+ fixes to count weapons on selling menu
+ now close menu when purchasing/selling items
+ Vaults can now be placed in buildings, maybe buggy still.
+ updated 10oz gold bar texture with correct new one.
+ Disable simulation for all zombies on server
https://github.com/R4Z0R49/DayZMod/pull/359
+ Possible (semi-)infinite loop in zombie_agent.fsm
https://github.com/R4Z0R49/DayZMod/pull/380
This commit is contained in:
vbawol
2013-02-12 13:12:58 -06:00
parent e0df9dca50
commit e626ece4cf
16 changed files with 203 additions and 81 deletions

View File

@@ -0,0 +1,63 @@
/*
=====================================================================================================================
Get Loot Pos - by VBAWOL
Version: 1.0
Date: 10.19.2012
Parameter: nul = [] execVM "Make_lootPos.sqf";
=====================================================================================================================
*/
private ["_target","_type","_pos","_ppos","_veh","_worldPos"];
if (count _this > 2) then
{
_doSave = (_this select 3) select 0;
if (_doSave == "save") then {
_target = nearestObject [player, "HouseBase"];
if (_target isKindOf "All") then {
if (!(isNil ("_target"))) then {
_type = typeOf _target;
_pos = getPosATL _target;
_ppos = _target worldToModel (getPosATL player);
_worldPos = _target modelToWorld _ppos;
diag_log text format ["%1 : %2", _type,_ppos];
_veh = createVehicle ["Sign_arrow_down_EP1", _worldPos, [], 0, "CAN_COLLIDE"];
_veh setPos _worldPos;
} else {
diag_log text format ["Target nil: %1", _target];
};
} else {
diag_log text format ["Failed to get target: %1", _target];
};
} else {
diag_log text format ["Save not passed: %1", _doSave];
};
} else {
s_aveact = -1;
_sleep = 1;
sleep 60;
While {true} do {
if (s_aveact < 0) then {
s_aveact = player addAction ["Save to arma2.rpt", "Make_lootPos.sqf", ["save"], 99, false, true, "",""];
};
sleep _sleep;
};
};

View File

@@ -97,7 +97,7 @@ diag_log format["DEBUG Buy: %1", dayzTraderMenuResult];
_count = {_x == _name} count magazines player;
};
if(_stype == "CfgWeapons") then {
_count = {_x == _name} count items player;
_count = {_x == _name} count weapons player;
};
if (_count > 0) then {

View File

@@ -133,6 +133,10 @@ if (_bulkqty >= 1) then {
// [player,"repair",0,false] call dayz_zombieSpeak;
cutText [format[("Traded %1 %2 for %3 %4"),(_qty_in*_qty),_textPartIn,(_qty_out*_qty),_textPartOut], "PLAIN DOWN"];
{player removeAction _x} forEach s_player_parts;s_player_parts = [];
s_player_parts_crtl = -1;
} else {
cutText [format[("Insufficient Stock %1"),_textPartOut] , "PLAIN DOWN"];
};

