30Rnd_556x45_G36 }; - + */ class Attachments { Attachment_CCO = "G36C_CCO_SD_DZ"; diff --git a/SQF/dayz_code/Configs/CfgWeapons/Rifles/L85.hpp b/SQF/dayz_code/Configs/CfgWeapons/Rifles/L85.hpp index ebb851ff0..0c6cf8fed 100644 --- a/SQF/dayz_code/Configs/CfgWeapons/Rifles/L85.hpp +++ b/SQF/dayz_code/Configs/CfgWeapons/Rifles/L85.hpp @@ -1,8 +1,10 @@ class L85_Holo_DZ : BAF_L85A2_RIS_Holo { + /* magazines[] = { 30Rnd_556x45_Stanag, 30Rnd_556x45_StanagSD }; + */ }; \ No newline at end of file diff --git a/SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A2.hpp b/SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A2.hpp index a0bfa550a..b3a962300 100644 --- a/SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A2.hpp +++ b/SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A2.hpp @@ -1,11 +1,13 @@ //no attachments on either of the M16A2s. class M16A2_DZ : M16A2 { + /* magazines[] = { 30Rnd_556x45_Stanag, 30Rnd_556x45_StanagSD }; + */ class Attachments { Attachment_M203 = "M16A2_GL_DZ"; @@ -14,11 +16,13 @@ class M16A2_DZ : M16A2 class M16A2_GL_DZ : M16A2GL { + /* magazines[] = { 30Rnd_556x45_Stanag, 30Rnd_556x45_StanagSD }; + */ class ItemActions { class RemoveGL diff --git a/SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A4.hpp b/SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A4.hpp index 03d271df5..55cd898ec 100644 --- a/SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A4.hpp +++ b/SQF/dayz_code/Configs/CfgWeapons/Rifles/M16A4.hpp @@ -53,13 +53,13 @@ class M16A4_DZ : M16A2 model = "z\addons\dayz_communityweapons\m16a4\m16a4.p3d"; picture = "\z\addons\dayz_communityweapons\m16a4\data\w_m16a4_ca.paa"; displayName = $STR_DZ_WPN_M16A4; - + /* magazines[] = { 30Rnd_556x45_Stanag, 30Rnd_556x45_StanagSD }; - + */ class Attachments { Attachment_CCO = "M16A4_CCO_DZ"; diff --git a/SQF/dayz_code/Configs/CfgWeapons/Rifles/M4A1.hpp b/SQF/dayz_code/Configs/CfgWeapons/Rifles/M4A1.hpp index bbfcbf2c9..4f4d7ffe3 100644 --- a/SQF/dayz_code/Configs/CfgWeapons/Rifles/M4A1.hpp +++ b/SQF/dayz_code/Configs/CfgWeapons/Rifles/M4A1.hpp @@ -59,13 +59,13 @@ class M4A1_DZ : M4A1 displayName = $STR_DZ_WPN_M4A1_NAME; handAnim[]={"OFP2_ManSkeleton","\Ca\weapons_E\SCAR\Data\Anim\SCAR.rtm"}; - + /* magazines[] = { 30Rnd_556x45_Stanag, 30Rnd_556x45_StanagSD }; - + */ class Attachments { Attachment_CCO = "M4A1_CCO_DZ"; @@ -117,13 +117,13 @@ class M4A1_SD_DZ : M4A1_AIM_SD_camo displayName = $STR_DZ_WPN_M4A1_SD_NAME; handAnim[]={"OFP2_ManSkeleton","\Ca\weapons_E\SCAR\Data\Anim\SCAR.rtm"}; - + /* magazines[] = { 30Rnd_556x45_StanagSD, 30Rnd_556x45_Stanag }; - + */ class Attachments { Attachment_CCO = "M4A1_CCO_SD_DZ"; From ad1e54af583a4432996070a2eb6ebf0178cb005c Mon Sep 17 00:00:00 2001 From: A Man Date: Tue, 16 Aug 2016 00:38:59 +0200 Subject: [PATCH 10/12] Updating for more wood Updating for more wood from trees like in 1051. --- SQF/dayz_code/compile/player_harvest.sqf | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SQF/dayz_code/compile/player_harvest.sqf b/SQF/dayz_code/compile/player_harvest.sqf index bc4d42929..5085689f0 100644 --- a/SQF/dayz_code/compile/player_harvest.sqf +++ b/SQF/dayz_code/compile/player_harvest.sqf @@ -29,7 +29,7 @@ if (_ammo isKindOf "Hatchet_Swing_Ammo" || _ammo isKindOf "Chainsaw_Swing_Ammo") // damage must be going down _damage = damage _tree; if (DZE_TEMP_treedmg < _damage) then { - if (_damage < 0.99 && {(random 1) > 0.7}) then { + if (_damage < 0.99 && {(random 1) > 0.9}) then { PVDZ_objgather_Knockdown = [_tree,player]; // Ask server to setDamage on tree publicVariableServer "PVDZ_objgather_Knockdown"; }; From da2143336aec2c8f0415a8952092601441ce2929 Mon Sep 17 00:00:00 2001 From: ebaydayz Date: Mon, 15 Aug 2016 19:58:52 -0400 Subject: [PATCH 11/12] Remove duplicate translations from stringtable Submitted by @oiad --- SQF/dayz_code/stringtable.xml | 1822 +-------------------------------- 1 file changed, 54 insertions(+), 1768 deletions(-) diff --git a/SQF/dayz_code/stringtable.xml b/SQF/dayz_code/stringtable.xml index ff01f8455..f0b350451 100644 --- a/SQF/dayz_code/stringtable.xml +++ b/SQF/dayz_code/stringtable.xml @@ -5730,7 +5730,6 @@ Snack (Zwiebelringe) Чипсы Golosina (Papitas) - Snack (Chips) Jídlo (Chipsy) @@ -5743,10 +5742,8 @@ Snack (Chips) - Snack (Chips) Чипсы Golosina (Papitas) - Snack (Chips) Jídlo (Chipsy) @@ -5762,7 +5759,6 @@ Snack (Schokochips) Шоколадные шарики Golosina (Papitas) - Snack (Chips) Jídlo (Chips) @@ -6699,7 +6695,6 @@ You have collected %2 %1. %3 Dropped. Du hast %2x %1 aufgesammelt. Die restlichen %3 liegen noch auf dem Boden. Вы собрали %1 (%2). %3 осталось. - You have collected %2 %1. %3 Dropped. Vous avez récolté %2 %1. %3 Dropped. Nasbírali jste %2x %1. Zbývá ještě %3. @@ -8412,10 +8407,8 @@ - Old hatchback + Honda Accord hatchback Старый хэтчбэк - Honda Accord Hatchback - Honda Accord Hatchback Stará Honda Accord v hatchback verzi Alter Kleinwagen @@ -8423,17 +8416,11 @@ Sedan Седан Sedán - Sedan - Sedan - Sedan HMMWV Хамви Humvee Militar - Humvee - Humvee - HMMWV ATV @@ -8445,11 +8432,6 @@ Yamaha TT650 - Yamaha TT650 - Yamaha TT650 - Yamaha TT650 - Yamaha TT650 - Yamaha TT650 PBX @@ -8469,27 +8451,17 @@ AH6X Little Bird - AH6X Little Bird AH6X «Литтл Бёрд» - AH6X Little Bird - AH6X Little Bird AH6X "Little Bird" MH-6J Little Bird - MH-6J Little Bird MH-6J «Литтл Бёрд» - MH-6J Little Bird - MH-6J Little Bird MH-6J "Little Bird" Mi-17 - Mi-17 Ми-17 - Mi-17 - Mi-17 - Mi-17 Mi-8 Wreck @@ -8702,16 +8674,12 @@ Wire (CAT1) Колючка - Wire (CAT1) - Wire (CAT1) Drát (CAT1) Kabel (CAT1) Wire (CAT2) Усиленная колючка - Wire (CAT2) - Wire (CAT2) Drát (CAT2) Kabel (CAT2) @@ -8728,8 +8696,6 @@ Hedgehog (Steel) Противотанковый ёж - Hedgehog (Steel) - Hedgehog (Steel) Ježek (ocel) Panzersperre (Stahl) @@ -9733,71 +9699,41 @@ Open Gate Tor öffnen Открыть ворота - Open Gate - Open Gate - Open Gate - Open Gate Close Gate Tor schließen Закрыть ворота - Close Gate - Close Gate - Close Gate - Close Gate Set Lock Code Zugangscode setzen Установить код - Set Lock Code - Set Lock Code - Set Lock Code - Set Lock Code Lock Build Lock Build Заблокировать строительство - Lock Build - Lock Build - Lock Build - Lock Build Unlock Build Unlock Build Разблокировать строительство - Unlock Build - Unlock Build - Unlock Build - Unlock Build Unlock Gate Tor aufschließen Отомкнуть ворота - Unlock Gate - Unlock Gate - Unlock Gate Lock Gate Tor abschließen Замкнуть ворота - Lock Gate - Lock Gate - Lock Gate Break In Einbrechen Взломать - Break In - Break In - Break In - Break In You need a Sledgehammer to break into this compound. @@ -9881,8 +9817,6 @@ M14 ACOG (камуфляж) - - M24 @@ -9906,8 +9840,6 @@ DMR (камуфляж) - - M4A1 @@ -10033,8 +9965,6 @@ M4A1 M203 ACOG ПБС Ф - - M16A4 @@ -10064,6 +9994,7 @@ M16A4 ACOG FL M16A4 ACOG Ф + M16A4 M203 @@ -10093,9 +10024,7 @@ M16A4 M203 ACOG FL M16A4 M203 ACOG Ф - - - + FN FAL @@ -10109,9 +10038,7 @@ FN FAL AN/PVS-4 - - - + AK-74 @@ -10129,7 +10056,6 @@ AK-74 GP-25 SD АК-74 ГП-25 ПБС - AK-74 Kobra АК-74 Кобра @@ -10146,7 +10072,6 @@ AK-74 GP-25 Kobra SD АК-74 ГП-25 Кобра ПБС - AK-74 PSO-1 АК-74 ПСО-1 @@ -10164,8 +10089,6 @@ АК-74 ГП-25 ПСО-1 ПБС - - AKS-74U @@ -10184,8 +10107,6 @@ АКС-74У Кобра ПБС - - RPK-74 @@ -10200,8 +10121,6 @@ РПК-74 ПСО-1 - - AK-47M @@ -10216,8 +10135,6 @@ АК-47М ПСО-1 - - RPK @@ -10236,8 +10153,6 @@ РПК ПСО-1 - - SA-58 @@ -10272,8 +10187,6 @@ SA-58 ACOG Ф - - G36C @@ -10304,8 +10217,6 @@ G36C ACOG ПБС - - G36A Camo @@ -10324,8 +10235,6 @@ G36K ПБС (камуфляж) - - MP5A5 @@ -10345,8 +10254,6 @@ Бизон ПБС - - M9 @@ -10356,8 +10263,6 @@ M9 ПБС - - G17 @@ -10399,8 +10304,6 @@ M249 SAW ACOG - - L110A1 @@ -10412,8 +10315,6 @@ L110A1 Holo - - M1014 @@ -10428,7 +10329,6 @@ M1014 ACOG - Remington 870 @@ -10458,7 +10358,6 @@ Le modèle Remington 870 est un fusil à pompe avec une lampe torche. Remington 870 je opakovací brokovnice. Tato má navíc připevněnou baterku. - @@ -10485,7 +10384,6 @@ Winchester 1866 - Winchester 1866 Винчестер 1866 @@ -10504,8 +10402,6 @@ Mk48 Holo - - M240 @@ -10517,28 +10413,21 @@ M240 Holo - - PKM ПКМ - - UK-59 - UK-59 Chernarussian medium machine gun<br/>Caliber: 7.62x54mm Чернарусский средний пулемет<br/>Калибр: 7.62x54мм - - SVD @@ -10549,8 +10438,6 @@ СВД (камуфляж) - - Mosin Nagant @@ -10589,8 +10476,6 @@ Магазинная винтовка, принятая на вооружение Русской Императорской армии ВС России в 1891 году. - - Crossbow @@ -10617,12 +10502,6 @@ Арбалет ПР Ф - - - - - - @@ -10890,8 +10769,7 @@ Ráže: 12<br/>Munice: 8<br/>Pro: M1014, Remington 870 Kaliber 12 Schrotmunition<br/>8<br/>Verwendet in: M1014, Remington 870 - - + @@ -11256,18 +11134,12 @@ Red Bull - Red Bull Ред Булл - Red Bull - Red Bull - Red Bull - Red Bull Red Bull is an energy drink sold by Austrian company Red Bull GmbH. Red Bull ist ein Energy-Drink des österreichischen Getränkeherstellers Red Bull GmbH. Ред Булл. Энергетический напиток, продаваемый австрийской компанией Red Bull GmbH. - Red Bull is an energy drink sold by Austrian company Red Bull GmbH. Red Bull geeft je vleugels. Red Bull est une boisson énergétique vendue par la société Austrichienne Red Bull GmbH. Red Bull je energy drink, který prodává rakouská firma Red Bull GmbH. @@ -11276,17 +11148,12 @@ Orange Sherbet Orangensorbet Апельсиновый шербет - Orange Sherbet - Orange Sherbet - Orange Sherbet Pomerančová šťáva Orange Sherbet is a tangy orange carbonated soft drink with plenty of fizz. Orangensorbet ist ein kohlensäurehaltiges Erfrischungsgetränk. Апельсиновый шербет. Острый, апельсиновый, газированный, безалкогольный напиток с большим количеством шипения. - Orange Sherbet is a tangy orange carbonated soft drink with plenty of fizz. - Orange Sherbet is a tangy orange carbonated soft drink with plenty of fizz. Orange Sherbet est une boisson gazeuse rafraîchissante sucrée trés pétillante. Tato Pomerančová šťáva je kyselá soda s pomerančovou příchutí se spoustou bublinek. @@ -11312,7 +11179,6 @@ A tool with a large, flat head attached to a handle. The head is typically made of metal. The sledgehammer can apply more force than other hammers. Ein Vorschlaghammer ist ein aus einem Hammerkopf (typischerweise aus geschmiedetem Stahl) und einem Stiel bestehendes Handwerkzeug. Der Vorschlaghammer kann mit höheren Schlagkräften als andere Hämmer genutzt werden. Инструмент, с большой плоской головкой, прикреплённой к ручке. Головка, как правило, сделана из металла. Кувалдой можно приложить больше силы, чем другими молотками. - A tool with a large, flat head attached to a handle. The head is typically made of metal. The sledgehammer can apply more force than other hammers. Een grote voorhamer met stalen kop. Handig voor sloop en bouw werkzaamheden. Un outil composé d'une large tête aux faces latérales plates attachée à un manche. Sa tête est habituellement faite en acier. La masse se manipule à deux mains et permet d'exercer plus de force qu'un marteau. Nástroj s velkou plochou hlavou připevněnou k rukojeti. Hlava je tvořena především z kovu. Palice je silnější než ostatní kladiva. @@ -11321,7 +11187,6 @@ Another player wants to tag you as friendly. To accept, tag player as friendly. Ein anderer Spieler möchte Sie als Freund markieren. Um dies zu akzeptieren markiere den Spieler ebenfalls als Freund. Игрок хочет отметить вас как друга. Чтобы принять, отметьте его как друга. - Een speler wil je als bevriend te markeren. Om te accepteren, markeer de speler als bevriend. Un joueur veut vous marquer comme amical(e). Pour accepter, marquez ce joueur comme amical(e). Jiný hráč si vás chce označit jako přítele. K příjmutí, označte hráče jako přítele. @@ -11330,7 +11195,6 @@ Cannot access gear in a locked vehicle. Es kann nicht auf das Inventar bei verschlossenen Fahrzeugen zugegriffen werden. Нельзя открыть снаряжение запертого транспорта. - Je kunt niet bij de intentaris van een afgesloten voertuig. Impossible d'accéder au contenu d'un véhicule verrouillé Nelze přistupovat k předmětům v zamčeném voze. @@ -11339,7 +11203,6 @@ No camo nets found nearby. Keine Tarn-Netze in der Nähe gefunden. Камуфляжные сети не найдены. - Geen camouflagenet in de buurt gevonden. Aucun de filet de camouflage n'a été trouvé aux alentours Poblíž nejsou žádné maskovací sítě. @@ -11348,7 +11211,6 @@ You have been crushed between two objects. Sie wurden zwischen zwei Objekten zerquetscht. Вы были сдавлены между двумя объектами. - Je bent geplet tussen twee objecten. Vous avez été écrasé entre deux objets. Byl jste naražen mezi dva objekty. @@ -11357,7 +11219,6 @@ Lock already in progress. Abschließen bereits im Gange. Уже закрывается. - Wordt al op slot gezet. Le verrouillage est déjà en cours. Zamykání již probíhá. @@ -11366,7 +11227,6 @@ Cannot lock while another player is nearby. Abschließen nicht möglich, während ein anderer Spieler in der Nähe ist. Нельзя закрывать, когда другой игрок находится поблизости. - Kan niet op slot zetten met een andere speler in de buurt. Impossible de verrouiller lorsque d'autres joueurs sont proches. Nelze zamknout, když je poblíž jiný hráč. @@ -11375,7 +11235,6 @@ Cannot abort while in a trader area! Du darfst dich nicht im Händler-Bereich ausloggen! В торговой зоне нельзя выходить из игры! - Kan niet uitloggen in een handel gebied. Impossible d'interrompre dans un marché! Nelze se odpojit, když jste v trader area! @@ -11384,7 +11243,6 @@ That is already being packed. Das ist schon gepackt. Это уже упаковано. - Dit wordt al reeds ingepakt. C'est déjà en cours d'empaquetage. Toto již bylo zabaleno. @@ -11393,7 +11251,6 @@ Cannot pack while another player is nearby. Packen nicht möglich, während ein anderer Spieler in der Nähe ist. Нельзя упаковывать, когда другой игрок рядом. - Kan niet inpakken met een andere speler in de buurt Impossible d'empaqueter lorsque d'autres joueurs sont proches. Nelze zabalit, jestliže je jiný hráč poblíž. @@ -11402,7 +11259,6 @@ You must have RawMeat Sie müssen rohes Fleisch besitzen У вас должно быть сырое мясо - Je moet in het bezit zijn van rauw vlees Vous devez avoir de la viande crue Musíte mít syrové maso @@ -11411,7 +11267,6 @@ Wrong code entered too many times, wait 10 seconds Es wurde zu oft der falsche eingetippt, Sie müssen nun 10 Sekunden warten Неправильный код введён слишком много раз, подождите 10 секунд - Je hebt te vaak een foute code ingevoerd. 