1.0.0.2 pre test

+ [FIXED] Can now refuel and siphon while swimming again. Must stay at
same position for 6 seconds.
+ [FIXED] Refuel sound now only plays when an actual refuel/siphon takes
place.
+ [FIXED] Check fuel levels again just before refuel or siphon actions.
+ [FIXED] Player Zombies can now no longer pickup "Take %" objects.
+ [FIXED] Dogs now correctly consume any available raw meat.
+ [FIXED] Machete now spawns correctly, it was missing
WeaponHolder_ItemMachete config.
+ [UPDATED] Updated batttleye scripts.
+ [CHANGED] Gutting zombies and animals now double checks for
"meatHarvested" after animation and before action.
+ [CHANGED] Survivor2_DZ was not in the list of AllPlayers.
+ [CHANGED] Lowered alert radius when gutting zombies to 50m instead of
100m.
+ [CHANGED] Moved all clothes to cfgloots to reduce spawn chances as we
add more. (clothes, militaryclothes, specialclothes)
+ [CHANGED] HMMWV URAL and UAZ road debris now has its own military loot
tables that include sandbags.
+ [CHANGED] New vehicle spawns now have a new damage system using a
random percent between min and max variables. Defaults:
(DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100;)
+ [CHANGED] Animal count was too low was 5 now 8. Can be overridden with
dayz_maxAnimals set inside mission init.sqf.
+ [ADDED] Taming dogs now has a 50% chance to fail and consume meat,
Chance to tame without failure increases with number of days alive
(dayz_skilllevel).
+ [ADDED] Added spawnMarkerCount variable override to use more spawn
marker locations. (default=4)
+ [ADDED] Added medic animation requirement for gutting zombies and
animals so you can now walk away to cancel gutting process.
+ [ADDED] Added old bandit skin back in as Skin_Bandit2_DZ as a drop on
Residential.
+ [ADDED] New vehicle spawns now have a chance to spawn 0-3 loot
randomly from all cfgloots.
+ [ADDED] Added new desert themed domed camping tent (ItemTentDomed)
that holds 75 mags, 12 weapons, and 7 backpacks - thanks to vRNemesis
for model and texture.
+ [ADDED] Added server side ability to enabled taming dogs and can be
enabled by setting dayz_tameDogs = true; within mission init.sqf.
(default: false)
+ [ADDED] Added parachute spawning players as a server side option
enable server side with the variable dayz_paraSpawn = true; within
mission init.sqf. (default: false)
+ [ADDED] Randomly spawning (like helicopter crashes) Mass Grave with
8-16 zombies and 2x more loot.
+ [REMOVED] Commented out remaining unused call to stream_locationCheck.
+ [INFO] Changes can be made to all zombie spawn variables via the
mission init.sqf (defaults: dayz_maxLocalZombies = 40;
dayz_maxGlobalZombies =30; dayz_maxZeds = 500;)
+ [INFO] DZEdebug = true; (default: false) will enable debug so that
road debris and new vehicle spawns are visible via map markers. Also
debug will enable "Save to arma.RPT" that allows access of a tool to
obtain lootpos information for buildings used for adding support for
additional maps.
This commit is contained in:
vbawol
2013-04-10 08:54:13 -05:00
parent f93113b067
commit dd20524793
53 changed files with 2523 additions and 333 deletions

View File

@@ -35,65 +35,93 @@ for "_x" from 1 to _siphonQty do {
cutText [format[("Preparing to siphon, stand still to fill empty jerry can %1 of %2."),_fillCounter,_siphonQty] , "PLAIN DOWN"];
};
// force animation
player playActionNow "Medic";
// Play sound and alert zombies
[player,"refuel",0,false] call dayz_zombieSpeak;
// alert zombies
[player,20,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
if(!dayz_isSwimming) then {
// force animation
player playActionNow "Medic";
r_interrupt = false;
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
if (_started and !_isMedic) then {
r_doLoop = false;
r_doLoop = false;
if (!_finished) exitWith {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled siphon." , "PLAIN DOWN"];
_abort = true;
};
} else {
// Alternate method in water make sure player stays in one spot for 6 seconds
_location1 = getPosATL player;
sleep 6;
_location2 = getPosATL player;
if(_location1 distance _location2 > 0.1) then {
_finished = false;
} else {
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if (!_finished) exitWith {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled siphon." , "PLAIN DOWN"];
_abort = true;
};
if (_finished) then {
if ("ItemJerrycanEmpty" in magazines player) then {
// Play sound
[player,"refuel",0,false] call dayz_zombieSpeak;
player removeMagazine "ItemJerrycanEmpty";
player addMagazine "ItemJerrycan";
//apply newFuel to vehicle on every peer
//["dayzSetFuel",[_vehicle,_newFuel]] call broadcastRpcCallAll;
dayzSetFuel = [_vehicle,_newFuel];
if (local _vehicle) then {
dayzSetFuel spawn local_setFuel;
};
publicVariable "dayzSetFuel";
// Get fuel levels again to ensure proper fuel level from others siphoning
_curFuel = ((fuel _vehicle) * _capacity);
_newFuel = (_curFuel - _canSize);
cutText [format["%1 has been drained for %2 litres of Fuel",_nameType,_canSize], "PLAIN DOWN"];
// calculate minimum needed fuel
_newFuel = (_newFuel / _capacity);
if (_newFuel > 0) then {
dayzSetFuel = [_vehicle,_newFuel];
if (local _vehicle) then {
dayzSetFuel spawn local_setFuel;
};
publicVariable "dayzSetFuel";
cutText [format["%1 has been drained for %2 litres of Fuel",_nameType,_canSize], "PLAIN DOWN"];
call fnc_usec_medic_removeActions;
r_action = false;
call fnc_usec_medic_removeActions;
r_action = false;
sleep 1;
sleep 1;
} else {
_abort = true;
};
} else {
_abort = true;