+ 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

@@ -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];