10 seconden geduld svp. Trop d'erreurs avec le code, patientez 10 secondes Mnohokrát jsi zadal špatný kód, musíš počkat 10 vteřin @@ -11420,7 +11275,6 @@ Cannot unlock while another player is nearby. Aufschließen nicht möglich, während ein anderer Spieler in der Nähe ist. Нельзя открывать, когда другой игрок рядом. - Kan niet van slot afhalen met een andere speler in de buurt. Impossible de déverrouiller lorsque d'autres joueurs sont proches. Nelze odemknout, pokud jsou poblíž jiní hráči. @@ -11429,7 +11283,6 @@ Unlock already in progress. Entsperren bereits im Gange. Уже открывается. - Wordt al reeds van slot gehaald. Le déverrouillage est déjà en cours. Odemykání již probíhá. @@ -11438,7 +11291,6 @@ Boil already in progress. Aufkochen bereits im Gange. Уже кипятится. - Je bent al aan ket koken. L'ébullition est déjà en cours. Převařování již probíhá. @@ -11447,7 +11299,6 @@ Cooking already in progress. Kochen bereits im Gange. Уже готовится. - Je bent al aan het koken. La cuisson est déjà en cours. Vaření již probíhá. @@ -11456,7 +11307,6 @@ Refuel already in progress. Betanken bereits im Gange. Уже заправляется. - Je bent al aan het tanken. Le ravitaillement en carburant est déjà en cours. Doplňování paliva již probíhá. @@ -11465,7 +11315,6 @@ Preparing to fuel and start generator, move to cancel. Betanken und Starten des Generators, bewegen Sie sich um den Vorgang abzubrechen. Подготовка к заправке и запуску генератора, двигайтесь для отмены. - De generator wordt zo volgetankt en gestart, beweeg om te annuleren. Remplissage du réservoir et démarrage du générateur, bougez pour annuler. Doplňování paliva a startování generátoru, pro zrušení se pohněte. @@ -11474,7 +11323,6 @@ Canceled. Abgebrochen. Отмена. - Ge-annuleerd. Annulé Zrušeno. @@ -11483,7 +11331,6 @@ No Vehicles Nearby. Keine Fahrzeuge in der Nähe. Нет транспорта поблизости. - Geen voertuigen in de buurt. Aucun véhicule aux alentours. Poblíž nejsou žádná vozidla. @@ -11492,7 +11339,6 @@ Generator has been started. Generator wurde gestartet. Генератор был запущен. - De generator is gestart. Le générateur a été démarré. Generátor byl nastartován. @@ -11501,7 +11347,6 @@ Gutting animal already in progress. Ausweiden des Tieres bereits im Gange. Животное уже разделывается. - Je bent dit dier al aan het opensnijden. Le dépeçage de l'animal est déjà en cours. Kuchání zvířete již probíhá. @@ -11510,7 +11355,6 @@ Gutting zombie already in progress. Ausweiden des Zombies bereits im Gange. Зомби уже разделывается. - Je bent deze zombie al aan het opensnijden. Le dépeçage du zombie est déjà en cours. Kuchání zombie již probíhá. @@ -11519,7 +11363,6 @@ Hotwire vehicle already in progress. Aufbrechen des Fahrzeuges bereits im Gange. Вы уже угоняете транспорт. - Auto wordt al opengebroken. Le crochetage du véhicule est déjà en cours. Startování vozidla již probíhá. @@ -11528,7 +11371,6 @@ Failed to unlock car hotwire kit broken. Aufbrechen des Fahrzeuges fehlgeschlagen, Aufbrech-Werkzeug wurde dabei zerstört. Не удалось открыть транспорт, набор для угона сломан. - Openbreken voertuig mislukt, je hotwire kit is kapot gegaan. Échec du crochetage du véhicule, le kit est détruit. Otevření auta pomocí paklíče se nezdařilo. @@ -11537,7 +11379,6 @@ Fill Jerry already in progress. Befüllen des Kanisters bereits im Gange. Канистра уже наполняется. - Je bent al een jerrycan aan het vullen. Le remplissage du jerrycan est déjà en cours. Plnění kanystru již probíhá. @@ -11546,7 +11387,6 @@ No recent Deaths. Keine aktuellen Todesfälle. Нет последних смертей. - Niet recent doodgegaan. Pas de décès récents. Žádné nedávné úmrtí. @@ -11555,7 +11395,6 @@ Lock vehicle already in progress. Abschließen des Fahrzeuges bereits im Gange. Транспорт уже закрывается. - Voertuig wordt al reeds op slot gezet. Le verrouillage du véhicule est déjà en cours. Zamykání vozidla již probíhá. @@ -11564,7 +11403,6 @@ Add to toolbelt already in progress. Hinzufügen zum Werkzeuggürtel bereits im Gange. Уже добавляется на пояс. - Reeds bezig met toevoegen aan gereedschapsriem L'ajout à la ceinture est déjà en cours. Přidávání do opasku na nářadí již probíhá. @@ -11573,7 +11411,6 @@ Building already in progress. Bau bereits im Gange. Уже строится. - Je bent al aan het bouwen. La construction est déjà en cours. Stavba již probíhá. @@ -11582,7 +11419,6 @@ Cannot build, too many objects within %1m. Bau nicht möglich, zu viele Objekte innerhalb von %1m. Нельзя построить, слишком много объектов в пределах %1м. - Kan niet bouwen, teveel objecten binnen %1. Impossible de construire, il y a trop d'objets à moins de %1m. Nelze postavit, v okruhu %1m je přiliš mnoho předmětů. @@ -11591,7 +11427,6 @@ Cannot build while in a vehicle. Bau innerhalb eine Fahrzeuges nicht möglich. Нельзя строить, находясь в транспорте. - Je kunt niet bouwen als je je in een voertuig bevindt. Impossible de construire à bord d'un véhicule. Nelze stavět, pokud jste ve vozidle. @@ -11609,7 +11444,6 @@ Cannot build plot pole within %1m of an existing plot. Grundstück-Markierung kann nicht innerhalb %1m von einem bestehenden Grundstück erbaut werden. Нельзя построить столб в пределах %1м. от существующего столба. - Kan bouw-paal niet bouwen op minder als %1m afstand van een bestaand bouwterrein. Impossible de construire un panneau de propriété privée à moins de %1m d'un autre panneau du genre. Nelze postavit hraniční značku ve vzdálenosti %1 metrů od jiné značky. @@ -11618,7 +11452,6 @@ PgUp to raise or PgDn to lower (Hold ALT to raise faster or CTRL slower), Q or E to flip 180. Space-Bar to build. PgUp zum Erhöhen oder PgDn zum Absenken (halte ALT zum schnelleren Eröhen oder STRG zum Absenken), Q oder E zum Drehen. Drücke Leertaste um das Objekt zu plazieren. PgUp, чтобы поднять или PgDn, чтобы опустить (Удерживайте ALT, чтобы поднимать быстрее или CTRL, чтобы медленнее), Q или E для поворота на 180. Пробел, чтобы построить. - PgUp voor omhoog or PgDn voor omlaag (Houd ALT ingedrukt voor snel en CTRL voor langzaam), Q of E draait het object 180graden. Spatiebalk start het bouwen. PgUp pour élever ou PgDn pour abaisser (Maintenez ALT pour élever plus rapidement ou CTRL plus lentement), A ou E pour une rotation à 180. Espace pour construire. PgUp pro zvednutí nebo PgDn pro klesání (Přidrž ALT pro rychlejší zvedání, nebo CTRL pro rychlejší klesání), Q nebo E pro otočení o 180. Mezerník pro stavbu. @@ -11627,7 +11460,6 @@ Canceled building. Bau abgebrochen. Строительство отменено. - Het bouwen is gestopt Construction annulée Stavba zrušena. @@ -11636,7 +11468,6 @@ Canceled construction of %1, %2. Bau von %1, %2 abgebrochen. Отменено строительство %1, %2. - Gestopt met het bouwen van %1, %2. La construction de %1, %2 est annulée. Stavba %1, %2 byla zrušena. @@ -11645,7 +11476,6 @@ Downgrade already in progress. Downgrade bereits im Gange. Уже понижается. - Je bent al bezig met downgraden. La dégradation est déjà en cours. Downgrade již probíhá. @@ -11654,7 +11484,6 @@ Unable to downgrade you do not know the combination. Downgraden nicht möglich, da Sie nicht die Kombination kennen. Не удаётся понизить, вы не знаете комбинации. - Kan niet downgraden, je weet de combinatie niet. La dégradation est impossible, vous ne connaissez pas la combinaison! Downgrade je nemožný, neznáte kombinanci. @@ -11663,7 +11492,6 @@ Not setup yet. Ausbau noch nicht möglich. Ещё не установлено. - Nog niet ingesteld. Pas encore installé. Dosud nebylo nastaveno. @@ -11672,7 +11500,6 @@ No downgrades available Kein Downgrade vorhanden Нет доступных понижений. - Geen downgrades beschikbaar Pas de dégradation possible. Downgrade není k dispozici @@ -11681,7 +11508,6 @@ Upgrade already in progress. Upgrade bereits im Gange. Уже улучшается. - Je bent al aan het upgraden. L'amélioration est déjà en cours. Upgrade již probíhá. @@ -11690,7 +11516,6 @@ Copy key already in progress. Kopieren des Schlüssels bereits im Gange. Ключ уже копируется. - Je bent al een sleutel aan het kopieren La duplication de la clé est déjà en cours. Kopírování klíče již probíhá @@ -11699,7 +11524,6 @@ Need Keymakers kit to make a copy of a key. Sie benötigen ein Schlüsselmacher Kit um Kopien eines Schlüssels anfertigen zu können. Нужен комплект для создания ключей, чтобы сделать копию ключа. - Je hebt een sleutelmakers-set nodig om een sleutel te kopieren. Le kit Keymakers est requis pour faire un double d'une clé. Potřebujete Sadu klíčů, abyste mohli vytvořit kopii klíče @@ -11708,16 +11532,13 @@ Key crafting needs a fire within 3 meters. Kopieren eines Schlüssels ist nur innerhalb 3 Meter eines Feuers möglich. Для создания ключа нужен огонь вблизи 3-х метров. - Je moet binnen 3 meter van het vuur staan om de sleutel te maken. - Na vytvoření klíče potřebujete oheň v dosahu 3 metrů Key crafting requires a 1 Tin Bar. Sie benötigen eine Konservendose um einen Schlüssel zu kopieren. Для создания ключа требуется 1 оловянный слиток. - Je hebt 1 Tin bar nodig om een sleutel te maken. Construire une clé requiert une barre de fer Na vytvoření klíče potřebujete 1 cihličku cínu @@ -11726,7 +11547,6 @@ Canceled Key Crafting. Kopieren des Schlüssels abgerochen. Создание ключа отменено. - Gestopt met het maken van de sleutel. Construction de la clé annulée. Zrušeno vytváření klíče. @@ -11735,7 +11555,6 @@ Crafting started Herstellung gestartet Создание начато - Bezig met creëren Construction démarré Tvorba začala @@ -11744,7 +11563,6 @@ Crafting already in progress. Herstellung bereits im Gange. Уже создаётся. - Je bent al bezig met creëren La construction est déjà en cours. Vytváření již probíhá. @@ -11753,7 +11571,6 @@ Canceled crafting. Herstellung abgebrochen. Создание отменено. - Creatie gestopt. Construction annulée. Vytváření zrušeno. @@ -11762,7 +11579,6 @@ Harvest already in progress. Holzhacken bereits im Gange. Уже собирается. - Je bent al aan het oogsten. La récolte est déjà en cours. Sběr již probíhá. @@ -11771,7 +11587,6 @@ Canceled Harvesting. Holzhacken abgebrochen. Сбор отменён. - Gestopt met oogsten. Récolte annulée. Sběr zrušen. @@ -11780,7 +11595,6 @@ You must be close to a plant to harvest. Sie müssen in der Nähe eines Baumes sein um Holz hacken zu können. Вы должны быть близко к растению, чтобы взять его. - Je moet in de buurt van een plant zijn om te oogsten. Vous devez être près d'une plante pour la récolter. Musíte být blízko plodiny, abyste ji mohli sklidit. @@ -11789,7 +11603,6 @@ Open Crate already in progress. Öffnen der Holzkiste bereits im Gange. Ящик уже открывается. - Je bent de kist al aan het openmaken. L'ouverture de la caisse est déjà en cours. Otevírání bedny již probíhá. @@ -11798,7 +11611,6 @@ You need a crowbar to open this. Sie benötigen eine Brechstange um dies öffnen zu können. Вам нужен лом, чтобы открыть это. - Je hebt een breekijzer nodig om dit open te maken. Vous avez besoin d'un pied-de-biche pour l'ouvrir. Potřebujete Páčidlo, abyste toto mohli otevřít. @@ -11807,7 +11619,6 @@ Missing supply crate. Keine Holzkiste gefunden. Отсутствует ящик с припасами. - Supply kist ontbreekt Caisse de fournitures manquante. Chybí zásobovací bedna. @@ -11816,7 +11627,6 @@ Opened supply crate. Holzkiste geöffnet. Ящик с припасами открыт. - Supply kist geopend. Caisse de fournitures ouverte. Otevřená zásobovací bedna @@ -11825,7 +11635,6 @@ Ore Mining already in progress. Erzgewinnung bereits im Gange. Руда уже добывается. - Je bent al erts aan het ontginnen. L'extraction du minerai est déjà en cours. Již probíhá těžba rudy. @@ -11834,7 +11643,6 @@ Cancelled Mining Ore. Ergewinnung abgerochen. Добыча руды отменена. - Gestopt met erts ontginnen. Extraction du minerai annulée. Zrušena těžba rudy. @@ -11843,7 +11651,6 @@ No upgrades available Keine Upgrades vorhanden Нет доступных улучшений. - Geen upgrades beschikbaar Aucune amélioration disponible Nejsou dostupné žádné upgrady @@ -11852,7 +11659,6 @@ Changing clothes already in progress. Wechseln der Kleidung bereits im Gange. Вы уже переодеваетесь. - Je bent je al aan het omkleden. Le changement de vêtements est déjà en cours. Změna oblečení již probíhá. @@ -11861,7 +11667,6 @@ Cannot change clothes when another player is nearby. Sie können Ihre Kleidung nicht wechseln wenn ein anderer Spieler in der Nähe ist. Нельзя переодеваться, когда другой игрок рядом. - Je kunt je niet omkleden als er een andere speler in de buurt is. Impossible de changer de vêtements près d'un autre joueur. Nemůžete si změnit oblečení, když je poblíž další hráč. @@ -11870,7 +11675,6 @@ You cannot wear a skin of the opposite sex. Sie können nicht die Kleidung vom anderen Geschlecht tragen. Вы не можете одеть одежду противоположного пола. - Je kunt je niet omkleden naar kleding van het andere geslacht. Vous ne pouvez pas porter les vêtements du sexe opposé. Nemůžete nosit oblečení opačného pohlaví. @@ -11879,7 +11683,6 @@ Remove already in progress. Entfernen bereits im Gange. Уже убирается/снимается. - Al bezig met verwijderen. Le démontage est déjà en cours. Odstranění již probíhá. @@ -11888,7 +11691,6 @@ Cannot remove running generator. Ein laufender Generator kann nicht entfernt werden. Нельзя убрать работающий генератор. - Kan niet verwijderen als de generator nog aanstaat. Impossible de démonter un générateur en route. Nemůžete odstranit běžící generátor. @@ -11897,7 +11699,6 @@ No parts found. Keine Teile gefunde. Запчасти не найдены. - Geen onderdelen gevonden. Aucune pièce trouvée. Nebyly nalezeny žádné části. @@ -11906,7 +11707,6 @@ Failed object no longer exists. Fehlgeschlagen. Objekt existiert nicht mehr. Объект не существует. - Mislukt! Het object bestaat niet meer. Échec, l'objet n'existe plus. Chyba. Objekt již neexistuje. @@ -11915,7 +11715,6 @@ Repair already in progress. Reperatur bereits im Gange. Уже чинится. - Wordt al reeds gerepareerd. La réparation est déjà en cours. Opravování již probíhá. @@ -11924,7 +11723,6 @@ already in progress. bereits im Gange. действие уже выполняется. - reeds bezig. déjà en cours. již probíhá. @@ -11933,7 +11731,6 @@ Stop already in progress. Stoppen des Generators bereits im Gange. Уже останавливается. - Bezig met stoppen. L'arrêt est déjà en cours. Zastavování již probíhá. @@ -11942,7 +11739,6 @@ Preparing stop generator, move to cancel. Generator wird abgeschaltet, bewegen Sie sich um den Vorgang abzubrechen. Подготовка к остановке генератора, двигайтесь для отмены. - Het uitschakellen van de generator word voorbereid, beweeg om te annuleren. Préparation de l'arrêt du générateur, déplacez vous pour annuler. Příprava na vypnutí generátoru, pohněte se pro zrušení. @@ -11951,7 +11747,6 @@ Generator has been stopped. Generator wurde abgeschaltet. Генератор остановлен. - De generator is uitgeschakeld. Le générateur a été arrêté. Generátor byl zastaven. @@ -11960,7 +11755,6 @@ No Vehicles In Tow. Kein Fahrzeug am Abschleppseil. Нет транспорта на буксире. - Geen voertuigen op sleep. Aucun véhicule remorqué. Žádná vozidla nejsou zaháknutá. @@ -11969,7 +11763,6 @@ Trade already in progress. Handel bereits im Gange. Вы уже заключаете сделку. - Je bent al aan het handellen. La transaction est déjà en cours. Obchodování již probíhá. @@ -11978,7 +11771,6 @@ Cannot trade while another player is nearby. Kein Handeln möglich, während ein anderer Spieler in der Nähe ist. Нельзя заключать сделку, когда другой игрок находится поблизости. - Je kunt niet handellen met een