View File

@@ -10,10 +10,12 @@ _offset_z = 0;
_offset_z_attach = 0.5;
_location = player modeltoworld [_offset_x,_offset_y,_offset_z];
// Allow placement anywhere.
// _building = nearestObject [(vehicle player), "HouseBase"];
//_isOk = [(vehicle player),_building] call fnc_isInsideBuilding;
_isOk = true;
//diag_log ("Pitch Tent: " + str(_isok) );
@@ -25,7 +27,57 @@ if (!_hastentitem) exitWith {cutText [format[(localize "str_player_31"),_text,"p
// blocked
// Allow on concrete since we dont force to ground.
// if (["concrete",dayz_surfaceType] call fnc_inString) then { _isOk = true; diag_log ("surface concrete"); };
if (isOnRoad _playerPos) then { _isOk = true; diag_log ("surface is road"); };
//diag_log ("Pitch Tent: " + str(_isok) );
// Start Preview loop
_tmpvault = createVehicle ["VaultStorageLocked", _location, [], 0, "NONE"];
_tmpvault setdir _dir;
_tmpvault attachTo [player,[_offset_x,_offset_y,_offset_z_attach]];
_cancel = false;
_counter = 0;
while {_isOk} do {
if(_counter == 0) then {
cutText ["Planning consruction stand still 5 seconds to build.", "PLAIN DOWN"];
sleep 5;
_location1 = getPosATL player;
sleep 5;
_location2 = getPosATL player;
if(_location1 distance _location2 < 0.1) exitWith {
cutText ["Started consruction move within 5 seconds to cancel.", "PLAIN DOWN"];
_location3 = getPosATL player;
sleep 5;
_location4 = getPosATL player;
if(_location3 distance _location4 > 0.1) exitWith {
_isOk = false;
_cancel = true;
};
_isOk = false;
};
};
if(_counter >= 1) exitWith {
_isOk = false;
_cancel = true;
};
_counter = _counter + 1;
};
detach _tmpvault;
deleteVehicle _tmpvault;
// Make sure vault is not placed on road.
if (isOnRoad (getPosATL player)) then { _isOk = true; diag_log ("surface is road"); };
// Make sure vault is not placed in trader citys
if(!placevault) then { _isOk = true; diag_log ("is trader city"); };
//Block Tents in pounds
@@ -40,53 +92,6 @@ _objectsPond = nearestObjects [_playerPos, [], 10];
};
} forEach _objectsPond;
//diag_log ("Pitch Tent: " + str(_isok) );
// Start Preview loop
_tmpvault = createVehicle ["VaultStorageLocked", _location, [], 0, "NONE"];
_tmpvault setdir _dir;
_tmpvault attachTo [player,[_offset_x,_offset_y,_offset_z_attach]];
_cancel = false;
_counter = 0;
while {_isOk} do {
if(_counter == 0) then {
cutText ["Planning consruction stand still 5 seconds to build.", "PLAIN DOWN"];
sleep 5;
_location1 = player modeltoworld [_offset_x,_offset_y,_offset_z];
if(_location distance _location1 < 0.1) exitWith {
_isOk = false;
_location = _location1;
};
};
if(_counter == 1) then {
cutText ["Started consruction stand still 5 seconds to build.", "PLAIN DOWN"];
sleep 5;
_location2 = player modeltoworld [_offset_x,_offset_y,_offset_z];
if(_location1 distance _location2 < 0.1) exitWith {
_isOk = false;
_location = _location2;
};
};
if(_counter >= 2) exitWith {
_isOk = false;
_cancel = true;
};
_counter = _counter + 1;
};
detach _tmpvault;
deleteVehicle _tmpvault;
if(!_cancel) then {
if (!_isOk) then {
@@ -101,11 +106,23 @@ if(!_cancel) then {
_id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
_building = nearestObject [(vehicle player), "HouseBase"];
_isBuilding = [(vehicle player),_building] call fnc_isInsideBuilding;
if(_isBuilding) then {
_ppos = _building worldToModel (getPosATL player);
_ppos set [2,1.5];
_location = _building modelToWorld _ppos;
} else {
_location = player modelToWorld [_offset_x,_offset_y,_offset_z];
};
sleep 5;
//place tent (local)
_tent = createVehicle ["VaultStorageLocked", _location, [], 0, "CAN_COLLIDE"];
_tent setdir _dir;
_location = getPosATL _tent;
_tent setpos _location;
player reveal _tent;
@@ -116,6 +133,7 @@ if(!_cancel) then {
["dayzPublishObj",[dayz_playerUID,_tent,[_dir,_location],"VaultStorageLocked"]] call callRpcProcedure;
cutText ["You have setup your vault", "PLAIN DOWN"];
} else {
cutText ["You cannot place a Vault here. The area must be flat, and free of other objects", "PLAIN DOWN"];
};

View File

@@ -23,12 +23,26 @@ if(_ownerID == dayz_playerUID) then {
[player,"tentpack",0,false] call dayz_zombieSpeak;
sleep 3;
_building = nearestObject [(vehicle player), "HouseBase"];
_isBuilding = [(vehicle player),_building] call fnc_isInsideBuilding;
if(_isBuilding) then {
_ppos = _building worldToModel _pos;
_ppos set [1,1.5];
_location = _building modelToWorld _ppos;
};
//place tent (local)
_bag = createVehicle ["WeaponHolder_ItemVault",_pos,[], 0, "CAN_COLLIDE"];
_bag setdir _dir;
_bag setpos _pos;
player reveal _bag;
_holder = "WeaponHolder" createVehicle _pos;
// _holder = "WeaponHolder" createVehicle _pos;
_weapons = getWeaponCargo _obj;
_magazines = getMagazineCargo _obj;

