Merge remote-tracking branch 'origin/master'

# Conflicts:
#	CHANGE LOG 1.0.6.txt
This commit is contained in:
icomrade
2016-04-27 18:26:07 -04:00
6 changed files with 33 additions and 21 deletions

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@@ -4,7 +4,9 @@
[NEW] 1.8.7 traps, tripwires (cans, flare, grenade, smoke) and car bomb
[NEW] 1.8.7 spawn selection, set dayz_spawnselection = 1; in init.sqf (Chernarus only)
[NEW] 1.8.7 infected camps, points of interest and infectious waterholes map additions (Chernarus only)
[NEW] 1.8.7 weapon switching system and hotkeys (1 = primary, 2 = pistol, 3 = melee)
[NEW] 1.8.7 configurable blood trails, set dayz_bleedingeffect in init.sqf
[NEW] 1.8.7 weapon switching system and hotkeys (1 = primary, 2 = pistol, 3 = melee (or rifle onBack if DZE_TwoPrimaries=2;))
[NEW] Players can carry more than one primary weapon which allows the abillity to hide one on their back, configure using DZE_TwoPrimaries. see ConfigVariable.sqf for details @icomrade
[NEW] Optional news/rules feed on player login, set dayz_enableRules in init.sqf
[NEW] Status UI icons are toggleable between "vanilla","epoch","dark" set DZE_UI in init.sqf @ebaydayz
[NEW] Anzio 20mm sniper and RedRyder BB Gun by @arma2WillRobinson
@@ -27,7 +29,6 @@
[NEW] Upgraded (_DZE1,2,3,4) ArmoredSUV and Kamaz classes are now available. #1518 #1538 @McKeighan
[NEW] Added waves effect during stormy weather #974 @FramedYannick @ebaydayz
[NEW] Optional variable to prevent stealing from backpacks by non-friendlies at traders. Set DZE_BackpackAntiTheft = true; in init.sqf @ebaydayz
[NEW] Players can carry more than one primary weapon which allows the abillity to hide one on their back, configure using DZE_TwoPrimaries. see ConfigVariable.sqf for details @icomrade
[NEW] Zupa's Advanced Trading is now included as part of the Epoch Code, enabled with DZE_advancedTrading = true; NOT COMPATIBLE WITH DATABASE TRADERS @icomrade @Windmolders
[CHANGED] Many duplicate functions and variables were renamed. See Documents\1.0.6 Variable Name Changes.txt @ebaydayz

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@@ -19,6 +19,15 @@ class WeaponHolder_ItemCrowbar: WeaponHolderBase
init="[(_this select 0),'cfgWeapons','ItemCrowbar'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
};
};
class WeaponHolder_ItemSledge : WeaponHolderBase { // Epoch class. Needed for player_dropWeapon
scope = public;
displayName = $STR_EQUIP_NAME_SledgeHammer;
model="\z\addons\dayz_epoch\models\sledge_mag.p3d";
class eventHandlers {
init = "[(_this select 0),'cfgWeapons','ItemSledge'] execVM '\z\addons\dayz_code\init\object_pickupAction.sqf';";
};
};
/*
class WeaponHolder_MeleeBaseBallBat: WeaponHolderBase
{

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@@ -2,29 +2,30 @@ class MeleeSledge: MeleeWeapon
{
scope = public;
model="\z\addons\dayz_epoch\models\sledge_weaponized";
picture="\z\addons\dayz_epoch\pictures\equip_sledge_CA.paa"; // todo icon
displayName=$STR_EQUIP_NAME_SledgeHammer;
descriptionShort=$STR_EQUIP_SLEDGE_DESC;
model = "\z\addons\dayz_epoch\models\sledge_weaponized";
picture = "\z\addons\dayz_epoch\pictures\equip_sledge_CA.paa"; // todo icon
displayName = $STR_EQUIP_NAME_SledgeHammer;
descriptionShort = $STR_EQUIP_SLEDGE_DESC;
magazines[]= {"Sledge_Swing"};
magazines[] = {"Sledge_Swing"};
droppeditem= "ItemSledge";
droppeditem = "ItemSledge";
class ItemActions
{
class Toolbelt
{
text=$STR_ACTIONS_2TB;
script="spawn player_addToolbelt;";
use[]=
{
"MeleeSledge"
};
output[]=
{
"ItemSledge"
};
text = $STR_ACTIONS_2TB;
script = "spawn player_addToolbelt;";
use[] = {"MeleeSledge"};
output[] = {"ItemSledge"};
};
class Drop
{
text = $STR_ACTIONS_DROP;
script = "spawn player_dropWeapon; r_action_count = r_action_count + 1;";
use[] = {"Sledge_Swing"};
};
};
class Library

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@@ -6,6 +6,7 @@ class ItemSledge: ItemCore // Epoch class
picture="\z\addons\dayz_epoch\pictures\equip_sledge_CA.paa";
displayName=$STR_EQUIP_NAME_SledgeHammer;
descriptionShort=$STR_EQUIP_SLEDGE_DESC;
class ItemActions
{
class ToBack

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@@ -160,8 +160,8 @@ dz_fn_switchWeapon =
//Current weapon is primary
if (IS_PRIMARY(_current)) exitWith
{
//if current is rifle and on back is melee
if (!IS_MELEE(_current) && { IS_MELEE(dayz_onBack) }) then
//if current is rifle and on back is melee OR two rifles are allowed
if ((!IS_MELEE(_current) && { IS_MELEE(dayz_onBack) }) or (DZE_TwoPrimaries > 1)) then
{
if (dayz_quickSwitch) then
{

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@@ -63,7 +63,7 @@ if (isNil "keyboard_keys") then {
3 call dz_fn_switchWeapon;
_handled = true;
};
_melee = {
_melee = { // Also works for rifle on back if DZE_TwoPrimaries = 2;
4 call dz_fn_switchWeapon;
_handled = true;
};