andere speler in de buurt. Impossible d'effectuer la transaction lorsque d'autres joueurs sont proches. Nelze obchodovat, dokud je jiný hráč poblíž. @@ -11987,7 +11779,6 @@ Starting trade, stand still to complete trade. Handel gestartet, bewegen Sie sich nicht um den Handel abzuschließen. Торговля началась, стойте на месте, чтобы завершить сделку. - Bezig met handellen, blijf stilstaan om af te ronden. Transaction démarré, restez immobile pour achever la transaction. Transakce probíhá, stůjte na místě pro dokončení obchodu. @@ -11996,7 +11787,6 @@ Canceled Trade. Handel abgebrochen. Сделка отменена. - Handel geannuleerd. Transaction annulée. Transakce zrušena. @@ -12005,7 +11795,6 @@ You do not have enough room on your toolbelt. Sie haben nicht genug Platz in Ihrem Werkzeuggürtel. У вас не достаточно места на вашем поясе. - Je gereedschapsriem zit vol. Vous n'avez pas assez de place dans votre ceinture. Nemáte dostatek místa na Vašem opasku na nářadí. @@ -12014,7 +11803,6 @@ Vault pitching already in progress. Platzieren des Tresors bereits im Gange. Сейф уже устанавливается. - Kluis installatie is al bezig. L'installation du coffre fort est déjà en cours. Pokládání sejfu již probíhá. @@ -12023,7 +11811,6 @@ Planning construction stand still 5 seconds to build. Platzieren des Tresors gestartet, warte 5 Sekunden um den Aufbau zu starten. Планирование строительства стойте на месте 5 секунд, чтобы построить. - Het bouwen wordt voorbereid, sta 5 seconden stil om te bouwen. Planification de la construction, restez immobile 5 secondes pour construire. Pokládání sejfu začalo, vyčkejte 5 sekund pro postavení. @@ -12032,8 +11819,6 @@ You cannot place a Safe here. The area must be flat, and free of other objects Sie können hier kein Tresor aufbauen. Der Untergrund muss flach und frei von Hindernissen sein Вы не можете разместить сейф здесь. Область должна быть плоской, и свободной от других объектов - - Vous ne pouvez pas placer le coffre fort ici. L'endroit doit être plat et dégagé. Zde nemůžete postavit sejf. Místo musí být rovné a bez objektů @@ -12041,7 +11826,6 @@ Canceled construction of Safe. Platzieren des Tresors abgebrochen. Строительство сейфа отменено. - Het bouwen van de kluis is stopgezet. Mise en place du coffre fort annulée. Stavění sejfu zrušeno. @@ -12050,7 +11834,6 @@ You cannot lock this %1, you do not know the combination. Sie können nicht diese(n) %1 abschließen, da Sie nicht die Kombination kennen. Вы не можете закрыть 1%, вы не знаете комбинации. - Je kunt deze %1 niet op slot zetten, je weet de combinatie niet. Vous ne pouvez pas verrouiller %1, vous n'en connaissez pas la combinaison. Nemůžete zamknout %1, neznáte správnou kombinaci. @@ -12059,7 +11842,6 @@ That %1 is already being locked. Diese(r) %1 wird bereits abgeschlossen. %1 уже закрыт. - Deze %1 wordt al op slot gezet. %1 est déjà verrouillé. %1 již probíhá. @@ -12068,7 +11850,6 @@ Your %1 has been locked Ihr %1 wurde abgeschlossen. Ваш %1 закрыт - Je %1 staat nu op slot Votre %1 a été verrouillé Vaše %1 bylo zamčeno @@ -12077,7 +11858,6 @@ %1 not setup yet. %1 noch nicht bereit. %1 ещё не установлен. - %1 is nog niet ingesteld. %1 n'est pas encore installé. %1 není ještě připravený. @@ -12086,7 +11866,6 @@ You cannot pack this %1, you do not know the combination. Sie können nicht diese(n) %1 packen, da Sie nicht die Kombination kennen. Вы не можете упаковать 1%, вы не знаете комбинации. - Je kunt deze %1 niet inpakken, je weet de combinatie niet. Vous ne pouvez pas emballer %1, vous n'en connaissez pas la combinaison. Nemůžete sbalit %1, neznáte správnou kombinaci. @@ -12095,7 +11874,6 @@ That %1 is already being packed. Diese(r) %1 wird bereits gepackt. %1 уже запакован. - Deze %1 wordt al reeds ingepakt. %1 est déjà en cours d'emballage. Balení %1 již probíhá. @@ -12104,7 +11882,6 @@ Packing %1 move from this position to cancel within 5 seconds. %1 wird gepackt. Bewege dich in den nächsten 5 Sekunden um den Vorgang abzubrechen. Упаковывание 1% сдвиньтесь с этой позиции в течение 5 секунд, для отмены. - Bezig met inpakken van %1, beweeg binnen 5 seconden om te annuleren. Emballage de %1, déplacez vous pour annuler dans moins de 5 secondes. Balení %1. Pro zrušení se do 5 sekund pohněte. @@ -12113,7 +11890,6 @@ Packing %1 canceled. Packen des %1 wurde abgebrochen. Упаковывание %1 отменено. - Het inpakken van %1 is gestopt. Emballage annulé. Balení %1 zrušeno. @@ -12122,7 +11898,6 @@ Your %1 has been packed Ihr %1 wurde gepackt. Ваш %1 упакован - Je %1 is ingepakt. Votre %1 a été emballé(e). Vaše %1 bylo/y zabalen/y/o. @@ -12131,7 +11906,6 @@ That %1 is already being unlocked. %1 wird bereits aufgeschlossen. %1 уже открыт. - Deze %1 wordt alreeds van slot gehaald. %1 est déjà en cours de déverrouillage. %1 se již odemyká. @@ -12140,7 +11914,6 @@ Filling up %1, move to cancel. Betanken von %1, bewegen Sie sich um den Vorgang abzubrechen. %1 заполняется, двигайтесь для отмены. - Bezig met het vullen van %1, beweeg om te annuleren. Remplissage de %1, déplacez vous pour annuler. Plnění %1, pohněte se pro zrušení. @@ -12149,7 +11922,6 @@ %1 filled to %2 percent capacity. %1 wurde zu %2 Prozent betankt. %1 заполнено на %2 процентов. - %1 is voor %2 procent gevuld. %1 est rempli(e) à %2 pourcents de sa capacité. %1 je naplněno do %2 procent kapacity. @@ -12158,7 +11930,6 @@ This building needs a %1 within %2 meters Dieses Gebäude benötitgt ein(e) %1 innerhalb von %2 Metern. Этому строению требуется %1 в пределах %2 метров - Dit gebouw heeft een %1 binnen %2 meter nodig. Ce bâtiment nécessite un %1 à moins de %2 mètres Tato budova potřebuje %1 v rámci %2. @@ -12167,7 +11938,6 @@ Unable to build %1 nearby. Es ist nicht möglich %1 hier aufzubauen. Здесь нельзя поставить %1. - Bouwen niet mogelijk %1 in de buurt. Impossible de construire, %1 est trop proche. Nemůžete postavit %1 poblíž. @@ -12185,7 +11955,6 @@ Placing %1, move to cancel. Platzieren von %1, bewegen Sie sich um den Vorgang abzubrechen. Размещение %1, двигайтесь для отмены. - Bezig met het plaatsen van %1, beweeg om te annuleren Placement de %1, déplacez vous pour annuler. Umístění %1, přesuňte se pro zrušení. @@ -12194,7 +11963,6 @@ Constructing %1 stage %2 of %3, move to cancel. Konstruieren von %1, Stufe %2 von %3. Bewegen Sie sich um den Vorgang abzubrechen. Строительство %1 стадия %2 из %3, двигайтесь для отмены. - Bezig met de bouw van %1 (stap %2 van %3), beweeg om te annuleren Construction de %1 (étape %2 sur %3), déplacez vous pour annuler. Stavím %1 fáze %2 z %3, pohněte se pro zrušení. @@ -12203,7 +11971,6 @@ You have setup your %2. Combination is %1 Sie haben erfolgreich ein(e) %2 aufgebaut. Ihre Kombination lautet: %1 Вы установили свой %2. Комбинация %1 - Je hebt je %2 geplaatst. De combinatie is %1 Vous avez installé votre %2. La combinaison est %1 Nastavil jste Vaši %2. Kombinace je %1 @@ -12211,8 +11978,6 @@ Unable to downgrade %1 nearby. Downgraden von %1 ist nicht möglich. - - Kan niet downgraden %1 in de buurt. Impossible de dégrader, %1 est trop proche. Downgrade %1 nelze poblíž udělat. @@ -12221,7 +11986,6 @@ You have downgraded %1. Sie haben %1 gedowngradet. Вы понизили %1. - Je hebt %1 gedowngrade. Vous avez dégradé %1. Downgradnuli jste %1. @@ -12230,7 +11994,6 @@ %1 of %2 could not be added to your inventory. (not enough room?) %1 von %2 konnte dem Inventar nicht hinzugefügt werden. (Inventar voll?) %2 (В количестве: %1) не может быть добавлен в ваш инвентарь. (недостаточно места?) - %1 van %2 kon niet worden toegevoegd aan je inventaris (vol?) %1 sur %2 ne peuvent être ajoutés à votre inventaire. (pas assez de place ?) %1 z %2 nemohl být přidán do inventáře. (nedostatek místa?) @@ -12239,7 +12002,6 @@ Missing Parts after first check Item: %1 / %2 Fehlende Teile nach der ersten Überprüfung: %1 / %2 Отсутствует необходимый предмет: %1 / %2 - Missende onderdelen na eerste check Onderdeel: %1 / %2 Éléments manquants après la première vérification: %1 / %2 Chybějící části po první kontrole itemu: %1 / %2 @@ -12248,801 +12010,621 @@ Crafting needs a %1 within %2 meters Zur Herstellung wird ein(e) %1 innerhalb von %2 benötigt. Для создания требуется %1 вблизи %2 метров - Hiervoor heb je een %1 nodig binnen %2 meter - Výroba potřebuje %1 v rámci %2 metrů Crafted Item: %1 x %2 Gegenstand hergestellt: %1 x %2 Создан предмет: %1 x %2 - Item gecreëerd: %1 x %2 - Vyrobena věc: %1 x %2 %3 complete, missing %1 more of %2 %3 abgeschlossen, Ihnen fehlt/fehlen noch %1 %2 %3 завершено, не хватает ещё %2 (В количестве: %1) - %3 compleet, nog %1 %2 nodig voor de volgende - %3 hotovo, chybí ještě %1 %2 %1 of %2 has been successfully added to your inventory. %1 %2 wurden erflogreich zu Ihrem Inventar hinzugefügt. %2 (В количестве: %1) успешно добавлен в ваш инвентарь. - %1 %2 is aan je inventaris toegevoegd. - %1 %2 bylo úspěšně přidáno do Vašeho inventáře. Mining Ore, walk away at any time to cancel. (%1/%2) Gewinnung von Erz, bewegen Sie sich um den Vorgang abzubrechen. (%1/%2) Руда добывается, уходите в любое время для отмены. (%1/%2) - Bezig met het delven van Erts, loop weg om te annuleren. (%1/%2) - Těžení rudy, kdykoliv se pohněte pro zrušení. (%1/%2) %1 piles of ore has been successfully added in front of you. %1 Stappel Erz wurden erfolgreich vor Ihnen hinzugefügt. %1 руда была успешно размещена перед вами. - %1 hoopjes erts liggen nu voor je neus. - %1 rudy bylo úspěšně položeno před Vás. Unable to upgrade %1 nearby. Upgrade von %1 ist nicht möglich. - - Kan niet upgraden %1 in de buurt. - Upgrade %1 nelze poblíž udělat. You have upgraded %2. Combination is %1 Sie haben %2 geupgradet. Ihre Kombination lautet: %1 Вы улучшили %2. Комбинация %1 - Je hebt een %2 geupgrade. De combinatie is %1 - Upgradnuli jste %2. Kombinace je %1 You have upgraded %1. Sie haben %1 geupgradet. Вы улучшили %1. - Je hebt %1 geupgrade. - Upgranuli jste %1. Starting de-construction of %1. Starte Dekonstruktion von %1. Начат разбор %1. - Bezig met het slopen van %1. - Začínám rozebírání %1. De-constructing %1 stage %2 of %3 walk away at anytime to cancel. Dekonstruktion von %1, Stufe %2 von %3. Bewegen Sie sich um den Vorgang abzubrechen. Разбор %1 стадия %2 из %3 уходите в любое время для отмены. - Sloop van %1 bezig (%2 van %3) loop weg om te annuleren. - Rozebírání %1, fáze %2 z %3. Kdykoliv se pohněte pro zrušení. %1 broke cannot remove %2. %1 wurde zerstört. %2 kann nicht mehr entfernt werden. %1 сломан, нельзя убрать %2. - %1 is kapot gegaan. kan %2 niet verwijderen. - %1 se rozbil. Nelze odstranit %2. De-constructing %1. Dekonstruktion von %1. Разбор %1. - %1 aan het slopen. - Rozebírání %1. Dog consumed %1, and is now tamed. Der Hund hat %1 konsumiert und ist nun gezähmt. Собака употребила %1, и теперь приручена. - Hond heeft %1 gegeten, en is nu tam. - Pes snědl %1 a nyní je ochočen. Dog consumed %1, yet remains untamed. Der Hund hat %1 konsumiert und scheint ungezähmt. Собака употребила %1, но всё ещё остаётся дикой. - Hond heeft %1 gegeten, maar is nog niet tam. - Pes snědl %1, ovšem stále není ochočen. %1 has been attached to Tow Truck. %1 ist mit dem Abschleppwagen befestigt. %1 был взят на буксир. - %1 is bevestigd aan de sleepwagen - %1 byla připevněna k odtahovému vozidlu. Failed to attach %1 to Tow Truck. Es war nicht möglich den/die %1 am Abschleppwagen zu befestigen. Не удалось взять на буксир %1. - Het is niet gelukt om %1 aan de sleepwagen te bevestigen. - Nepodařilo se zaháknout %1 k odtahovému vozidlu. %1 too large and cannot be towed. %1 ist zu groß und kann nicht abgeschleppt werden. %1 слишком большой и не может буксироваться. - %1 is te groot om te slepen. - %1 je příliž velký a nedá se odtáhnout. %1 has been detached from Tow Truck. %1 wird vom Abschleppwagen getrennt. %1 был снят с буксира. - %1 is losgemaakt van de sleepwagen. - %1 byl odháknut z odtahového vozidla. You have setup your Safe. Combination is %1 Ihr Tresor wurde aufgestellt. Ihre Kombination lautet: %1 Вы установили свой сейф. Комбинация %1 - Je hebt je kluis geinstalleerd. De code is %1 - Nastavil jste svůj sejf. Kombinace je %1 Bought %3 for %1 %2. Sie haben für %1 %2 ein %3 gekauft. Куплено %3 за %1 %2. - Je hebt %3 gekocht voor %1 %2. - Nakoupeno %3 za %1 %2. Sold %1 %2 for %3 %4 Sie haben für %3 %4 %1 %2 verkauft Продано %1 %2 за %3 %4 - Je hebt %1 %2 verkocht voor %3 %4. - Prodáno %1 %2 za %3 %4 Cannot sell %1, tires are too damaged. Kann nicht %1 verkaufen, da die Reifen zu sehr beschädigt sind. Нельзя продать %1, колёса слишком повреждены. - Kan %1 niet verkopen, banden hebben teveel schade. - Nelze prodat %1, pneumatiky jsou příliš poškozeny. Insufficient Stock %1 1% nicht ausreichend auf Lager. - - Onvoldoende %1 voorraad. - %1 není na skladě. Need %1 More %2 Sie benötigen noch %1 %2 Нужно ещё %1 %2 - Nog %1 %2 nodig - Bude ještě potřeba %1 %2 No %1 found within 20 meters. Kein %1 innerhalb von 20 Metern gefunden. Не найдено %1 вблизи 20 метров. - Geen %1 binnen 20 meter gevonden. - Nenalezen žádný %1 v blízkosti 20 metrů. Traded %1 %2 for %3 %4 Sie haben für %3 %4 %1 %2 gehandelt Продано %1 %2 за %3 %4 - Je hebt %1 %2 verhandeld voor %3 %4 - Vyobchodováno %1 %2 za %3 %4 Starting trade, stand still to complete trade %1 of %2. Handel gestartet, bewegen Sie sich um den Vorgang abzubrechen. (%1 von %2) Торговля началась, стойте на месте, чтобы завершить сделку %1 из %2. - Handel gestart, sta stil om te voltooien. (%1 van %2) - Začínám obchod, stůjte na místě pro dokončení obchodu %1 z %2. Examine Prüfe Исследовать - Onderzoek - Prozkoumat Craft Ramp Rampe herstellen Создать: Наклонная плоскость - Maak schans - Vytvořit Rampu Craft Tent Zelt herstellen Создать: Палатка - Maak tent - Vyrobit Stan Craft Desert Tent Wüstenzelt herstellen Создать: Пустынная палатка - Maak Woestijntent - Vyrobit Pouštní stan Craft Green Tent Grünes Zelt herstellen Создать: Зелёная палатка - Maak Groene tent - Vyrobit Zelený stan Craft Sun Shade Sonnenschutz herstellen Создать: Солнцезащитный козырёк - Maak zonwering - Vyrobit Sluneční clonu Craft Burlap Sackleinen herstellen Создать: Брезент - Maak Jutte - Vyrobit Pytlovinu Craft Sandbag Sandsack herstellen Создать: Мешки с песком - Maak Zandzak - Vyrobit Pytle s pískem Craft Light Pole Lichtmast herstellen Создать: Фонарный столб - Maak Lichtmast - Vyrobit Lampu Add 1 10oz Gold 1 10oz Gold hinzufügen Добавить 1 10oz золота - Voeg 1 10oz Goud toe - Přidáno 1 10oz zlata Add 10 10oz Gold 10 10oz Gold hinzufügen Добавить 10 10oz золота - Voeg 10 10oz Goud toe - Přidáno 10 10oz zlata Add 9 10oz Gold 9 10oz Gold hinzufügen Добавить 9 10oz золота - Voeg 9 10oz Goud toe - Přidáno 9 10oz zlata Remove 1 10oz Gold 1 10oz Gold entfernen Забрать 1 10oz золота - Verwijder 1 10oz Goud - Odebráno 1 10oz zlato Empty Case Leerer Koffer Пустой чемоданчик - Maak kist leeg - Prázdný kufřík Add 8 10oz Gold 8 10oz