View File

@@ -27,6 +27,9 @@ if (_doLoiter) then {
//diag_log ("Spawned: " + str([_type, _position, [], _radius, _method]));
_agent = createAgent [_type, _position, [], _radius, _method];
dayzSpawnZed = [_agent];
publicVariableServer "dayzSpawnZed";
if (_doLoiter) then {
_agent setPosATL _position;
//_agent setVariable ["doLoiter",true,true];

View File

@@ -33,7 +33,7 @@ class CfgMods
hidePicture = 0;
hideName = 0;
action = "http://www.dayzepoch.com";
version = "0.941";
version = "0.942";
hiveVersion = 0.96; //0.93
};
};

View File

@@ -87,7 +87,7 @@ class RscDisplayMain : RscStandardDisplay
class DAYZ_Version : CA_Version
{
idc = -1;
text = "DayZ Epoch 0.941 (1.7.5.1)";
text = "DayZ Epoch 0.942 (1.7.5.1)";
y = "(SafeZoneH + SafeZoneY) - (1 - 0.95)";
};
class CA_TitleMainMenu;

View File

@@ -1,4 +1,4 @@
/*%FSM<COMPILE "D:\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Zombie Agent">*/
/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, DayZ Zombie Agent">*/
/*%FSM<HEAD>*/
/*
item0[] = {"init",0,250,-300.000000,-250.000000,-200.000000,-200.000000,0.000000,"init"};
@@ -14,7 +14,7 @@ item9[] = {"true",8,218,-300.000000,-175.000000,-200.000000,-125.000000,0.000000
item10[] = {"Begin",2,250,-300.000000,-100.000000,-200.000000,-50.000000,0.000000,"Begin"};
item11[] = {"",7,210,-254.000046,-29.000004,-245.999954,-20.999996,0.000000,""};
item12[] = {"",7,210,-204.000046,146.000000,-195.999954,154.000000,0.000000,""};
item13[] = {"Has_Target",4,4314,-150.000000,225.000000,-50.000000,275.000000,1.000000,"Has" \n "Target"};
item13[] = {"Has_Target",4,218,-150.000000,225.000000,-50.000000,275.000000,1.000000,"Has" \n "Target"};
item14[] = {"Chase",2,250,-150.000000,300.000000,-50.000000,350.000000,0.000000,"Chase"};
item15[] = {"",7,210,-29.000006,146.000000,-20.999996,154.000000,0.000000,""};
item16[] = {"",7,210,-29.000006,196.000000,-20.999996,204.000000,0.000000,""};
@@ -35,7 +35,7 @@ item30[] = {"finished",4,218,-425.000000,525.000000,-325.000000,575.000000,1.000
item31[] = {"",7,210,-479.000000,546.000000,-471.000000,554.000000,0.000000,""};
item32[] = {"",7,210,-29.000002,546.000000,-20.999998,554.000000,0.000000,""};
item33[] = {"",7,210,-304.000000,146.000000,-296.000000,154.000000,0.000000,""};
item34[] = {"someone_here",4,218,-75.000000,-50.000000,25.000000,0.000000,0.000000,"someone" \n "here"};
item34[] = {"someone_here",4,218,-200.000000,-50.000000,-100.000000,0.000000,0.000000,"someone" \n "here"};
item35[] = {"too_long",4,218,-425.000000,600.000000,-325.000000,650.000000,0.000000,"too long"};
item36[] = {"",7,210,-229.000000,621.000000,-221.000000,629.000000,0.000000,""};
item37[] = {"",7,210,-479.000000,621.000000,-471.000000,629.000000,0.000000,""};
@@ -44,6 +44,7 @@ item39[] = {"No_target",4,218,-525.000000,250.000000,-425.000000,300.000000,0.00
item40[] = {"",7,210,-104.000000,471.000000,-95.999992,479.000000,0.000000,""};
item41[] = {"player_check",4,218,-425.000000,0.000000,-325.000000,50.000000,0.000000,"player" \n "check"};
item42[] = {"is_Dedicated",4,218,-125.000000,-250.000000,-25.000000,-200.000000,5.000000,"is" \n "Dedicated"};
item43[] = {"Not_Alive",4,4314,-75.000000,-50.000000,25.000000,0.000000,0.000000,"Not" \n "Alive"};
link0[] = {0,9};
