mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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Merge branch 'master' of https://github.com/vbawol/DayZ-Epoch
This commit is contained in:
@@ -1,6 +1,7 @@
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[NEW] Base Building Godmode is now included. Use DZE_GodModeBase = true; to enable it. (Disabled by Default) @Skaronator
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[NEW] Base Building Godmode is now included. Use DZE_GodModeBase = true; to enable it. (Disabled by Default) @Skaronator
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[NEW] Config based trader setup option that is more performant, however does not track inventory. DZE_ConfigTrader = true; and #include "\dayz_epoch_b\CfgServerTrader\cfgServerTrader.hpp" in description.ext @Fank @Skaronator @vbawol
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[NEW] Config based trader setup option that is more performant, however does not track inventory. DZE_ConfigTrader = true; and #include "\dayz_epoch_b\CfgServerTrader\cfgServerTrader.hpp" in description.ext @Fank @Skaronator @vbawol
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[ADDED] Static build construction count will force the constructioncount to number set by DZE_StaticConstructionCount = # in init.sqf. @Fank
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[ADDED] Stacking of 10oz silver bars into briefcases, also traders now give this as change if return is 2-9 10oz silver bars. @vbawol
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[ADDED] Stacking of 10oz silver bars into briefcases, also traders now give this as change if return is 2-9 10oz silver bars. @vbawol
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[ADDED] Variable DZE_DamageBeforeMaint to control what damage level is needed for the maintain option to appear. @vbawol
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[ADDED] Variable DZE_DamageBeforeMaint to control what damage level is needed for the maintain option to appear. @vbawol
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[ADDED] Keep safe/lockbox vars server side. This should help with performance. @maca134 @Skaronator
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[ADDED] Keep safe/lockbox vars server side. This should help with performance. @maca134 @Skaronator
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@@ -27,6 +28,7 @@
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[FIXED] DZE_MissionLootTable - Some things are missing. @vbawol @Skaronator
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[FIXED] DZE_MissionLootTable - Some things are missing. @vbawol @Skaronator
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[FIXED] General cleanup and fixes. @Fank @Skaronator @icomrade @vbawol
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[FIXED] General cleanup and fixes. @Fank @Skaronator @icomrade @vbawol
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[CHANGED] Selling vehicle will now remove the key if you have it on your toolbelt. @Fank
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[CHANGED] R3F weight now in Kg for every language except english. @VeryBigBro
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[CHANGED] R3F weight now in Kg for every language except english. @VeryBigBro
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[CHANGED] Increased trader prices for Armed vehicles and pipebombs. @vbawol
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[CHANGED] Increased trader prices for Armed vehicles and pipebombs. @vbawol
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[CHANGED] Added BAF_Merlin_DZE and MH60S_DZE to traders. @vbawol
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[CHANGED] Added BAF_Merlin_DZE and MH60S_DZE to traders. @vbawol
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@@ -390,9 +390,14 @@ if (_hasrequireditem) then {
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_limit = 3;
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_limit = 3;
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if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
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if (DZE_StaticConstructionCount > 0) then {
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_limit = DZE_StaticConstructionCount;
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}
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else {
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if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
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_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
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_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
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};
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};
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};
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_isOk = true;
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_isOk = true;
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_proceed = false;
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_proceed = false;
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@@ -36,8 +36,13 @@ _isMine = _objType in ["Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gol
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_isModular = _obj isKindOf "ModularItems";
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_isModular = _obj isKindOf "ModularItems";
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_limit = 3;
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_limit = 3;
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if(isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
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if (DZE_StaticConstructionCount > 0) then {
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_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount");
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_limit = DZE_StaticConstructionCount;
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}
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else {
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if (isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
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_limit = getNumber(configFile >> "_objType" >> _classname >> "constructioncount");
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};
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};
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};
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_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30];
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_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30];
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@@ -1,4 +1,4 @@
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private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
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private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_damage","_tireDmg","_tires","_okToSell","_temp_keys","_hitpoints","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID","_canAfford","_trade_total","_total_currency","_return_change","_done"];
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; };
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if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; };
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DZE_ActionInProgress = true;
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DZE_ActionInProgress = true;
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@@ -216,6 +216,7 @@ if (_finished) then {
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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_objectCharacterId = _obj getVariable ["CharacterID","0"];
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_notSetup = (_objectID == "0" && _objectUID == "0");
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_notSetup = (_objectID == "0" && _objectUID == "0");
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@@ -223,8 +224,6 @@ if (_finished) then {
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if(_okToSell) then {
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if(_okToSell) then {
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//if(_objectID != "0" && _objectUID != "0") then {
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//if(_objectID != "0" && _objectUID != "0") then {
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PVDZE_obj_Delete = [_objectID,_objectUID,_activatingPlayer];
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PVDZE_obj_Delete = [_objectID,_objectUID,_activatingPlayer];
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@@ -232,6 +231,17 @@ if (_finished) then {
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deleteVehicle _obj;
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deleteVehicle _obj;
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// remove Key
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_temp_keys = [];
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_keyColor = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
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{
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if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then {
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if (getNumber(configFile >> "CfgWeapons" >> _x >> "keyid") == _objectCharacterId) then {
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[_activatingPlayer,_x] call BIS_fnc_invRemove;
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};
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};
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} forEach (items _activatingPlayer);
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// payout
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// payout
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_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
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_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;
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@@ -505,6 +505,9 @@ if(isNil "DZE_HeliLift") then {
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if(isNil "DZE_DamageBeforeMaint") then {
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if(isNil "DZE_DamageBeforeMaint") then {
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DZE_DamageBeforeMaint = 0.09;
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DZE_DamageBeforeMaint = 0.09;
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};
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};
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if(isNil "DZE_StaticConstructionCount") then {
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DZE_StaticConstructionCount = 0;
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};
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// needed on server
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// needed on server
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