Gold hinzufügen Добавить 8 10oz золота - Voeg 8 10oz Goud toe - Přidáno 8 10oz zlata Add 7 10oz Gold 7 10oz Gold hinzufügen Добавить 7 10oz золота - Voeg 7 10oz Goud toe - Přidáno 7 10oz zlata Add 6 10oz Gold 6 10oz Gold hinzufügen Добавить 6 10oz золота - Voeg 6 10oz Goud toe - Přidáno 6 10oz zlata Add 5 10oz Gold 5 10oz Gold hinzufügen Добавить 5 10oz золота - Voeg 5 10oz Goud toe - Přidáno 5 10oz zlata Add 4 10oz Gold 4 10oz Gold hinzufügen Добавить 4 10oz золота - Voeg 4 10oz Goud toe - Přidat 4 10oz zlata Add 3 10oz Gold 3 10oz Gold hinzufügen Добавить 3 10oz золота - Voeg 3 10oz Goud toe - Prodat 3 10oz zlata Add 2 10oz Gold 2 10oz Gold hinzufügen Добавить 2 10oz золота - Voeg 2 10oz Goud toe - Přidat 2 10oz zlata Add 1 10oz Silver 1 10oz Silber hinzufügen Добавить 1 10oz серебра - - Přidat 1 10oz stříbra Add 10 10oz Silver 10 10oz Silber hinzufügen Добавить 10 10oz серебра - - Přidat 10 10oz stříbra Add 9 10oz Silver 9 10oz Silber hinzufügen Добавить 9 10oz серебра - - Přidat 9 10oz stříbra Remove 1 10oz Silver 1 10oz Silber entfernen Забрать 1 10oz серебра - - Odebráno 1 10oz stříbra Add 8 10oz Silver 8 10oz Silber hinzufügen Добавить 8 10oz серебра - - Přidat 8 10oz stříbra Add 7 10oz Silver 7 10oz Silber hinzufügen Добавить 7 10oz серебра - - Přidat 7 10oz stříbra Add 6 10oz Silver 6 10oz Silber hinzufügen Добавить 6 10oz серебра - - Přidat 6 10oz stříbra Add 5 10oz Silver 5 10oz Silber hinzufügen Добавить 5 10oz серебра - - Přidat 5 10oz stříbra Add 4 10oz Silver 4 10oz Silber hinzufügen Добавить 4 10oz серебра - - Přidat 4 10oz stříbra Add 3 10oz Silver 3 10oz Silber hinzufügen Добавить 3 10oz серебра - - Přidat 3 10oz stříbra Add 2 10oz Silver 2 10oz Silber hinzufügen Добавить 2 10oz серебра - - Přidat 2 10oz stříbra Add 1 bar 1 Barren hinzufügen Добавить 1 слиток - - Přidat 1 cihlu Add 2 bars 2 Barren hinzufügen Добавить 2 слитка - - Přidat 2 cihly Add 3 bars 3 Barren hinzufügen Добавить 3 слитка - - Přidat 3 cihly Add 4 bars 4 Barren hinzufügen Добавить 4 слитка - - Přidat 4 cihly Add 5 bars 5 Barren hinzufügen Добавить 5 слитков - - Přidat 5 cihel Add 6 bars 6 Barren hinzufügen Добавить 6 слитков - - Přidat 6 cihel Add 7 bars 7 Barren hinzufügen Добавить 7 слитков - - Přidat 7 cihel Add 8 bars 8 Barren hinzufügen Добавить 8 слитков - - Přidat 8 cihel Add 9 bars 9 Barren hinzufügen Добавить 9 слитков - - Přidat 9 cihel Remove 1 bar 1 Barren entfernen Забрать 1 слиток - - Odebrat 1 cihlu Unstack Zerlegen Разложить - - Odstackovat Salvage Scrap Zerlegen Разобрать на металлолом - Verzamel materiaal - Rozebrat na šrot Craft Pole Stange herstellen Создать: Столб - Creëer paal - Vytvořit tyč Build Corrugated Fence Wellblech-Zaun aufbauen Установить: Гофрированный забор - Bouw Ribbelplaten hek - Postavit Zvlněný plot Craft Wooden Shed Holschuppen herstellen Создать: Деревянный сарай - Bouw houten schuur - Vytvořit Dřevěnou kůlnu Craft Storage Shed Lagerschuppen herstellen Создать: Лабаз - Bouw opslag schuur - Vytvořit Skladovací kůlnu Craft Outhouse Toilettenhäuschen herstellen Создать: Сортир - Bouw buitenhuisje - Vytvořit Kadibudku Craft Corrugated Fence Wellblech-Zaun herstellen Создать: Гофрир. забор - Bouw ribbelplaten hek - Vytvořit Zvlněný plot Craft Rusty Gate Rostiges Tor herstellen Создать: Ржавые ворота - Bouw roestige poort - Vytvořit Rezavou bránu Craft Metal Panel Metallplatte herstellen Создать: Металлич. панель - Ceëer metalen paneel - Vyrobit Železný panel Pack 6 Coke 6 Coke packen Запаковать: Кока-кола(6) - Verpak 6 cola - Zabalit 6 Coca-Col Pack 6 Pepsi 6 Pepsi packen Запаковать: Пепси (6) - Verpak 6 pepsi - Zabalit 6 Pepsi Pack Scrap Metal Schrott packen Запаковать: Металлолом - Verpak scrap metal - Zabalit Železný šrot Pack Tank Traps Panzerfallen packen Запаковать: Противотанковый ёж - Verpak tank traps - Zabalit Tankové zátarasy Pack Wire Kits S-Draht-Rollen packen Запаковать: Колючая проволока - Verpak prikkeldraad rollen - Zabalit Kotouče drátu Pack Bacon Speck packen Запаковать: Бекон - Verpak speklappen - Zabalit Slaninu Pack 6 Bacon 6 Speck packen Запаковать: Бекон (6) - Verpack 6 speklappen - Zabalit 6 Slanin Craft Metal Floor Metallboden herstellen Создать: Металлич. пол - Creëer metalen vloer - Vytvořit Železnou podlahu Craft Lg Camo Net Großes Tarnnetz herstellen Создать: Lg Camo Net - Creëer groot camouflagenet - Vytvořit Velkou kamuflážní síť @@ -13058,162 +12640,123 @@ Place Lockbox Schließkassette platzieren Поставить запираемый ящик - Plaats afsluitbare kist - Položit skřínku Craft Wood Floor Holboden herstellen Создать: Деревянный пол - Creëer houten vloer - Vytvořit Dřevěnou podlahu Craft Wood Floor 1/2 1/2 Holzboden herstellen Создать: Деревянный пол 1/2 - Creëer houten vloer 1/2 - Vytvořit 1/2 dřevěné podlahy Craft Stair Supports Treppenstützen herstellen Создать: Stair Supports - Creëer trapsteunen - Vytvořit Podpěry schodů Craft Doorway Türrahmen herstellen Создать: Дверной проём - Creëer Deuropening - Vytvořit Vchod Craft Window Fenster herstellen Создать: Окно - Creëer raam - Vytvořit Okno Craft Large Wall Große Mauer herstellen Создать: Большая стена - Creëer grote muur - Vytvořit Velkou zeď Craft Wood Wall Holzmauer herstellen Создать: Деревянная стена - Creëer houten muur - Vytvořit Dřevěnou zeď Craft Door Tür herstellen Создать: Дверь - Creëer deur - Vytvořit Dveře Craft Locked Door Geschlossene Tür herstellen Создать: Дверь с замком - Creëer afsluitbare deur - Vytvořit Zamčené dveře Craft Garage Door Garagentor herstellen Создать: Дверь гаража - Creëer garagedeur - Vytvořit Garážová vrata Craft Lumber Bauholz herstellen Создать: Пиломатериалы - Creëer planken - Vytvořit Dřevo Craft Arrows Pfeile herstellen Создать: Стрелы - Creëer pijlen - Vytvořit Šípy Craft Stick Fence Stick-Zaun herstellen Создать: Забор-частокол - Creëer takken hek - Vytvořit Dřevěnou ohradu You must get into the drivers seat of a vehicle first. Fehlgeschlagen, Sie müssen zuerst auf den Fahrersitz. Вы должны попасть на сиденье водителя хотя бы раз. - Mislukt, stap eerst in de bestuurders stoel. - Nepodařilo se, musíte nejdříve na místo řidiče. Plot Pole Grundstücksmarkierung Столб - Plot Pole - Plot Pole - Plot Pole Pozemková značka Quiet Ruhe Тихо - Quiet - Quiet - Quiet Tichý Alert Alamieren Бдительно - Alert - Alert - Alert Poplach @@ -13231,279 +12774,187 @@ Run Rennen Бегом - Run - Run - Run Běžet Unpack Auspacken Распаковывать - Unpack - Unpack - Unpack Rozbalit Craft Half Wall Halbe Wand herstellen Создать: Половина стены - - - Vytvořit 1/2 zdi Craft Full Wall Ganze Wand herstellen Создать: все стены - - - Vytvářet plnou stěnou Craft Garage Doorway Garagentor-Rahmen herstellen Создать: Проём гаража - - - Vytvořit Garážový vjezd Craft Plywood Sperrholz herstellen Создать: Фанера - - - Vytvořit Překližku Craft Supply Crate Versorgungskiste herstellen Создать: Ящик с припасами - - - Vytvořit Krabici se zásobami Craft Deer Stand Jagdstand herstellen Создать: Вышка - - - Vytvořit Posed Craft Wood Stairs Holztreppen herstellen Создать: Деревянные ступеньки - - - Vytvořit Dřevěné schody Craft Wood Ladder Holzleiter herstellen Создать: Деревянная лестница - - - Vytvořit Dřevěné schody Craft Lumber Pack Bauholz-Paket herstellen Создать: Упаковка пиломатериалов - - - Vytvořit Balík dřeva Craft Workbench Werkbank herstellen Создать: Верстак - - - Vyrobit Pracovní stůl Craft Shack Schuppen herstellen Создать: Будка - - - Vytvořit Chatrč Craft Floor 1/4 1/4 Fußboden herstellen Создать: Пол 1/4 - - - Vytvořit Podlahu (1/4) Craft Wall 1/3 1/3 Mauer herstellen Создать: Стена 1/3 - - - Vytvořit Zeď (1/3) Craft Plywood Pack Sperrholz-Paket herstellen Создать: Упаковка фанеры - - - Vytvořit Balík překližky Craft Scrap Metal Schrott herstellen Создать: Металлолом - - - Vyrobit Železný šrot Craft Silver Bar Silberbarren herstellen Уложить в серебряный слиток - - - Vytvořit Stříbrnou cihlu Craft Gold Bar Goldbarren herstellen Уложить в золотой слиток - - Vytvořit Zlatou cihlu Craft Bandages Bandagen herstellen Создать: Бинты - - - Vytvořit Obvazy Craft Hemp Seeds Hanfsamen ernten Добыть семена конопли - - - Craft Hemp Seeds Craft Canvas Tuch herstellen Создать: Полотно - - - Vytvořit Plátno Craft Desert Net Wüstennetz herstellen Создать: Пустынная сеть - - - Vytvořit Pouštní maskovací síť Craft Forest Net Waldnetz herstellen Создать: Лесная сеть - - - Vytvořit Lesní maskovací síť Craft Large Sandbag Großen Sandsack herstellen Создать: Большие мешки с песком - - - Vytvořit Velké pytle s pískem Craft Sandbag Nest Sandsack-Nest herstellen Создать: Гнездо из мешков - - - Vytvořit Pískovou bariéru Craft Sledge Hammerstiel herstellen Создать: Кувалда - - - Vytvořit Palici Craft Fire Barrel Feuerfass herstellen Создать: Источник огня - - - Vytvořit Hořící sud Craft Gun Rack Schusswaffen-Gestell herstellen Создать: Полка для оружия - - - Vytvořit Stojan na zbraně Trader Menu Händler Menü Меню торговца - Trader Menu - Trader Menu - Trader Menu Nabídka obchodníka Categories Kategorieren Категории - - - Kategorie @@ -13532,52 +12983,37 @@ Buy For Kaufen für Куплю за - - - Koupit za Sell For Verkaufen für Продам за - - - Prodat za Craft Round Fence Abgerundeten Zaun herstellen Создать: Круглая ограда - - - Vytvořit Kulaté oplocení Build Round Fence Abgerundeten Zaun aufstellen Установить: Круглая ограда - - - Postavit Kulaté oplocení Trade Metals Metalle handeln Обменять металлы - Trade Metals - Trade Metals - Trade Metals Obchod s kovy Kill Board Gedenktafel Таблица убийств - + Herdenkingsbord Rubrique Nécrologique Nástěnka zabitých @@ -13586,7 +13022,7 @@ Murder Mord Убийства - + Moord Meurtres Vražda @@ -13595,36 +13031,24 @@ Craft Wood Crate Holzkiste herstellen Создать: Деревянный ящик - - - Vytvořit Dřevěnou bednu Craft Scaffolding Gerüst herstellen Создать: Строй. леса - - - Vytvořit Lešení Combine Bars Barren kombinieren Объединить слитки - - - Skombinovat cihly Combined all bars in your inventory to highest denomination. Alle Barren in deinem Inventar wurden kombiniert. Все слитки в вашем инвентаре объединены. - - - Skombinovány cihly ve vašem inventáři na maximum. @@ -13633,7 +13057,6 @@ На сиденье водителя Pour le siège du conducteur Chcete-li sedadla řidiče - Auf den Fahrersitz @@ -13642,14 +13065,13 @@ На место командира Pour le siège du commandant Chcete-li sídlo velitele - Auf den Kommandanten-Sitz %1 is already in your inventory. Adding to backpack! %1 ist bereits in Ihrem Inventar. Hinzufügen zu Rucksack! %1 уже в вашем инвентаре. Перемещено в рюкзак! - + %1 is al in je inventaris. Toevoegen aan rugzak! %1 est déjà dans votre inventaire. Ajout d'un sac à dos! %1 je již ve vašem inventáři. Přidání do batoh! @@ -13658,7 +13080,7 @@ %1 is already in your inventory. Dropping on the ground! %1 ist bereits in Ihrem Inventar. Fallenlassen auf den Boden! %1 уже в вашем инвентаре. Сброшено на землю! - + %1 is al in je inventaris. Het laten vallen op de grond! %1 est déjà dans votre inventaire. Déposer sur le terrain! %1 je již ve vašem inventáři. Pád na zem! @@ -13667,7 +13089,7 @@ %1 is restricted. %1 ist gesperrt. %1 ограничено. - + %1 beperkt. %1 est restreint. %1 je omezeno. @@ -13683,39 +13105,23 @@ You can't perform this action while in a vehicle. - You can't perform this action while in a vehicle. Вы не можете выполнить это действие, находясь в транспорте. - You can't perform this action while in a vehicle. Je kunt deze actie niet uitvoeren vanuit een voertuig. - You can't perform this action while in a vehicle. - You can't perform this action while in a vehicle. The lift heli moved too much from the vehicle that was being lifted! - The lift heli moved too much from the vehicle that was being lifted! Вертолёт улетел слишком далеко от поднимаемого транспорта! - The lift heli moved too much from the vehicle that was being lifted! De heli is tever bij het voertuig vandaan gedreven om te kunnen takelen! - The lift heli moved too much from the vehicle that was being lifted! - The lift heli moved too much from the vehicle that was being lifted! Another vehicle was attached or the vehicle was attached to another heli! - Another vehicle was attached or the vehicle was attached to another heli! Другой транспорт был прикреплён или транспорт был прикреплён к другому вертолёту! - Another vehicle was attached or the vehicle was attached to another heli! Een ander voertuig was gekoppeld of het voertuig hangt al aan een andere heli! - Another vehicle was attached or the vehicle was attached to another heli! - Another vehicle was attached or the vehicle was attached to another heli! You have interrupted lifting a vehicle! - You have interrupted lifting a vehicle! Вы прервали подъём транспорта! - You have interrupted lifting a vehicle! Je hebt het takelen van het voertuig onderbroken! - You have interrupted lifting a vehicle! - You have interrupted lifting a vehicle! %1 used to unlock vehicle. @@ -13724,16 +13130,15 @@ Upgrade Vehicle Fahrzeug upgraden Улучшить транспорт - + Voertuig Verbeteren Améliorer Véhicule Upgrade vozidla Offroad Performance - Offroad Performance Внедорожная эффективность - + Offroad Prestaties Performances tout-terrain Terénní výkonnost @@ -13742,7 +13147,7 @@ Offroad performace manual. Offroad Performance Handbuch Руководство по улучшению внедорожной эффективности. - + Handleiding over offroad prestaties. Manuel sur les performances tout-terrain. Manuál terénní výkonnosti. @@ -13751,7 +13156,7 @@ Vehicle Maintenance Fahrzeug-Wartung Обслуживание транспорта - + Voertuigonderhoud Maintenance du véhicule Údržba vozidla @@ -13760,7 +13165,7 @@ Vehicle maintenance and engineering manual. Fahrzeug-Wartungshandbuch Руководство по тех. обслуживанию транспортных средств и техники. - + Werkplaatshandboek voor voertuigonderhoud en verbetering. Manuel de mécanique et d'entretien du véhicule. Manuál údržby vozidel @@ -13769,7 +13174,7 @@ Luggage Rack Gepäckablage Багажник на крыше - + Bagagerek Galerie Přihrádka na zavazadla @@ -13778,7 +13183,7 @@ Luggage Rack install guide. Installationsanleitung der Gepäckablage Руководство по установке багажника на крышу. - + Installatiehandleiding voor het bagagerek. Guide d'installation d'une galerie pour augmenter le stockage du véhicule. Návod na instalaci Přihrádky na zavazadla. @@ -13787,7 +13192,7 @@ Fuel Tank Benzintank Топливный бак - + Benzinetank Réservoir Palivová nádrž @@ -13796,7 +13201,7 @@ Fuel Tank install guide. Installationsanleitung für den Benzintank Руководство по установке топливного бака. - + Installatiehandleiding voor de benzinetank. Guide d'installation du réservoir. Návod na instalaci Palivové nádrže. @@ -13805,25 +13210,19 @@ Weapon upgrade Bewaffnung aufrüsten Установка оружия - - - Vylepšení zbraně na vozidle Installation instructions for the vehicle armament. Installationsanleitung für die Fahrzeug-Bewaffnung. Руководство по установке оружия. - - - Návod na