link1[] = {0,42};
link2[] = {2,23};
@@ -78,28 +79,30 @@ link30[] = {23,25};
link31[] = {24,23};
link32[] = {25,26};
link33[] = {25,34};
link34[] = {26,1};
link35[] = {27,20};
link36[] = {27,40};
link37[] = {28,29};
link38[] = {29,30};
link39[] = {29,32};
link40[] = {29,36};
link41[] = {30,31};
link42[] = {31,21};
link43[] = {32,8};
link44[] = {33,5};
link45[] = {34,5};
link46[] = {35,37};
link47[] = {36,35};
link48[] = {37,31};
link49[] = {38,39};
link50[] = {39,22};
link51[] = {40,28};
link52[] = {41,5};
link53[] = {42,1};
globals[] = {25.000000,1,0,0,0,640,480,1,101,6316128,1,-671.713867,363.212036,788.169373,-84.187515,713,601,1};
window[] = {2,-1,-1,-1,-1,843,132,1340,132,3,730};
link34[] = {25,43};
link35[] = {26,1};
link36[] = {27,20};
link37[] = {27,40};
link38[] = {28,29};
link39[] = {29,30};
link40[] = {29,32};
link41[] = {29,36};
link42[] = {30,31};
link43[] = {31,21};
link44[] = {32,8};
link45[] = {33,5};
link46[] = {34,5};
link47[] = {35,37};
link48[] = {36,35};
link49[] = {37,31};
link50[] = {38,39};
link51[] = {39,22};
link52[] = {40,28};
link53[] = {41,5};
link54[] = {42,1};
link55[] = {43,25};
globals[] = {25.000000,1,0,0,0,640,480,1,102,6316128,1,-650.021484,334.182983,700.299500,-373.567780,944,1030,1};
window[] = {2,-1,-1,-32000,-32000,841,130,1338,130,3,962};
*//*%FSM</HEAD>*/
class FSM
{
@@ -434,7 +437,17 @@ class FSM
priority = 0.000000;
to="Loiter";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_isSomeone"/*%FSM</CONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_isSomeone && _isAlive"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
/*%FSM<LINK "Not_Alive">*/
class Not_Alive
{
priority = 0.000000;
to="Cleanup_";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"_isSomeone && !_isAlive && (time - _waitStart) > 60"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/

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@@ -0,0 +1,4 @@
private["_zed"];
_zed = _this select 0;
_zed enableSimulation false;

View File

@@ -18,6 +18,7 @@ registerServerRpc = {
//["dayzPlayerMorph", { (_this select 1) call server_playerMorph; } ] call registerServerRpc;
["dayzLoginRecord", { (_this select 1) call dayz_recordLogin; } ] call registerServerRpc;
["dayzCharDisco", { (_this select 1) call server_characterSync; } ] call registerServerRpc;
["dayzSpawnZed", { (_this select 1) call server_handleZedSpawn; } ] call registerServerRpc;
// DayZ Epoch Custom
["dayzPublishVeh", { (_this select 1) spawn server_publishVeh; } ] call registerServerRpc;
["dayzTradeObject", { (_this select 1) spawn server_tradeObj; } ] call registerServerRpc;

View File

@@ -21,6 +21,8 @@ server_playerSync = compile preprocessFileLineNumbers "\z\addons\dayz_server\c
zombie_findOwner = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\zombie_findOwner.sqf";
server_updateNearbyObjects = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateNearbyObjects.sqf";
server_spawnCrashSite = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
server_handleZedSpawn = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_handleZedSpawn.sqf";
fnc_plyrHit = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_plyrHit.sqf";
server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";