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https://github.com/EpochModTeam/DayZ-Epoch.git
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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.
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@@ -428,17 +428,17 @@ if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cu
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s_player_studybody = -1;
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};
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/*
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//Dog
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if (_isDog and _isAlive and (_hasRawMeat) and _canDo and _ownerID == "0" and player getVariable ["dogID", 0] == 0) then {
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if (s_player_tamedog < 0) then {
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s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", cursorTarget, 1, false, true, "", ""];
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if(dayz_tameDogs) then {
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//Dog
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if (_isDog and _isAlive and (_hasRawMeat) and _canDo and _ownerID == "0" and player getVariable ["dogID", 0] == 0) then {
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if (s_player_tamedog < 0) then {
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s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", cursorTarget, 1, false, true, "", ""];
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};
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} else {
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player removeAction s_player_tamedog;
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s_player_tamedog = -1;
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};
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} else {
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player removeAction s_player_tamedog;
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s_player_tamedog = -1;
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};
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*/
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if (_isDog and _ownerID == dayz_characterID and _isAlive and _canDo) then {
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_dogHandle = player getVariable ["dogID", 0];
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@@ -1,5 +1,5 @@
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private ["_objects"];
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_objects = nearestObjects [getPosATL player, ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage","VaultStorage"], 10];
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_objects = nearestObjects [getPosATL player, ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage"], 10];
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{
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//["dayzUpdateVehicle",[_x,"gear"]] call callRpcProcedure;
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dayzUpdateVehicle = [_x,"gear"];
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@@ -1,7 +1,7 @@
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/*
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[_obj] spawn player_packTent;
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*/
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private["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_bag","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr"];
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private["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_object","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr"];
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_obj = _this;
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_ownerID = _obj getVariable["CharacterID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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@@ -28,10 +28,15 @@ if(_ownerID == dayz_characterID) then {
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sleep 3;
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_classname = getText (configFile >> "CfgMagazines" >> (typeOf_obj) >> "create");
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_location = _pos;
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//place tent (local)
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_bag = createVehicle ["WeaponHolder_ItemTent",_pos,[], 0, "CAN_COLLIDE"];
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_bag setdir _dir;
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player reveal _bag;
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//_bag = createVehicle ["WeaponHolder_ItemTent",_pos,[], 0, "CAN_COLLIDE"];
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_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
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_object setdir _dir;
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player reveal _object;
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_holder = "WeaponHolder" createVehicle _pos;
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@@ -17,7 +17,14 @@ switch (_iClass) do {
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_weights = dayz_CLChances select _index;
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_cntWeights = count _weights;
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_qty = 0;
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_max = ceil(random 2) + 1;
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// If clothing just spawn one bag of clothes
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if(_iClass == "clothes" or _iClass == "militaryclothes" or _iClass == "specialclothes") then {
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_max = 1;
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} else {
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_max = ceil(random 2) + 1;
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};
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while {_qty < _max} do {
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_tQty = round(random 1) + 1;
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_index = floor(random _cntWeights);
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