instalaci zbraně na vozidlo. Vehicle Upgrade Successful. Fahrzeug-Upgrade abgeschlossen. Транспорт успешно улучшен. - + Upgrade vozidla byl úspěšný. @@ -13831,43 +13230,35 @@ Large Gunbag Große Waffentasche Большая оружейная сумка - Grote Wapenzak Grand Fourreau - Gunbag Waffentasche Оружейная сумка - Wapenzak Fourreau - Compact Pack Compact Rucksack Компактный рюкзак - Compacte Rugzak Sac Compact - Terminal Pack Terminal Rucksack Вокзальный рюкзак - Terminal Rugzak Sac à Dos (terminal) - HALO Jump Fallschirm springen HALO прыжок - + Parachutesprong Chute Opérationnelle Katapultovat se @@ -13876,7 +13267,7 @@ Display Name (Yes) Namen anzeigen (Ja) Отображать имя (Да) - + Naam weergeven (AAN) Afficher le nom Zobrazovat jména @@ -13885,7 +13276,7 @@ Display Name (No) Namen anzeigen (Nein) Отображать имя (Нет) - + Naam weergeven (UIT) Ne pas afficher le nom Nezobrazovat jména @@ -13903,7 +13294,7 @@ Raise Horde Horde bilden Призвать орду - + Roep een Horde aan Ameuter Přivolat Zombií @@ -13912,7 +13303,7 @@ Night Vision Nachtsicht Ночное зрение - + Nachtvisie Vision nocturne Noktovizor @@ -13921,7 +13312,7 @@ Feed Füttern Кормиться - + Eet Nourrir Nakrmit @@ -13930,7 +13321,7 @@ Maintain Area Gebiet instand halten Занять территорию - + Onderhoud het gebied Maintenir la zone Údržba oblasti @@ -13939,25 +13330,19 @@ Maintain Area Preview Kostenvoranschlag für Instandhaltung Занять территорию (пред. просмотр) - + Gebiedsonderhoud (voorbeeld) Aperçu de la zone maintenue Náhled údržby oblasti Manage Plot - Manage Plot - Manage Plot - Manage Plot - Manage Plot - Manage Plot - Manage Plot Unlock %1 %1 aufschließen Открыть %1 - + Haal van Slot %1 Déverrouiller Odemknout %1 @@ -13966,7 +13351,7 @@ Hotwire %1 %1 kurzschliessen Угнать %1 - + Hotwire %1 Démarrer avec les fils %1 Pokusit se Dostat do Vozidla %1 @@ -13975,7 +13360,7 @@ Vehicle Locked Fahrzeug abgeschlossen --> Транспорт закрыт - + Voertuig Staat op Slot Véhicule Verrouillé Vozidlo Uzamčeno @@ -13984,7 +13369,7 @@ Lock %1 %1 abschließen Закрыть %1 - + Zet op Slot %1 Verrouiller %1 Zamknout %1 @@ -13993,7 +13378,7 @@ Gut Zombie Zombie ausnehmen Разделать зомби - + Slacht Zombie Dépecer le zombie Vykuchat Zombie @@ -14002,7 +13387,7 @@ Open %1 %1 öffnen Открыть %1 - + Maak Open %1 Ouvrir %1 Otevřít %1 @@ -14011,7 +13396,7 @@ Re-Enter Combination Kombination erneut eingeben Ввести комбинацию заново - + Combinatie Opnieuw Invoeren Ressaisir la combinaison Znovu Zadat Kombinaci @@ -14020,7 +13405,7 @@ Pack %1 %1 verpacken Запаковать %1 - + Inpakken %1 Empaqueter %1 Zabalit %1 @@ -14029,7 +13414,7 @@ Recent Murders Kürzliche Morde Последние убийства - + Recente Moorden Meurtres récents Nedávné Vraždy @@ -14038,7 +13423,7 @@ Fill Vehicle Tanken Заправить транспорт - + Vul Voertuig Faire le Plein Naplnit Vozidlo @@ -14047,7 +13432,7 @@ Needs Power Benötigt Energie Нужна энергия - + Heeft Stroom Nodig Énergie Nécessaire Potřebuje Energii @@ -14056,7 +13441,6 @@ Remove Lock from %1 Schloss entfernen von %1 Снять замок с %1 - Verwijder slot van %1 Retirer la serrure de %1 Odebrat Zámek z %1 @@ -14074,8 +13458,6 @@ Stop Generator Generator abschalten Остановить генератор - - Arrêter le générateur Zastavit Generátor @@ -14083,8 +13465,6 @@ Start Generator Generator starten Запустить генератор - - Démarrer le générateur Nastartovat Generátor @@ -14092,7 +13472,7 @@ Fill and Start Generator Generator betanken und starten Заправить и запустить генератор - + Vul en Start Generator Remplir et démarrer le générateur Naplnit a nastartovat Generátor @@ -14101,7 +13481,7 @@ Attach Straps Gurte befestigen Прицепить стропы - + Monteer Spanbanden Attacher les sangles Připevnit Popruhy @@ -14110,34 +13490,26 @@ Detach Straps Gurte lösen Отцепить стропы - + Demonteer Spanbanden Détacher les sangles Odstranit Popruhy Detach Vehicle - Detach Vehicle Отцепить транспорт - Detach Vehicle Ontkoppel getakeld voertuig - Detach Vehicle - Detach Vehicle Attach to Heli - Attach to Heli Прицепить к вертолёту - Attach to Heli Takel voertuig aan Heli - Attach to Heli - Attach to Heli Your humanity is too %1, this trader refuses to talk to you Dein Menschlichkeitswert ist zu %1, dieser Händler will nicht mit dir reden Ваша человечность слишком %1, этот торговец отказывается говорить с вами - + Je menselijkheid is te %1. Deze trader doet geen zaken met je. Votre humanité est trop %1 ce commerçant refuse de vous parler. Tvá lidskost je příliš %1, tento obchodník s tebou odmítá mluvit. @@ -14146,25 +13518,17 @@ high hoch высока - high - high - high - high low tief низка - low - low - low - low Calling Zombies... Rufe Zombies... Призываем зомби... - + Appeler les zombies... Volám zombíky... @@ -14172,7 +13536,7 @@ Maintenance already in progress. Instandhaltung bereits in Bearbeitung. Уже обслуживается. - + La maintenance est déjà en cours. Údržba již probíhá. @@ -14180,7 +13544,7 @@ At least one building part is not setup yet. Mindestens ein Teil des Gebäudes ist noch nicht fertig. Как минимум одна часть постройки ещё не установлена. - + Il reste encore des parties de la construction à maintenir. Alespoň jedna část na stavbu není připravena. @@ -14188,7 +13552,7 @@ You have maintained %1 building parts. %1 Bauteile instand gesetzt. Вы обслужили %1 построек. - + Vous avez maintenu %1 construction(s). Opravil jsi %1 částí budov. @@ -14196,7 +13560,7 @@ Missing %1 more of %2 Ihnen fehlt/fehlen %1 %2 Не хватает %2 (В количестве: %1) - + Je hebt nog %1 extra %2 nodig. Il manque %1 %2 Chybí %1x %2 @@ -14205,7 +13569,7 @@ %1 building parts in range, maintenance would cost %2. %1 Bauteile in Reichweite - Instandhaltungskosten: %2. Построек найдено: %1, обслуживание будет стоить %2. - + %1 constructions à portée, la maintenance coûtera %2. %1 částí staveb v okruhu, údržba by stála %2. @@ -14213,7 +13577,7 @@ You have tagged a player as friendly. Waiting for other player to accept. Du hast einen Spieler als Freund markiert. Warte auf Bestätigung vom anderen Spieler. Вы отметили игрока как друга. Ожидание подтверждения. - + Vous avez marqué un joueur comme amical. En attente de la confirmation de ce joueur. Označil si cíl za přítele. Čeká se na přijetí. @@ -14221,7 +13585,7 @@ Unable to change clothes while wearing backpack. Kleider können nicht gewechselt werden, solange ein Rucksack getragen wird. Нельзя переодеться с рюкзаком на спине. - + Impossible de changer ses vêtements lorsque vous portez un sac à dos. Nemůžete si změnit oblečení, pokud nosíte batoh. @@ -14229,7 +13593,7 @@ Unable to change clothes while carrying a filled chainsaw. Kleider können nicht gewechselt werden, solange eine gefüllte Motorsäge in den Händen gehalten wird. Нельзя переодеваться, держа заправленную бензопилу. - + Impossible de changer ses vêtements lorsque vous avez une tronçonneuse en main. Nemůžete si změnit oblečení, pokud nesete naplněnou motorovou pilu. @@ -14237,7 +13601,7 @@ Bought %3 for %1 %2, key added to toolbelt. %3 gekauft für %1 %2, Schlüssel zum Werkzeuggürtel hinzugefügt Куплено: %3 за %1 %2, ключ добавлен на пояс. - + Vous avez acheté %3 pour %1 %2, la clé a été ajoutée à votre ceinture. Koupeno %3 za %1 %2, klíč byl přidán do opasku na nářadí. @@ -14245,7 +13609,7 @@ No Tank Traps found nearby. Keine Panzersperren in der Nähe gefunden. Противотанковые ежи не найдены. - + Aucun piège à tank trouvé aux alentours. Nebyly poblíž nalezeny žádné tankové zátarasy. @@ -14260,7 +13624,6 @@ Failed, another player is closer than you are. Fehlgeschlagen, ein anderer Spieler ist näher. Не удалось, другой игрок ближе, чем вы. - Échec, un autre joueur est plus proche. Chyba, další hráč je blíž, než vy. @@ -14268,7 +13631,6 @@ You and %1 are now tagged as friendlies. Du bist jetzt mit %1 befreundet. Вы и %1 теперь друзья. - Vous et %1 êtes maintenant marqués comme amicaux. Ty a %1 jste nyní označení jako přátelé. @@ -14276,7 +13638,6 @@ You cannot perform an upgrade while still inside a vehicle. Du kannst das Fahrzeug nicht aufrüsten, wenn du noch im Fahrzeug sitzt. Вы не можете улучшить транспорт, находясь в нём. - Vous ne pouvez pas effectuer d'améliorations lorsque vous êtes à l'intérieur d'un véhicule. Nemůžete upgradovat, pokud jste ve vozidle. @@ -14284,17 +13645,13 @@ You must remove the lock to delete this item! Du musst das Schloss entfernen, um das Objekt zu löschen! Вы должны снять замок, чтобы убрать этот предмет! - Je moet het slot verwijderen voor je dit item kunt weghalen! - Musíte odstranit zámek, abyste mohli smazat tento předmět! Deconstructing modular buildables will not refund any components. Durch den Abbau werden keine Bauteile zurückerstattet. Разборка модульных построек не возвратит потраченные ресурсы. - - Le démontage de la construction ne rendra pas de composants. Demontáž budovy nevrátí žádné její komponenty. @@ -14302,7 +13659,6 @@ %1 building parts in range. %1 Bauteile in Reichweite. Построек найдено: %1 - %1 constructions à portée. %1 částí staveb v okruhu. @@ -14310,216 +13666,135 @@ Supply Crate Versorgungskiste Ящик с припасами - - - Bedna zásob 12 x Random Item 12 x Zufällige Gegenstände Какой-то предмет (12x) - - - 12x Náhodných předmětů Empty Supply Crate Leere Versorgungskiste Пустой ящик - - - Prázdná bedna 6 x Soda (Coke) 6 x Dose (Coke) 6 x Газировка (Кола) - - - 6x Soda s kolovou příchutí 12 x Soda (Coke) 12 x Dose (Coke) 12 x Газировка (Кола) - - - 12x Soda s kolovou příchutí 6 x Soda (Pepsi) 6 x Dose (Pepsi) 6 x Газировка (Пепси) - - - 6x Pepsi 12 x Soda (Pepsi) 12 x Dose (Pepsi) 12 x Газировка (Пепси) - - - 12x Pepsi 6 x Bacon 6 x Gebratener Speck 6 x Готовый бекон - - - 6x Vepřové 12 x Bacon 12 x Gebratener Speck 12 x Готовый бекон - - - 12x Vepřové 12 x 17Rnd_9x19_glock17 - - - - - 12x 17Rnd_9x19_glock17 12 x 15Rnd_9x19_M9SD - - - - - 12x 15Rnd_9x19_M9SD 12 x 30Rnd_9x19_MP5SD - - - - - 12x 30Rnd_9x19_MP5SD 12 x SandBag 12 x Sandsack 12 x Мешок с песком - - - 12 Pytlů s pískem 6 x Tank Trap 6 x Panzersperre 6 x Противотанковый ёж - - - 6 Zátaras 12 x Tank Trap 12 x Panzersperre 12 x Противотанковый ёж - - - 12 Zátaras 6 x Wire Kit 6 x Stacheldraht 6 x Колючая проволока - - - 6 Drátů 12 x Wire Kit 12 x Stacheldraht 12 x Колючая проволока - - - 12 Drátů 6 x Scrap Metal 6 x Metallteile 6 x Металлолом - - - 6x Železný šrot 12 x Scrap Metal 12 x Metallteile 12 x Металлолом - - - 12x Železný šrot Safe Safe Сейф - - - - Personal Safe: A placeable object that is used for very secure storage. WARNING!!! Placing your safe will give you a 4 digit number that is used to open the safe, save that number! Persönlicher Safe: Ein platzierbares Objekt für sehr sichere Aufbewahrung. ACHTUNG!!! Der vierstellige Code zum Öffnen wird nach dem Aufstellen angezeigt, bitte nicht vergessen! Личный сейф: Перемещаемый объект, который используется в качестве безопасного хранилища. ВНИМАНИЕ!!! Поставив сейф, вы получите 4-х значный код, который необходимо ввести, чтобы открыть сейф, запишите этот код! - - - - Locked Safe Abgeschlossener Safe Закрытый сейф - - - - Now entering %1 Du betrittst %1 Добро пожаловать в %1 - - - Vstoupili jste do %1 Now leaving %1 Du verlässt %1 Покидаем %1 - - - Opustili jste %1 @@ -14562,7 +13837,6 @@ Strahlung излучение radiación - radiation záření @@ -14689,1353 +13963,836 @@ Bio Meat: A very good source of nutrition, and a very high chance of infection. Eat at own risk. Bio-Fleisch: Eine sehr gute Nahrungsquelle und ein sehr grosses Risiko, eine Infection aufzulesen. Essen auf eigene Gefahr. Органическое мясо: Очень хороший источник пит. веществ, обладающий высокой вероятностью заражения. Ешьте на свой страх и риск. - Bio Meat: A very good source of nutrition, and a very high chance of infection. Eat at own risk. - Bio Meat: A very good source of nutrition, and a very high chance of infection. Eat at own risk. - Bio Meat: A very good source of nutrition, and a very high chance of infection. Eat at own risk. Pumpkin Kürbis Тыква - Pumpkin - Pumpkin - Pumpkin Craft Pumpkin Seeds Kürbissamen ernten Добыть семена - Craft Pumpkin Seeds - Craft Pumpkin Seeds - Craft Pumpkin Seeds Bag of Sunflower Seeds Säckchen Sonnenblumen-Samen Мешочек семечек - Bag of Sunflower Seeds - Bag of Sunflower Seeds - Bag of Sunflower Seeds Topaz Topas Топаз - Topaz - Topaz - Topaz Obsidian - Obsidian Обсидиан - Obsidian - Obsidian - Obsidian Sapphire Saphir Сапфир - Sapphire - Sapphire - Sapphire Amethyst - Amethyst Аметист - Amethyst - Amethyst - Amethyst Emerald Smaragd Изумруд - Emerald - Emerald - Emerald Citrine - Citrine Цитрин - Citrine - Citrine - Citrine Ruby Rubin Рубин - Ruby - Ruby - Ruby Iron Ore Eisenerz Железная руда - Iron Ore - Iron Ore - Iron Ore Used for crafting scrap metal. Can be mined from rocks using a sledgehammer. Wird für die Herstellung von Metallteilen benötigt. Kann mit einem Vorschlaghammer von Steinen gewonnen werden. Используется для получения металлолома. Добывается из камней с помощью кувалды. - Used for crafting scrap metal. Can be mined from rocks using a sledgehammer. - Used for crafting scrap metal. Can be mined from rocks using a sledgehammer. - Used for crafting scrap metal. Can be mined from rocks using a sledgehammer. Silver Ore Silbererz Серебряная руда - Silver Ore - Silver Ore - Silver Ore Gold Ore Golderz Золотая руда - Gold Ore - Gold Ore - Gold Ore Can be mined from rocks using a sledgehammer. Kann mit einem Vorschlaghammer von Steinen gewonnen werden. Добывается из камней с помощью кувалды. - Can be mined from rocks using a sledgehammer. - Can be mined from rocks using a sledgehammer. - Can be mined from rocks using a sledgehammer. 2-Stroke Engine Oil 2-Takt-Motorenöl Масло для двухтактных двигателей - 2-Stroke Engine Oil - 2-Stroke Engine Oil - 2-Stroke Engine Oil Mix Chainsaw Gas 2-Takt-Benzin mischen Смешать бензин - Mix Chainsaw Gas - Mix Chainsaw Gas - Mix Chainsaw Gas Gas 2-Takt-Benzin Бензин - Gas - Gas - Gas Gas for Chainsaw 2-Takt-Benzin für die Kettensäge. Топливо для бензопилы - Gas for Chainsaw - Gas for Chainsaw - Gas for Chainsaw Full Mixed Gas Can - Full Mixed Gas Can Полная канистра бензина - Full Mixed Gas Can - Full Mixed Gas Can - Full Mixed Gas Can 20 liters of Mixed Gas. 20 Liter 2-Takt-Benzin. 20 литров бензина. - 20 liters of Mixed Gas. - 20 liters of Mixed Gas. - 20 liters of Mixed Gas. Mixed Gas 16L 2-Takt-Benzin 16l Канистра бензина (16л) - Mixed Gas 16L - Mixed Gas 16L - Mixed Gas 16L 16 liters of Mixed Gas. 16 Liter 2-Takt-Benzin. 16 литров бензина. - 16 liters of Mixed Gas. - 16 liters of Mixed Gas. - 16 liters of Mixed Gas. Mixed Gas 12L 2-Takt-Benzin 12l Канистра бензина (12л) - Mixed Gas 12L - Mixed Gas 12L - Mixed Gas 12L 12 liters of Mixed Gas. 12 Liter 2-Takt-Benzin. 12 литров бензина. - 12 liters of Mixed Gas. - 12 liters of Mixed Gas. - 12 liters of Mixed Gas. Mixed Gas 8L 2-Takt-Benzin 8l Канистра бензина (8л) - Mixed Gas 8L - Mixed Gas 8L - Mixed Gas 8L 8 liters of Mixed Gas. 8 Liter 2-Takt-Benzin. 