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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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@@ -205,8 +205,6 @@ spawn_vehicles = {
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} else {
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// Spawn around buildings and 50% near roads
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if((random 1) > 0.5) then {
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_position = RoadList call BIS_fnc_selectRandom;
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@@ -220,8 +218,6 @@ spawn_vehicles = {
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} else {
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_position = BuildingList call BIS_fnc_selectRandom;
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@@ -260,6 +256,24 @@ spawn_vehicles = {
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clearWeaponCargoGlobal _veh;
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clearMagazineCargoGlobal _veh;
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// Add 0-3 loots to vehicle using random cfgloots
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_allCfgLoots = [] + (getArray (configFile >> "cfgLoot"));
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_num = floor(random 4);
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for "_x" from 1 to _num do {
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_iClass = _allCfgLoots call BIS_fnc_selectRandom;
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_itemTypes = [] + ((getArray (configFile >> "cfgLoot" >> _iClass)) select 0);
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_index = dayz_CLBase find _iClass;
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_weights = dayz_CLChances select _index;
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_cntWeights = count _weights;
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_index = floor(random _cntWeights);
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_index = _weights select _index;
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_itemType = _itemTypes select _index;
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_item addMagazineCargoGlobal [_itemType,1];
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};
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[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
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};
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};
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@@ -269,11 +283,10 @@ spawn_vehicles = {
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spawn_roadblocks = {
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private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray","_isRoad","_roadlist","_istoomany"];
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_WreckList = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
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_WreckLoot = ["DynamicDebris"];
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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if (isDedicated) then {
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_position = RoadList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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@@ -295,10 +308,14 @@ spawn_roadblocks = {
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_marker setMarkerType "DOT";
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};
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_spawnveh = _WreckList call BIS_fnc_selectRandom;
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waitUntil{!isNil "BIS_fnc_selectRandom"};
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_spawnloot = _WreckLoot call BIS_fnc_selectRandom;
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if(_spawnveh == "HMMWVWreck" or _spawnveh == "UralWreck" or _spawnveh == "UAZWreck") then {
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_spawnloot = "DynamicDebrisMilitary";
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} else {
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_spawnloot = "DynamicDebris";
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};
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diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
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_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
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@@ -341,36 +358,28 @@ spawn_roadblocks = {
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};
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// Damage generator fuction
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if(isnil "DynamicVehicleDamageLow") then {
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DynamicVehicleDamageLow = 0;
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};
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if(isnil "DynamicVehicleDamageHigh") then {
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DynamicVehicleDamageHigh = 100;
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};
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// Damage generator function
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generate_new_damage = {
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private ["_damage","_rnd"];
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_rnd = random 1;
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if(_rnd > 0.5) then {
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_damage = 0;
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} else {
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_rnd = random 1;
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if(_rnd > 0.5) then {
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_damage = 0.50;
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} else {
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_damage = 1;
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};
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};
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private ["_damage"];
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_damage = (random ((DynamicVehicleDamageHigh-DynamicVehicleDamageLow)+DynamicVehicleDamageLow))/100;
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_damage;
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};
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// Damage generator fuction
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generate_exp_damage = {
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private ["_damage","_rnd"];
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_rnd = random 1;
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if(_rnd > 0.5) then {
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_damage = 0;
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} else {
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_rnd = random 1;
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if(_rnd > 0.5) then {
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_damage = 0.50;
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} else {
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_damage = 0.85;
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};
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private ["_damage"];
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_damage = (random ((DynamicVehicleDamageHigh-DynamicVehicleDamageLow)+DynamicVehicleDamageLow))/100;
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// limit this to 85% since vehicle would blow up otherwise.
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if(_damage >= 0.85) then {
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_damage = 0.85;
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};
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_damage;
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};
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