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

@@ -1086,6 +1086,12 @@ class CfgMagazines
scope = 2;
displayName = "Bandit Outfit";
descriptionShort = "Bandit Outfit";
};
class Skin_Bandit2_DZ: SkinBase
{
scope = 2;
displayName = "Bandit Camo";
descriptionShort = "Bandit Camo Outfit";
};
class Skin_BanditW1_DZ: SkinBase
{
@@ -1928,6 +1934,7 @@ class CfgMagazines
{
text = "$STR_PITCH_TENT";
script = "spawn player_tentPitch;";
create = "TentStorage";
};
};
};
@@ -2081,6 +2088,7 @@ class CfgVehicles
animated = 0;
vehicleClass = "Fortifications";
icon = "\Ca\misc\data\icons\I_drutkolczasty_CA.paa";
offset[] = {0,1.5,0.5};
accuracy = 0.3;
mapSize = 5.5;
displayName = "Wire (CAT1)";
@@ -2099,6 +2107,7 @@ class CfgVehicles
scope = 2;
destrType = "DestructNo";
cost = 100;
offset[] = {0,1.5,0.5};
model = "\ca\misc\jezek_kov";
icon = "\ca\data\data\Unknown_object.paa";
mapSize = 2;
@@ -2114,6 +2123,7 @@ class CfgVehicles
vehicleClass = "Fortifications";
model = "\ca\misc\Fort_Razorwire";
icon = "\Ca\misc\data\icons\I_drutkolczasty_CA.paa";
offset[] = {0,1,5,0.5};
accuracy = 0.3;
mapSize = 5.5;
displayName = "Wire";
@@ -2129,6 +2139,7 @@ class CfgVehicles
cost = 100;
model = "\ca\misc2\BagFenceLong.p3d";
icon = "\Ca\misc3\data\Icons\icon_fortBagFenceLong_ca.paa";
offset[] = {0,1,5,0.5};
mapSize = 2;
armor = 400;
displayName = "Bag Fence";
@@ -2140,6 +2151,7 @@ class CfgVehicles
animated = 0;
vehicleClass = "Fortifications";
typicalCargo[] = {};
offset[] = {0,1,5,0.5};
irTarget = 0;
accuracy = 0.3;
transportAmmo = 0;
@@ -2157,18 +2169,20 @@ class CfgVehicles
displayName = "H-barrier cube";
GhostPreview = "Land_HBarrier1Preview";
};
class WoodGate_DZ: BuiltItems
class Land_kulna;
class WoodGate_DZ: Land_kulna
{
scope = 2;
destrType = "DestructTree";
destrType = "DestructBuilding";
cost = 100;
model = "\ca\structures\Wall\Gate_wood2_5";
icon = "\ca\data\data\Unknown_object.paa";
mapSize = 2;
armor = 50;
displayName = "Locked Wood Gate";
offset[] = {0,2.5,1};
//model = "\ca\structures\Wall\Gate_wood2_5";
//icon = "\ca\data\data\Unknown_object.paa";
//mapSize = 2;
armor = 100;
displayName = "Wooden Shack";
vehicleClass = "Fortifications";
/*
class AnimationSources
{
class DoorR {
@@ -2177,6 +2191,7 @@ class CfgVehicles
initPhase = 0;
}
}
*/
};
class BearTrap_DZ: TrapItems
{
@@ -2260,6 +2275,7 @@ class CfgVehicles
init = "[(_this select 0),'cfgWeapons','Colt1911'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
};
};
class WeaponHolder_ItemHatchet: WeaponHolderBase
{
scope = 2;
@@ -2270,6 +2286,16 @@ class CfgVehicles
init = "[(_this select 0),'cfgWeapons','ItemHatchet'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
};
};
class WeaponHolder_ItemMachete: WeaponHolderBase
{
scope = 2;
displayName = "Machete";
model="\z\addons\dayz_communityassets\models\machete.p3d";
class eventHandlers
{
init = "[(_this select 0),'cfgWeapons','ItemMachete'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
};
};
class WeaponHolder_MeleeCrowbar: WeaponHolderBase
{
scope = 2;
@@ -2310,6 +2336,16 @@ class CfgVehicles
init = "[(_this select 0),'cfgMagazines','ItemTent'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
};
};
class WeaponHolder_ItemTentDomed: WeaponHolderBase
{
scope = 2;
displayName = "Domed Desert Tent";
model = "\dayz_equip\proxy\tentbag.p3d";
class eventHandlers
{
init = "[(_this select 0),'cfgMagazines','ItemTentDomed'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
};
};
class WeaponHolder_ItemVault: WeaponHolderBase
{
scope = 2;
@@ -2440,6 +2476,17 @@ class CfgVehicles
init = "[(_this select 0),'cfgMagazines','ItemOilBarrel'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
};
};
class WeaponHolder_ItemJerrycanEmpty: WeaponHolderBase
{
scope = 2;
displayName = "$STR_EQUIP_NAME_39";
model = "\dayz_equip\proxy\jerrycan.p3d";
class eventHandlers
{
init = "[(_this select 0),'cfgMagazines','ItemJerrycanEmpty'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
};
};
class WeaponHolder_ItemJerrycan: WeaponHolderBase
{
scope = 2;
@@ -2462,6 +2509,16 @@ class CfgVehicles
transportMaxMagazines = 50;
transportMaxWeapons = 10;
transportMaxBackpacks = 5;
create = "WeaponHolder_ItemTent";
};
class TentStorageDomed: TentStorage
{
vehicleClass = "Survival";
model = "\dayz_equip\models\astan.p3d";
transportMaxMagazines = 75;
transportMaxWeapons = 12;
transportMaxBackpacks = 7;
create = "WeaponHolder_ItemTentDomed";
};
class VaultStorage: Land_A_tent
{