8 литров бензина. - 8 liters of Mixed Gas. - 8 liters of Mixed Gas. - 8 liters of Mixed Gas. Mixed Gas 4L 2-Takt-Benzin 4l Канистра бензина (4л) - Mixed Gas 4L - Mixed Gas 4L - Mixed Gas 4L 4 liters of Mixed Gas. 4 Liter 2-Takt-Benzin. 4 литра бензина. - 4 liters of Mixed Gas. - 4 liters of Mixed Gas. - 4 liters of Mixed Gas. Fill Chainsaw Kettensäge betanken Заправить - Fill Chainsaw - Fill Chainsaw - Fill Chainsaw Document Dokument Документ - Document - Document - Document Unknown document Unbekanntes Dokument Неизвестный документ - Unknown document - Unknown document - Unknown document Plot Deed Grundstücksurkunde - Plot Deed - Plot Deed - Plot Deed - Plot Deed Craft Plot Pole Grundstücks-Markierung herstellen Создать: Plot Pole - Craft Plot Pole - Craft Plot Pole - Craft Plot Pole Deed to a plot of land, similar to a plot pole. Erlaubt dir, ein Grundstück zu beanspruchen und eine Grundstücks-Markierung zu setzen. - Deed to a plot of land, similar to a plot pole. - Deed to a plot of land, similar to a plot pole. - Deed to a plot of land, similar to a plot pole. - Deed to a plot of land, similar to a plot pole. Letter Brief Письмо - Letter - Letter - Letter Random letter Irgend ein Brief Какое-то письмо - Random letter - Random letter - Random letter Romance Novel Roman Любовный роман - Romance Novel - Romance Novel - Romance Novel Trashy Romance Novel - "The seas are laden with lust and jealousy." Schnulzen-Roman - "Ein Meer von Lust und Eifersucht." - Trashy Romance Novel - "The seas are laden with lust and jealousy." - Trashy Romance Novel - "The seas are laden with lust and jealousy." - Trashy Romance Novel - "The seas are laden with lust and jealousy." - Trashy Romance Novel - "The seas are laden with lust and jealousy." Trashy Romance Novel - "He had a chest of iron, and a heart of gold." Schnulzen-Roman - "Er hatte eine starke Brust, und ein Herz aus Gold." - Trashy Romance Novel - "He had a chest of iron, and a heart of gold." - Trashy Romance Novel - "He had a chest of iron, and a heart of gold." - Trashy Romance Novel - "He had a chest of iron, and a heart of gold." - Trashy Romance Novel - "He had a chest of iron, and a heart of gold." Book Buch Книга - Book - Book - Book Random Children's Book Kinderbuch Какая-то детская книга - Random Children's Book - Random Children's Book - Random Children's Book Torn Newspaper Zerrissene Zeitung Рваная газета - Torn Newspaper - Torn Newspaper - Torn Newspaper Torn Newspaper - "The recent obituaries are still legible..." Zerrissene Zeitung - "Die jüngsten Nachrufe sind noch lesbar..." Рваная газета - "Последние некрологи всё ещё можно прочитать..." - Torn Newspaper - "The recent obituaries are still legible..." - Torn Newspaper - "The recent obituaries are still legible..." - Torn Newspaper - "The recent obituaries are still legible..." Read Obituaries Nachrufe lesen Читать - Read Obituaries - Read Obituaries - Read Obituaries Wooden Ramp Holz-Rampe Деревянная рампа - Wooden Ramp - Wooden Ramp - Wooden Ramp Document used in building a wooden ramp. Dokument wird benötigt, um eine Holz-Rampe zu bauen. Документ используемый в строительстве деревянной рампы. - Document used in building a wooden ramp. - Document used in building a wooden ramp. - Document used in building a wooden ramp. Hotwire Kit Aufbrech-Werkzeug Набор для угона - Hotwire Kit - Hotwire Kit - Hotwire Kit Used to temporarily unlock and start a vehicle has a chance of failure and is consumed on use. Kann ein Fahrzeug temporär aufschliessen und starten. Klappt nicht immer und kann nur ein Mal verwendet werden. Используется для временного взлома и запуска транспорта, присутствует шанс неудачи и расходуется при использовании. - Used to temporarily unlock and start a vehicle has a chance of failure and is consumed on use. - Used to temporarily unlock and start a vehicle has a chance of failure and is consumed on use. - Used to temporarily unlock and start a vehicle has a chance of failure and is consumed on use. Self transfusion Selbst-Transfusion Перелить себе - Self transfusion - Self transfusion - Self transfusion Kilo of Hemp Kilo Hanf Килограмм конопли - Kilo of Hemp - Kilo of Hemp - Kilo of Hemp Canvas Tuch Холст - Canvas - Canvas - Canvas Canvas Parcel Tuch-Bündel Холщовый свёрток - Canvas Parcel - Canvas Parcel - Canvas Parcel Burlap Sackleinen Джутовая ткань - Burlap - Burlap - Burlap Burlap: A strong cloth like material used for building sandbags. Sackleinen: Ein starkes, stoffartiges Material für die Herstellung von Sandsäcken. Джутовая ткань: Крепкая ткань вроде той, что используется в изготовлении мешков для песка. - Burlap: A strong cloth like material used for building sandbags. - Burlap: A strong cloth like material used for building sandbags. - Burlap: A strong cloth like material used for building sandbags. Light Bulb Glühbirne Лампочка - Light Bulb - Light Bulb - Light Bulb Lightbulb: Used in part to create a buildable lamp post. Don't tell me you didn't find this in a barn. Glühbirne: Wird zur Herstellung von Lampen benötigt. Sag nicht, du hättest keine in einer Scheune gefunden. Лампочка: Используется в строительстве фонарного столба. Не говорите мне, что вы нашли это не в сарае. - Lightbulb: Used in part to create a buildable lamp post. Don't tell me you didn't find this in a barn. - Lightbulb: Used in part to create a buildable lamp post. Don't tell me you didn't find this in a barn. - Lightbulb: Used in part to create a buildable lamp post. Don't tell me you didn't find this in a barn. Zombie Parts Zombie-Fleisch Куски плоти зомби - Zombie Parts - Zombie Parts - Zombie Parts Zombie Parts in a Bag: Trade these for Bio Meat at medic traders. Zombie-Fleisch im Sack: Kann beim Medizin-Händler gegen Bio-Fleisch eingetauscht werden. Куски плоти в мешке: Обменяйте их на органическое мясо у торговцев медициной. - Zombie Parts in a Bag: Trade these for Bio Meat at medic traders. - Zombie Parts in a Bag: Trade these for Bio Meat at medic traders. - Zombie Parts in a Bag: Trade these for Bio Meat at medic traders. Combination Lock Zahlenschloss Кодовый замок - Combination Lock - Combination Lock - Combination Lock Used to secure structures from unauthorized entry. Bauwerke gegen unbefugten Zutritt absichern. Используется для защиты построек от посторонних. - Used to secure structures from unauthorized entry. - Used to secure structures from unauthorized entry. - Used to secure structures from unauthorized entry. Corrugated Fence Wellblech-Zaun Гофрированный забор - Corrugated Fence - Corrugated Fence - Corrugated Fence Corrugated Fence: A buildable object used for fortification purposes. Wellblech-Zaun: Ein aufbaubares Objekt zur Erstellung einer Befestigung. Гофрированный забор: Используется для защитных целей. - Corrugated Fence: A buildable object used for fortification purposes. - Corrugated Fence: A buildable object used for fortification purposes. - Corrugated Fence: A buildable object used for fortification purposes. Metal Pole Metallstange Металлическая труба - Metal Pole - Metal Pole - Metal Pole Pole: A few sturdy metal poles used to craft tents and other buildables. Metallstange: Ein paar robuste Metallstangen zum Bau von Zelten und anderen Teilen. Труба: Несколько прочных металлических труб, используются для изготовления палаток и в строительстве. - Pole: A few sturdy metal poles used to craft tents and other buildables. - Pole: A few sturdy metal poles used to craft tents and other buildables. - Pole: A few sturdy metal poles used to craft tents and other buildables. Gun Rack Kit Waffenhalter-Bausatz Полка для оружия - Gun Rack Kit - Gun Rack Kit - Gun Rack Kit A Gun Rack for 20 weapons. Ein Waffenhalter für 20 Waffen. Полка, на которую можно повесить до 20 оружия. - A Gun Rack for 20 weapons. - A Gun Rack for 20 weapons. - A Gun Rack for 20 weapons. Wooden Crate Holzkiste Деревянный ящик - Wooden Crate - Wooden Crate - Wooden Crate A wooden crate that holds a lot of items. Eine Holzkiste, um eine Menge Material zu verstauen. Деревянный ящик, которой может вмещать много вещей. - A wooden crate that holds a lot of items. - A wooden crate that holds a lot of items. - A wooden crate that holds a lot of items. Oil Barrel Öl-Fass Бочка нефти - Oil Barrel - Oil Barrel - Oil Barrel 210 litres of Oil in a Barrel. 210 Liter Öl in einem Fass. 210 литров нефти в бочке. - 210 litres of Oil in a Barrel. - 210 litres of Oil in a Barrel. - 210 litres of Oil in a Barrel. Fuel Barrel Kraftstoff-Fass Бочка топлива - Fuel Barrel - Fuel Barrel - Fuel Barrel 210 litres of fuel per barrel. 210 Liter Kraftstoff-Fass. 210 литров топлива в бочке. - 210 litres of fuel per barrel. - 210 litres of fuel per barrel. - 210 litres of fuel per barrel. Fuel Barrel (Empty) Fass (leer) Пустая бочка - Fuel Barrel (Empty) - Fuel Barrel (Empty) - Fuel Barrel (Empty) 210 litres of fuel per barrel. (Empty) 210 Liter Kraftstoff-Fass. (Empty) Пустая бочка для топлива. - 210 litres of fuel per barrel. (Empty) - 210 litres of fuel per barrel. (Empty) - 210 litres of fuel per barrel. (Empty) Fire Barrel Kit Feuer-Fass-Bausatz Набор (Источник огня) - Fire Barrel Kit - Fire Barrel Kit - Fire Barrel Kit Fire Barrel Feuer-Fass Бочка, которую можно поджечь и использовать в качестве источника огня. - Fire Barrel - Fire Barrel - Fire Barrel Workbench Werkbank Верстак - Workbench - Workbench - Workbench Workbench: Used to craft. Werkbank: Wird für Handwerksarbeiten benötigt. Верстак: Используется для создания предметов. - Workbench: Used to craft. - Workbench: Used to craft. - Workbench: Used to craft. Wooden ramp can be used to get air. Eine Holz-Rampe kann als Sprungschanze verwendet werden. Деревянная рампа поможет вам взлететь. - Wooden ramp can be used to get air. - Wooden ramp can be used to get air. - Wooden ramp can be used to get air. Plot Pole: A placeable pole that will allow you and your friends to build within a certain radius. Grundstück-Markierung: Ein aufbaubares Objekt, dass dir und deinen Freunden erlaubt, in seiner Reichweite zu bauen. - Plot Pole: A placeable pole that will allow you and your friends to build within a certain radius. - Plot Pole: A placeable pole that will allow you and your friends to build within a certain radius. - Plot Pole: A placeable pole that will allow you and your friends to build within a certain radius. - Plot Pole: A placeable pole that will allow you and your friends to build within a certain radius. Metal Panel Metallplatte Металлическая панель - Metal Panel - Metal Panel - Metal Panel Metal Panel: Strong metal wall used for base defence. Metallplatte: Starke Metallwand für den Schutz der Basis. Металлическая панель: Прочная металлическая стена, используемая для защиты базы. - Metal Panel: Strong metal wall used for base defence. - Metal Panel: Strong metal wall used for base defence. - Metal Panel: Strong metal wall used for base defence. Deer Stand Jägerstand Смотровая вышка - Deer Stand - Deer Stand - Deer Stand Deer Stand: can be used as a lookout. Jägerstand: Wunderbare Aussicht da oben. Смотровая вышка: может использоваться в качестве наблюдательного пункта. - Deer Stand: can be used as a lookout. - Deer Stand: can be used as a lookout. - Deer Stand: can be used as a lookout. Large Desert Camo Net Grosses Wüsten-Tarnnetz Большая пустынная камуфляжная сеть - Large Desert Camo Net - Large Desert Camo Net - Large Desert Camo Net Large Forest Camo Net Grosses Wald-Tarnnetz Большая лесная камуфляжная сеть - Large Forest Camo Net - Large Forest Camo Net - Large Forest Camo Net Large Camo Netting: A very large buildable object that can be used to cover objects. Grosses Tarnnetz: Ein sehr grosses aufbaubares Objekt, um andere Objekte drunter zu verstecken. Большая камуфляжная сеть: Может быть использована для прикрытия каких-либо построек. - Large Camo Netting: A very large buildable object that can be used to cover objects. - Large Camo Netting: A very large buildable object that can be used to cover objects. - Large Camo Netting: A very large buildable object that can be used to cover objects. Desert Camo Net Wüsten-Tarnnetz Пустынная камуфляжная сеть - Desert Camo Net - Desert Camo Net - Desert Camo Net Forest Camo Net Wald-Tarnnetz Лесная камуфляжная сеть - Forest Camo Net - Forest Camo Net - Forest Camo Net Camo Netting: A buildable object that can be used to cover objects. Tarnnetz: Ein aufbaubares Objekt, um andere Objekte drunter zu verstecken. Камуфляжная сеть: Может быть использована для прикрытия каких-либо построек. - Camo Netting: A buildable object that can be used to cover objects. - Camo Netting: A buildable object that can be used to cover objects. - Camo Netting: A buildable object that can be used to cover objects. Fuel Pump Treibstoff-Pumpe Топливный насос - Fuel Pump - Fuel Pump - Fuel Pump Light Pole Lichtmast Фонарный столб - Light Pole - Light Pole - Light Pole Light Pole: A buildable object that can be used with a Generator to provide light in times of darkness. Lichtmast: Ein aufbaubares Objekt, das bei Dunkelheit Licht spendet. Generator nicht inklusive. Фонарный столб: При использовании вместе с генератором может служить источником света в темноте. - Light Pole: A buildable object that can be used with a Generator to provide light in times of darkness. - Light Pole: A buildable object that can be used with a Generator to provide light in times of darkness. - Light Pole: A buildable object that can be used with a Generator to provide light in times of darkness. Stick Fence Staketenzaun Забор-частокол - Stick Fence - Stick Fence - Stick Fence Stick Fence: A buildable barrier that can be used to keep zombies out of your camp. They are fairly weak and can be ran over easier. Staketenzaun: Eine aufbaubare Schranke, um Zombies fernzhalten. Nicht sonderlich stabil. Забор-частокол: Ограда, которая может защитить ваш лагерь от зомби. Однако, она довольно непрочная. - Stick Fence: A buildable barrier that can be used to keep zombies out of your camp. They are fairly weak and can be ran over easier. - Stick Fence: A buildable barrier that can be used to keep zombies out of your camp. They are fairly weak and can be ran over easier. - Stick Fence: A buildable barrier that can be used to keep zombies out of your camp. They are fairly weak and can be ran over easier. Nice Wooden Shed Holzschuppen Деревянный сарай - Nice Wooden Shed - Nice Wooden Shed - Nice Wooden Shed Nice Wooden Shed: A crafted object that holds a lot of items/weapons/backpacks and has a door that opens and closes. Holzschuppen: Ein selbstbau-Objekt mit viel Platz für Material, Waffen und Rucksäcke. Es hat sogar eine Tür. Деревянный сарай: Постройка с дверью, в которой можно хранить много предметов/оружия/рюкзаков. - Nice Wooden Shed: A crafted object that holds a lot of