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

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