items/weapons/backpacks and has a door that opens and closes. - Nice Wooden Shed: A crafted object that holds a lot of items/weapons/backpacks and has a door that opens and closes. - Nice Wooden Shed: A crafted object that holds a lot of items/weapons/backpacks and has a door that opens and closes. Wooden Shack Holzhütte Деревянная лачуга - Wooden Shack - Wooden Shack - Wooden Shack M240 Nest - M240 Nest Гнездо M240 - M240 Nest - M240 Nest - M240 Nest Canvas Sun Shade Stoff-Sonnenschutz Солнцезащитный козырёк - Canvas Sun Shade - Canvas Sun Shade - Canvas Sun Shade Sun Shade: A buildable object used to keep the sun off your back. Sonnenschutz: Ein aufbaubares Objekt, das dich vor der Sonne schützt. Солнцезащитный козырёк: Защитит вас от солнца. - Sun Shade: A buildable object used to keep the sun off your back. - Sun Shade: A buildable object used to keep the sun off your back. - Sun Shade: A buildable object used to keep the sun off your back. Wooden Bench Holzbank Деревянная скамейка - Wooden Bench - Wooden Bench - Wooden Bench Rusty Gate Rostiges Tor Ржавые ворота - Rusty Gate - Rusty Gate - Rusty Gate Rusty Gate: A buildable object that can be opened and closed. Rostiges Tor: Ein aufbaubares Objekt, dass man auf- und zumachen kann. Ржавые ворота: Можно открывать и закрывать. - Rusty Gate: A buildable object that can be opened and closed. - Rusty Gate: A buildable object that can be opened and closed. - Rusty Gate: A buildable object that can be opened and closed. Outhouse Toilettenhäuschen Сортир - Outhouse - Outhouse - Outhouse Outhouse: A buildable object that you can poop in. Toilettenhäuschen: Ein aufbaubares Objekt, in dem du dein Geschäft verrichten kannst. Сортир: Место, где вы можете справить нужду. - Outhouse: A buildable object that you can poop in. - Outhouse: A buildable object that you can poop in. - Outhouse: A buildable object that you can poop in. Storage Shed Lagerschuppen Лабаз - Storage Shed - Storage Shed - Storage Shed Storage Shed: A large buildable object that is non enterable and holds a lot of items/weapons/backpacks. Lagerschuppen: Ein grosses Objekt mit viel Platz für Material, Waffen und Rucksäcke. Nicht begehbar. Лабаз: Большая постройка, в которую нельзя войти, но в ней можно хранить много предметов/оружия/рюкзаков. - Storage Shed: A large buildable object that is non enterable and holds a lot of items/weapons/backpacks. - Storage Shed: A large buildable object that is non enterable and holds a lot of items/weapons/backpacks. - Storage Shed: A large buildable object that is non enterable and holds a lot of items/weapons/backpacks. Scaffolding Gerüst Строительные леса - Scaffolding - Scaffolding - Scaffolding Lockbox Schließkassette Запираемый ящик - Lockbox - Lockbox - Lockbox Semi secure lockbox. Schließkassette. Безопасное хранилище. - Semi secure lockbox. - Semi secure lockbox. - Semi secure lockbox. Lumber Pack Bauholz-Stapel Упаковка пиломатериалов - Lumber Pack - Lumber Pack - Lumber Pack Lumber in a stack. Bauholz, gestapelt und zusammengebunden. Упакованные пиломатериалы. - Lumber in a stack. - Lumber in a stack. - Lumber in a stack. Cinder Blocks Betonschalsteine Шлакоблоки - Cinder Blocks - Cinder Blocks - Cinder Blocks Stack of nine cinder blocks. Stapel von neun Betonschalsteinen. Упаковка из девяти шлакоблоков. - Stack of nine cinder blocks. - Stack of nine cinder blocks. - Stack of nine cinder blocks. Bucket of Mortar Eimer Mörtel Ведро строй. раствора - Bucket of Mortar - Bucket of Mortar - Bucket of Mortar Premixed mastic adhesive that will bond to concrete block. Vorgemischter Mastixkleber, der sich gut mit Beton verbindet. Строительный раствор, которой скрепит кирпичи между собой. - Premixed mastic adhesive that will bond to concrete block. - Premixed mastic adhesive that will bond to concrete block. - Premixed mastic adhesive that will bond to concrete block. Plywood Pack Sperrholz-Pack Упаковка фанеры - Plywood Pack - Plywood Pack - Plywood Pack Plywood in a stack. Sperrholz-Stapel. Упакованная фанера. - Plywood in a stack. - Plywood in a stack. - Plywood in a stack. Lumber Bauholz Пиломатериалы - Lumber - Lumber - Lumber Lumber: Used for building many structures and can also be used to make plywood. Bauholz: Wird zum Bauen verwendet und kann zu Sperrholz verarbeitet werden. Пиломатериалы: Используются для строительства и могут быть использованы для получения фанеры. - Lumber: Used for building many structures and can also be used to make plywood. - Lumber: Used for building many structures and can also be used to make plywood. - Lumber: Used for building many structures and can also be used to make plywood. Plywood Sperrholz Фанера - Plywood - Plywood - Plywood Plywood: Used for building many structures. Sperrholz: Vielfältige Verwendung beim Bauen. Фанера: Используется в строительстве. - Plywood: Used for building many structures. - Plywood: Used for building many structures. - Plywood: Used for building many structures. Sledgehammer Head Vorschlaghammer-Kopf Боёк кувалды - Sledgehammer Head - Sledgehammer Head - Sledgehammer Head Combine with a handle to make a Sledgehammer. Zusammen mit einem Griff ergibt es einen Vorschlaghammer. Объедините с ручкой, чтобы получить кувалду. - Combine with a handle to make a Sledgehammer. - Combine with a handle to make a Sledgehammer. - Combine with a handle to make a Sledgehammer. Sledgehammer Handle Vorschlaghammer-Griff Ручка кувалды - Sledgehammer Handle - Sledgehammer Handle - Sledgehammer Handle Combine with a head to make a Sledgehammer. Zusammen mit einem Vorschlaghammer-Kopf ergibt es einen Vorschlaghammer. Объедините с бойком, чтобы получить кувалду. - Combine with a head to make a Sledgehammer. - Combine with a head to make a Sledgehammer. - Combine with a head to make a Sledgehammer. Water Bottle (1oz) Wasserflasche (1oz) Бутылка воды (1 унция) - Water Bottle (1oz) - Water Bottle (1oz) - Water Bottle (1oz) Water Bottle with 1oz of water. Wasserflasche mit 1oz Wasser. Бутылка с 1 унцией воды. - Water Bottle with 1oz of water. - Water Bottle with 1oz of water. - Water Bottle with 1oz of water. Water Bottle (2oz) Wasserflasche (2oz) Бутылка воды (2 унции) - Water Bottle (2oz) - Water Bottle (2oz) - Water Bottle (2oz) Water Bottle with 2oz of water. Wasserflasche mit 2oz Wasser. Бутылка с 2 унциями воды. - Water Bottle with 2oz of water. - Water Bottle with 2oz of water. - Water Bottle with 2oz of water. Water Bottle (3oz) Wasserflasche (3oz) Бутылка воды (3 унции) - Water Bottle (3oz) - Water Bottle (3oz) - Water Bottle (3oz) Water Bottle with 3oz of water. Wasserflasche mit 3oz Wasser. Бутылка с 3 унциями воды. - Water Bottle with 3oz of water. - Water Bottle with 3oz of water. - Water Bottle with 3oz of water. Water Bottle (4oz) Wasserflasche (4oz) Бутылка воды (4 унции) - Water Bottle (4oz) - Water Bottle (4oz) - Water Bottle (4oz) Water Bottle with 4oz of water. Wasserflasche mit 4oz Wasser. Бутылка с 4 унциями воды. - Water Bottle with 4oz of water. - Water Bottle with 4oz of water. - Water Bottle with 4oz of water. Water Bottle (5oz) Wasserflasche (5oz) Бутылка воды (5 унций) - Water Bottle (5oz) - Water Bottle (5oz) - Water Bottle (5oz) Water Bottle with 5oz of water. Wasserflasche mit 5oz Wasser. Бутылка с 5 унциями воды. - Water Bottle with 5oz of water. - Water Bottle with 5oz of water. - Water Bottle with 5oz of water. Water Bottle (6oz) Wasserflasche (6oz) Бутылка воды (6 унций) - Water Bottle (6oz) - Water Bottle (6oz) - Water Bottle (6oz) Water Bottle with 6oz of water. Wasserflasche mit 6oz Wasser. Бутылка с 6 унциями воды. - Water Bottle with 6oz of water. - Water Bottle with 6oz of water. - Water Bottle with 6oz of water. Water Bottle (7oz) Wasserflasche (7oz) Бутылка воды (7 унций) - Water Bottle (7oz) - Water Bottle (7oz) - Water Bottle (7oz) Water Bottle with 7oz of water. Wasserflasche mit 7oz Wasser. Бутылка с 7 унциями воды. - Water Bottle with 7oz of water. - Water Bottle with 7oz of water. - Water Bottle with 7oz of water. Water Bottle (8oz) Wasserflasche (8oz) Бутылка воды (8 унций) - Water Bottle (8oz) - Water Bottle (8oz) - Water Bottle (8oz) Water Bottle with 8oz of water. Wasserflasche mit 8oz Wasser. Бутылка с 8 унциями воды. - Water Bottle with 8oz of water. - Water Bottle with 8oz of water. - Water Bottle with 8oz of water. Water Bottle (9oz) Wasserflasche (9oz) Бутылка воды (9 унций) - Water Bottle (9oz) - Water Bottle (9oz) - Water Bottle (9oz) Water Bottle with 9oz of water. Wasserflasche mit 9oz Wasser. Бутылка с 9 унциями воды. - Water Bottle with 9oz of water. - Water Bottle with 9oz of water. - Water Bottle with 9oz of water. Briefcase Koffer Чемоданчик - Briefcase - Briefcase - Briefcase Empty Briefcase Leerer Koffer Пустой чемоданчик - Empty Briefcase - Empty Briefcase - Empty Briefcase Briefcase (Contains: 1 x 10oz Gold Bar) Koffer (Inhalt: 1 x 10oz Goldbarren) Чемоданчик (Содержит: 1 золотой слиток (10 унций)) - Briefcase (Contains: 1 x 10oz Gold Bar) - Briefcase (Contains: 1 x 10oz Gold Bar) - Briefcase (Contains: 1 x 10oz Gold Bar) Briefcase (Contains: 2 x 10oz Gold Bar) Koffer (Inhalt: 2 x 10oz Goldbarren) Чемоданчик (Содержит: 2 золотых слитка по 10 унций) - Briefcase (Contains: 2 x 10oz Gold Bar) - Briefcase (Contains: 2 x 10oz Gold Bar) - Briefcase (Contains: 2 x 10oz Gold Bar) Briefcase (Contains: 3 x 10oz Gold Bar) Koffer (Inhalt: 3 x 10oz Goldbarren) Чемоданчик (Содержит: 3 золотых слитка по 10 унций) - Briefcase (Contains: 3 x 10oz Gold Bar) - Briefcase (Contains: 3 x 10oz Gold Bar) - Briefcase (Contains: 3 x 10oz Gold Bar) Briefcase (Contains: 4 x 10oz Gold Bar) Koffer (Inhalt: 4 x 10oz Goldbarren) Чемоданчик (Содержит: 4 золотых слитка по 10 унций) - Briefcase (Contains: 4 x 10oz Gold Bar) - Briefcase (Contains: 4 x 10oz Gold Bar) - Briefcase (Contains: 4 x 10oz Gold Bar) Briefcase (Contains: 5 x 10oz Gold Bar) Koffer (Inhalt: 5 x 10oz Goldbarren) Чемоданчик (Содержит: 5 золотых слитков по 10 унций) - Briefcase (Contains: 5 x 10oz Gold Bar) - Briefcase (Contains: 5 x 10oz Gold Bar) - Briefcase (Contains: 5 x 10oz Gold Bar) Briefcase (Contains: 6 x 10oz Gold Bar) Koffer (Inhalt: 6 x 10oz Goldbarren) Чемоданчик (Содержит: 6 золотых слитков по 10 унций) - Briefcase (Contains: 6 x 10oz Gold Bar) - Briefcase (Contains: 6 x 10oz Gold Bar) - Briefcase (Contains: 6 x 10oz Gold Bar) Briefcase (Contains: 7 x 10oz Gold Bar) Koffer (Inhalt: 7 x 10oz Goldbarren) Чемоданчик (Содержит: 7 золотых слитков по 10 унций) - Briefcase (Contains: 7 x 10oz Gold Bar) - Briefcase (Contains: 7 x 10oz Gold Bar) - Briefcase (Contains: 7 x 10oz Gold Bar) Briefcase (Contains: 8 x 10oz Gold Bar) Koffer (Inhalt: 8 x 10oz Goldbarren) Чемоданчик (Содержит: 8 золотых слитков по 10 унций) - Briefcase (Contains: 8 x 10oz Gold Bar) - Briefcase (Contains: 8 x 10oz Gold Bar) - Briefcase (Contains: 8 x 10oz Gold Bar) Briefcase (Contains: 9 x 10oz Gold Bar) Koffer (Inhalt: 9 x 10oz Goldbarren) Чемоданчик (Содержит: 9 золотых слитков по 10 унций) - Briefcase (Contains: 9 x 10oz Gold Bar) - Briefcase (Contains: 9 x 10oz Gold Bar) - Briefcase (Contains: 9 x 10oz Gold Bar) Briefcase (Contains: 10 x 10oz Gold Bar) Koffer (Inhalt: 10 x 10oz Goldbarren) Чемоданчик (Содержит: 10 золотых слитков по 10 унций) - Briefcase (Contains: 10 x 10oz Gold Bar) - Briefcase (Contains: 10 x 10oz Gold Bar) - Briefcase (Contains: 10 x 10oz Gold Bar) Briefcase (Contains: 1 x 10oz Silver Bar) Koffer (Inhalt: 1 x 10oz Silberbarren) Чемоданчик (Содержит: 1 серебряный слиток (10 унций)) - Briefcase (Contains: 1 x 10oz Silver Bar) - Briefcase (Contains: 1 x 10oz Silver Bar) - Briefcase (Contains: 1 x 10oz Silver Bar) Briefcase (Contains: 2 x 10oz Silver Bar) Koffer (Inhalt: 2 x 10oz Silberbarren) Чемоданчик (Содержит: 2 серебряных слитка по 10 унций) - Briefcase (Contains: 2 x 10oz Silver Bar) - Briefcase (Contains: 2 x 10oz Silver Bar) - Briefcase (Contains: 2 x 10oz Silver Bar) Briefcase (Contains: 3 x 10oz Silver Bar) Koffer (Inhalt: 3 x 10oz Silberbarren) Чемоданчик (Содержит: 3 серебряных слитка по 10 унций) - Briefcase (Contains: 3 x 10oz Silver Bar) - Briefcase (Contains: 3 x 10oz Silver Bar) - Briefcase (Contains: 3 x 10oz Silver Bar) Briefcase (Contains: 4 x 10oz Silver Bar) Koffer (Inhalt: 4 x 10oz Silberbarren) Чемоданчик (Содержит: 4 серебряных слитка по 10 унций) - Briefcase (Contains: 4 x 10oz Silver Bar) - Briefcase (Contains: 4 x 10oz Silver Bar) - Briefcase (Contains: 4 x 10oz Silver Bar) Briefcase (Contains: 5 x 10oz Silver Bar) Koffer (Inhalt: 5 x 10oz Silberbarren) Чемоданчик (Содержит: 5 серебряных слитков по 10 унций) - Briefcase (Contains: 5 x 10oz Silver Bar) - Briefcase (Contains: 5 x 10oz Silver Bar) - Briefcase (Contains: 5 x 10oz Silver Bar) Briefcase (Contains: 6 x 10oz Silver Bar) Koffer (Inhalt: 6 x 10oz Silberbarren) Чемоданчик (Содержит: 6 серебряных слитков по 10 унций) - Briefcase (Contains: 6 x 10oz Silver Bar) - Briefcase (Contains: 6 x 10oz Silver Bar) - Briefcase (Contains: 6 x 10oz Silver Bar) Briefcase (Contains: 7 x 10oz Silver Bar) Koffer (Inhalt: 7 x 10oz Silberbarren) Чемоданчик (Содержит: 7 серебряных слитков по 10 унций) - Briefcase (Contains: 7 x 10oz Silver Bar) - Briefcase (Contains: 7 x 10oz Silver Bar) - Briefcase (Contains: 7 x 10oz Silver Bar) Briefcase (Contains: 8 x 10oz Silver Bar) Koffer (Inhalt: 8 x 10oz Silberbarren) Чемоданчик (Содержит: 8 серебряных слитков по 10 унций) - Briefcase (Contains: 8 x 10oz Silver Bar) - Briefcase (Contains: 8 x 10oz Silver Bar) - Briefcase (Contains: 8 x 10oz Silver Bar) Briefcase (Contains: 9 x 10oz Silver Bar) Koffer (Inhalt: 9 x 10oz Silberbarren) Чемоданчик (Содержит: 9 серебряных слитков по 10 унций) - Briefcase (Contains: 9 x 10oz Silver Bar) - Briefcase (Contains: 9 x 10oz Silver Bar) - Briefcase (Contains: 9 x 10oz Silver Bar) Briefcase (Contains: 10 x 10oz Silver Bar) Koffer (Inhalt: 10 x 10oz Silberbarren) Чемоданчик (Содержит: 10 серебряных слитков по 10 унций) - Briefcase (Contains: 10 x 10oz Silver Bar) - Briefcase (Contains: 10 x 10oz Silver Bar) - Briefcase (Contains: 10 x 10oz Silver Bar) Vehicle @@ -16084,57 +14841,36 @@ Selling from your gear. Verkauf aus meiner Ausrüstung. Продажа из снаряжения. - Selling from your gear. - Selling from your gear. - Selling from your gear. Selling from your vehicle. Verkauf aus dem Fahrzeug. Продажа из транспорта. - Selling from your vehicle. - Selling from your vehicle. - Selling from your vehicle. Selling from your backpack. Verkauf aus dem Rucksack. Продажа из рюкзака. - Selling from your backpack. - Selling from your backpack. - Selling from your backpack. These are all the items I'm selling. Dies sind alle Produkte, die ich verkaufe. Вот какие вещи я продаю. - These are all the items I'm selling. - These are all the items I'm selling. - These are all the items I'm selling. Buying into your vehicle. Kauf ins Fahrzeug. Покупка в транспорт. - Buying into your vehicle. - Buying into your vehicle. - Buying into your vehicle. Buying into your backpack. Kauf in den Rucksack. Покупка в рюкзак. - Buying into your backpack. - Buying into your backpack. - Buying into your backpack. Buying into your gear. Kauf in meine Ausrüstung. Покупка в снаряжение. - Buying into your gear. - Buying into your gear. - Buying into your gear. Nothing @@ -16170,9 +14906,6 @@ You are not wearing a backpack. Du hast keinen Rucksack. У вас нет рюкзака. - You are not wearing a backpack. - You are not wearing a backpack. - You are not wearing a backpack. You already have a backpack. @@ -16184,17 +14917,11 @@ I would offer %1 %2. Ich biete %1 %2. Я предлагаю: %1 %2. - I would offer %1 %2. - I would offer %1 %2. - I would offer %1 %2. I accept %1 items from your %2. Ich nehme %1 aus %2. Я беру: %1 шт. из %2. - I accept %1 items from %2. - I accept %1 items from %2. - I accept %1 items from %2. Something went wrong selecting the trader. @@ -16431,779 +15158,348 @@ Metal Floor - Metal Floor - Metal Floor - Metal Floor - Metal Floor - Metal Floor Cinder Wall Half - Cinder Wall Half - Cinder Wall Half - Cinder Wall Half - Cinder Wall Half - Cinder Wall Half Cinder Wall Full - Cinder Wall Full - Cinder Wall Full - Cinder Wall Full - Cinder Wall Full - Cinder Wall Full Half height cinder block wall. - Half height cinder block wall. - Half height cinder block wall. - Half height cinder block wall. - Half height cinder block wall. - Half height cinder block wall. Full height cinder block wall. - Full height cinder block wall. - Full height cinder block wall. - Full height cinder block wall. - Full height cinder block wall. - Full height cinder block wall. Cinder Doorway - Cinder Doorway - Cinder Doorway - Cinder Doorway - Cinder Doorway - Cinder Doorway Cinder block doorway. - Cinder block doorway. - Cinder block doorway. - Cinder block doorway. - Cinder block doorway. - Cinder block doorway. Cinder Garage Doorway - Cinder Garage Doorway - Cinder Garage Doorway - Cinder Garage Doorway - Cinder Garage Doorway - Cinder Garage Doorway Cinder block garage doorway. - Cinder block garage doorway. - Cinder block garage doorway. - Cinder block garage doorway. - Cinder block garage doorway. - Cinder block garage doorway. Floor/Ceiling - Floor/Ceiling - Floor/Ceiling - Floor/Ceiling - Floor/Ceiling - Floor/Ceiling Floor/Ceiling 1/2 - Floor/Ceiling 1/2 - Floor/Ceiling 1/2 - Floor/Ceiling 1/2 - Floor/Ceiling 1/2 - Floor/Ceiling 1/2 Floor/Ceiling 1/4 - Floor/Ceiling 1/4 - Floor/Ceiling 1/4 - Floor/Ceiling 1/4 - Floor/Ceiling 1/4 - Floor/Ceiling 1/4 Wooden floor can also be used as a ceiling. - Wooden floor can also be used as a ceiling. - Wooden floor can also be used as a ceiling. - Wooden floor can also be used as a ceiling. - Wooden floor can also be used as a ceiling. - Wooden floor can also be used as a ceiling. Wooden Stairs - Wooden Stairs - Wooden Stairs - Wooden Stairs - Wooden Stairs - Wooden Stairs Wooden Stairs w/ supports - Wooden Stairs w/ supports - Wooden Stairs w/ supports - Wooden Stairs w/ supports - Wooden Stairs w/ supports - Wooden Stairs w/ supports Wooden stairs with supports. - Wooden stairs with supports. - Wooden stairs with supports. - Wooden stairs with supports. - Wooden stairs with supports. - Wooden stairs with supports. Wooden Ladder - Wooden Ladder - Wooden Ladder - Wooden Ladder - Wooden Ladder - Wooden Ladder Wooden Wall - Wooden Wall - Wooden Wall - Wooden Wall - Wooden Wall - Wooden Wall Wall constructed out of plywood and lumber. - Wall constructed out of plywood and lumber. - Wall constructed out of plywood and lumber. - Wall constructed out of plywood and lumber. - Wall constructed out of plywood and lumber. - Wall constructed out of plywood and lumber. Wooden Wall 1/3 - Wooden Wall 1/3 - Wooden Wall 1/3 - Wooden Wall 1/3 - Wooden Wall 1/3 - Wooden Wall 1/3 Third wall constructed out of plywood and lumber. - Third wall constructed out of plywood and lumber. - Third wall constructed out of plywood and lumber. - Third wall constructed out of plywood and lumber. - Third wall constructed out of plywood and lumber. - Third wall constructed out of plywood and lumber. Wall w/ Window - Wall w/ Window - Wall w/ Window - Wall w/ Window - Wall w/ Window - Wall w/ Window Wall with window constructed out of plywood and lumber. - Wall with window constructed out of plywood and lumber. - Wall with window constructed out of plywood and lumber. - Wall with window constructed out of plywood and lumber. - Wall with window constructed out of plywood and lumber. - Wall with window constructed out of plywood and lumber. Wall w/ Doorway - Wall w/ Doorway - Wall w/ Doorway - Wall w/ Doorway - Wall w/ Doorway - Wall w/ Doorway Wall with doorway constructed out of plywood and lumber. - Wall with doorway constructed out of plywood and lumber. - Wall with doorway constructed out of plywood and lumber. - Wall with doorway constructed out of plywood and lumber. - Wall with doorway constructed out of plywood and lumber. - Wall with doorway constructed out of plywood and lumber. Wall w/ Door - Wall w/ Door - Wall w/ Door - Wall w/ Door - Wall w/ Door - Wall w/ Door Wall w/ Door Locked - Wall w/ Door Locked - Wall w/ Door Locked - Wall w/ Door Locked - Wall w/ Door Locked - Wall w/ Door Locked Wall with locked door constructed out of plywood and lumber. - Wall with locked door constructed out of plywood and lumber. - Wall with locked door constructed out of plywood and lumber. - Wall with locked door constructed out of plywood and lumber. - Wall with locked door constructed out of plywood and lumber. - Wall with locked door constructed out of plywood and lumber. Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. Wooden Garage Door - Wooden Garage Door - Wooden Garage Door - Wooden Garage Door - Wooden Garage Door - Wooden Garage Door Garage door constructed out of plywood and lumber. - Garage door constructed out of plywood and lumber. - Garage door constructed out of plywood and lumber. - Garage door constructed out of plywood and lumber. - Garage door constructed out of plywood and lumber. - Garage door constructed out of plywood and lumber. Wooden Garage Door Locked - Wooden Garage Door Locked - Wooden Garage Door Locked - Wooden Garage Door Locked - Wooden Garage Door Locked - Wooden Garage Door Locked Garage door with combination lock. - Garage door with combination lock. - Garage door with combination lock. - Garage door with combination lock. - Garage door with combination lock. - Garage door with combination lock. Large Wooden Wall - Large Wooden Wall - Large Wooden Wall - Large Wooden Wall - Large Wooden Wall - Large Wooden Wall Large wall constructed out of plywood and lumber. - Large wall constructed out of plywood and lumber. - Large wall constructed out of plywood and lumber. - Large wall constructed out of plywood and lumber. - Large wall constructed out of plywood and lumber. - Large wall constructed out of plywood and lumber. Large Wall w/ Window - Large Wall w/ Window - Large Wall w/ Window - Large Wall w/ Window - Large Wall w/ Window - Large Wall w/ Window Large wall with window constructed out of plywood and lumber. - Large wall with window constructed out of plywood and lumber. - Large wall with window constructed out of plywood and lumber. - Large wall with window constructed out of plywood and lumber. - Large wall with window constructed out of plywood and lumber. - Large wall with window constructed out of plywood and lumber. Large Wall w/ Doorway - Large Wall w/ Doorway - Large Wall w/ Doorway - Large Wall w/ Doorway - Large Wall w/ Doorway - Large Wall w/ Doorway Large wall with doorway constructed out of plywood and lumber. - Large wall with doorway constructed out of plywood and lumber. - Large wall with doorway constructed out of plywood and lumber. - Large wall with doorway constructed out of plywood and lumber. - Large wall with doorway constructed out of plywood and lumber. - Large wall with doorway constructed out of plywood and lumber. Large Wall w/ Door - Large Wall w/ Door - Large Wall w/ Door - Large Wall w/ Door - Large Wall w/ Door - Large Wall w/ Door Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. - Wall with door constructed out of plywood and lumber. Large Wall w/ Door Locked - Large Wall w/ Door Locked - Large Wall w/ Door Locked - Large Wall w/ Door Locked - Large Wall w/ Door Locked - Large Wall w/ Door Locked Wall with combination lock door constructed out of plywood and lumber. - Wall with combination lock door constructed out of plywood and lumber. - Wall with combination lock door constructed out of plywood and lumber. - Wall with combination lock door constructed out of plywood and lumber. - Wall with combination lock door constructed out of plywood and lumber. - Wall with combination lock door constructed out of plywood and lumber. Aluminum - Aluminum Алюминий - Aluminum - Aluminum - Aluminum Aluminum Bar - Aluminum Bar Алюминиевый слиток - Aluminum Bar - Aluminum Bar - Aluminum Bar 10oz Aluminum - 10oz Aluminum 10 унций алюминия - 10oz Aluminum - 10oz Aluminum - 10oz Aluminum 10oz Aluminum Bar - 10oz Aluminum Bar Алюминиевый слиток (10 унций) - 10oz Aluminum Bar - 10oz Aluminum Bar - 10oz Aluminum Bar Bronze - Bronze Бронза - Bronze - Bronze - Bronze Bronze Bar - Bronze Bar Бронзовый слиток - Bronze Bar - Bronze Bar - Bronze Bar Copper - Copper Медь - Copper - Copper - Copper Copper Bar - Copper Bar Медный слиток - Copper Bar - Copper Bar - Copper Bar 10oz Copper - 10oz Copper 10 унций меди - 10oz Copper - 10oz Copper - 10oz Copper 10oz Copper Bar - 10oz Copper Bar Медный слиток (10 унций) - 10oz Copper Bar - 10oz Copper Bar - 10oz Copper Bar Gold - Gold Золото - Gold - Gold - Gold Gold Bar - Gold Bar Золотой слиток - Gold Bar - Gold Bar - Gold Bar 2oz Gold - 2oz Gold 2 унции золота - 2oz Gold - 2oz Gold - 2oz Gold 2 x 1oz Gold Bar - 2 x 1oz Gold Bar 2 золотых слитка по 1 унции - 2 x 1oz Gold Bar - 2 x 1oz Gold Bar - 2 x 1oz Gold Bar 3oz Gold - 3oz Gold 3 унции золота - 3oz Gold - 3oz Gold - 3oz Gold 3 x 1oz Gold Bar - 3 x 1oz Gold Bar 3 золотых слитка по 1 унции - 3 x 1oz Gold Bar - 3 x 1oz Gold Bar - 3 x 1oz Gold Bar 4oz Gold - 4oz Gold 4 унции золота - 4oz Gold - 4oz Gold - 4oz Gold 4 x 1oz Gold Bar - 4 x 1oz Gold Bar 4 золотых слитка по 1 унции - 4 x 1oz Gold Bar - 4 x 1oz Gold Bar - 4 x 1oz Gold Bar 5oz Gold - 5oz Gold 5 унций золота - 5oz Gold - 5oz Gold - 5oz Gold 5 x 1oz Gold Bar - 5 x 1oz Gold Bar 5 золотых слитков по 1 унции - 5 x 1oz Gold Bar - 5 x 1oz Gold Bar - 5 x 1oz Gold Bar 6oz Gold - 6oz Gold 6 унций золота - 6oz Gold - 6oz Gold - 6oz Gold 6 x 1oz Gold Bar - 6 x 1oz Gold Bar 6 золотых слитков по 1 унции - 6 x 1oz Gold Bar - 6 x 1oz Gold Bar - 6 x 1oz Gold Bar 7oz Gold - 7oz Gold 7 унций золота - 7oz Gold - 7oz Gold - 7oz Gold 7 x 1oz Gold Bar - 7 x 1oz Gold Bar 7 золотых слитков по 1 унции - 7 x 1oz Gold Bar - 7 x 1oz Gold Bar - 7 x 1oz Gold Bar 8oz Gold - 8oz Gold 8 унций золота - 8oz Gold - 8oz Gold - 8oz Gold 8 x 1oz Gold Bar - 8 x 1oz Gold Bar 8 золотых слитков по 1 унции - 8 x 1oz Gold Bar - 8 x 1oz Gold Bar - 8 x 1oz Gold Bar 9oz Gold - 9oz Gold 9 унций золота - 9oz Gold - 9oz Gold - 9oz Gold 9 x 1oz Gold Bar - 9 x 1oz Gold Bar 9 золотых слитков по 1 унции - 9 x 1oz Gold Bar - 9 x 1oz Gold Bar - 9 x 1oz Gold Bar 10oz Gold - 10oz Gold 10 унций золота - 10oz Gold - 10oz Gold - 10oz Gold 10 x 1oz Gold Bar - 10 x 1oz Gold Bar 10 золотых слитков по 1 унции - 10 x 1oz Gold Bar - 10 x 1oz Gold Bar - 10 x 1oz Gold Bar Silver - Silver Серебро - Silver - Silver - Silver Silver Bar - Silver Bar Серебряный слиток - Silver Bar - Silver Bar - Silver Bar 2oz Silver - 2oz Silver 2 унции серебра - 2oz Silver - 2oz Silver - 2oz Silver 2 x 1oz Silver Bar - 2 x 1oz Silver Bar 2 серебряных слитка по 1 унции - 2 x 1oz Silver Bar - 2 x 1oz Silver Bar - 2 x 1oz Silver Bar 3oz Silver - 3oz Silver 3 унции серебра - 3oz Silver - 3oz Silver - 3oz Silver 3 x 1oz Silver Bar - 3 x 1oz Silver Bar 3 серебряных слитка по 1 унции - 3 x 1oz Silver Bar - 3 x 1oz Silver Bar - 3 x 1oz Silver Bar 4oz Silver - 4oz Silver 4 унции серебра - 4oz Silver - 4oz Silver - 4oz Silver 4 x 1oz Silver Bar - 4 x 1oz Silver Bar 4 серебряных слитка по 1 унции - 4 x 1oz Silver Bar - 4 x 1oz Silver Bar - 4 x 1oz Silver Bar 5oz Silver - 5oz Silver 5 унций серебра - 5oz Silver - 5oz Silver - 5oz Silver 5 x 1oz Silver Bar - 5 x 1oz Silver Bar 5 серебряных слитков по 1 унции - 5 x 1oz Silver Bar - 5 x 1oz Silver Bar - 5 x 1oz Silver Bar 6oz Silver - 6oz Silver 6 унций серебра - 6oz Silver - 6oz Silver - 6oz Silver 6 x 1oz Silver Bar - 6 x 1oz Silver Bar 6 серебряных слитков по 1 унции - 6 x 1oz Silver Bar - 6 x 1oz Silver Bar - 6 x 1oz Silver Bar 7oz Silver - 7oz Silver 7 унций серебра - 7oz Silver - 7oz Silver - 7oz Silver 7 x 1oz Silver Bar - 7 x 1oz Silver Bar 7 серебряных слитков по 1 унции - 7 x 1oz Silver Bar - 7 x 1oz Silver Bar - 7 x 1oz Silver Bar 8oz Silver - 8oz Silver 8 унций серебра - 8oz Silver - 8oz Silver - 8oz Silver 8 x 1oz Silver Bar - 8 x 1oz Silver Bar 8 серебряных слитков по 1 унции - 8 x 1oz Silver Bar - 8 x 1oz Silver Bar - 8 x 1oz Silver Bar 9oz Silver - 9oz Silver 9 унций серебра - 9oz Silver - 9oz Silver - 9oz Silver 9 x 1oz Silver Bar - 9 x 1oz Silver Bar 9 серебряных слитков по 1 унции - 9 x 1oz Silver Bar - 9 x 1oz Silver Bar - 9 x 1oz Silver Bar 10oz Silver - 10oz Silver 10 унций серебра - 10oz Silver - 10oz Silver - 10oz Silver 10 x 1oz Silver Bar - 10 x 1oz Silver Bar 10 серебряных слитков по 1 унции - 10 x 1oz Silver Bar - 10 x 1oz Silver Bar - 10 x 1oz Silver Bar Tin - Tin Олово - Tin - Tin - Tin Tin Bar - Tin Bar Оловянный слиток - Tin Bar - Tin Bar - Tin Bar 10oz Tin - 10oz Tin 10 унций олова - 10oz Tin - 10oz Tin - 10oz Tin 10oz Tin Bar - 10oz Tin Bar Оловянный слиток (10 унций) - 10oz Tin Bar - 10oz Tin Bar - 10oz Tin Bar Officer Suit @@ -17448,10 +15744,8 @@ General - General Генерал Général - General Generale Tábornok Generał @@ -17621,14 +15915,9 @@ Max - Max - Max Máximo - Max - Max Максимум Maks. - Max Speed @@ -17667,8 +15956,6 @@ Compatible Kompatibel совместимый - Compatible - Compatible Kompatibilní @@ -17692,7 +15979,6 @@ SI ИИ KI - AI View From c66bd67f013d486a81751e1f27c7334e70d5dd58 Mon Sep 17 00:00:00 2001 From: ebaydayz Date: Mon, 15 Aug 2016 20:07:34 -0400 Subject: [PATCH 12/12] Remove duplicate translations again Missed a few @oiad ;) --- SQF/dayz_code/stringtable.xml | 2 -- 1 file changed, 2 deletions(-) diff --git a/SQF/dayz_code/stringtable.xml b/SQF/dayz_code/stringtable.xml index f0b350451..4e9d12218 100644 --- a/SQF/dayz_code/stringtable.xml +++ b/SQF/dayz_code/stringtable.xml @@ -9712,12 +9712,10 @@ Lock Build - Lock Build Заблокировать строительство Unlock Build - Unlock Build Разблокировать строительство