This commit is contained in:
[VB]AWOL
2014-02-06 12:38:00 -06:00
5 changed files with 200 additions and 175 deletions

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@@ -1,6 +1,7 @@
[NEW] Base Building Godmode is now included. Use DZE_GodModeBase = true; to enable it. (Disabled by Default) @Skaronator [NEW] Base Building Godmode is now included. Use DZE_GodModeBase = true; to enable it. (Disabled by Default) @Skaronator
[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 [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
[ADDED] Static build construction count will force the constructioncount to number set by DZE_StaticConstructionCount = # in init.sqf. @Fank
[ADDED] Stacking of 10oz silver bars into briefcases, also traders now give this as change if return is 2-9 10oz silver bars. @vbawol [ADDED] Stacking of 10oz silver bars into briefcases, also traders now give this as change if return is 2-9 10oz silver bars. @vbawol
[ADDED] Variable DZE_DamageBeforeMaint to control what damage level is needed for the maintain option to appear. @vbawol [ADDED] Variable DZE_DamageBeforeMaint to control what damage level is needed for the maintain option to appear. @vbawol
[ADDED] Keep safe/lockbox vars server side. This should help with performance. @maca134 @Skaronator [ADDED] Keep safe/lockbox vars server side. This should help with performance. @maca134 @Skaronator
@@ -27,6 +28,7 @@
[FIXED] DZE_MissionLootTable - Some things are missing. @vbawol @Skaronator [FIXED] DZE_MissionLootTable - Some things are missing. @vbawol @Skaronator
[FIXED] General cleanup and fixes. @Fank @Skaronator @icomrade @vbawol [FIXED] General cleanup and fixes. @Fank @Skaronator @icomrade @vbawol
[CHANGED] Selling vehicle will now remove the key if you have it on your toolbelt. @Fank
[CHANGED] R3F weight now in Kg for every language except english. @VeryBigBro [CHANGED] R3F weight now in Kg for every language except english. @VeryBigBro
[CHANGED] Increased trader prices for Armed vehicles and pipebombs. @vbawol [CHANGED] Increased trader prices for Armed vehicles and pipebombs. @vbawol
[CHANGED] Added BAF_Merlin_DZE and MH60S_DZE to traders. @vbawol [CHANGED] Added BAF_Merlin_DZE and MH60S_DZE to traders. @vbawol

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@@ -390,9 +390,14 @@ if (_hasrequireditem) then {
_limit = 3; _limit = 3;
if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { if (DZE_StaticConstructionCount > 0) then {
_limit = DZE_StaticConstructionCount;
}
else {
if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");
}; };
};
_isOk = true; _isOk = true;
_proceed = false; _proceed = false;

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@@ -36,8 +36,13 @@ _isMine = _objType in ["Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gol
_isModular = _obj isKindOf "ModularItems"; _isModular = _obj isKindOf "ModularItems";
_limit = 3; _limit = 3;
if(isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then { if (DZE_StaticConstructionCount > 0) then {
_limit = getNumber(configFile >> "CfgVehicles" >> _objType >> "constructioncount"); _limit = DZE_StaticConstructionCount;
}
else {
if (isNumber (configFile >> "CfgVehicles" >> _objType >> "constructioncount")) then {
_limit = getNumber(configFile >> "_objType" >> _classname >> "constructioncount");
};
}; };
_findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30]; _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], 30];

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@@ -1,4 +1,4 @@
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"]; 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"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; }; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true; DZE_ActionInProgress = true;
@@ -216,6 +216,7 @@ if (_finished) then {
_objectID = _obj getVariable ["ObjectID","0"]; _objectID = _obj getVariable ["ObjectID","0"];
_objectUID = _obj getVariable ["ObjectUID","0"]; _objectUID = _obj getVariable ["ObjectUID","0"];
_objectCharacterId = _obj getVariable ["CharacterID","0"];
_notSetup = (_objectID == "0" && _objectUID == "0"); _notSetup = (_objectID == "0" && _objectUID == "0");
@@ -223,8 +224,6 @@ if (_finished) then {
if(_okToSell) then { if(_okToSell) then {
//if(_objectID != "0" && _objectUID != "0") then { //if(_objectID != "0" && _objectUID != "0") then {
PVDZE_obj_Delete = [_objectID,_objectUID,_activatingPlayer]; PVDZE_obj_Delete = [_objectID,_objectUID,_activatingPlayer];
@@ -232,6 +231,17 @@ if (_finished) then {
deleteVehicle _obj; deleteVehicle _obj;
// remove Key
_temp_keys = [];
_keyColor = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
{
if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then {
if (getNumber(configFile >> "CfgWeapons" >> _x >> "keyid") == _objectCharacterId) then {
[_activatingPlayer,_x] call BIS_fnc_invRemove;
};
};
} forEach (items _activatingPlayer);
// payout // payout
_canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange; _canAfford = [[[_part_out,_qty_out]],1] call epoch_returnChange;

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@@ -505,6 +505,9 @@ if(isNil "DZE_HeliLift") then {
if(isNil "DZE_DamageBeforeMaint") then { if(isNil "DZE_DamageBeforeMaint") then {
DZE_DamageBeforeMaint = 0.09; DZE_DamageBeforeMaint = 0.09;
}; };
if(isNil "DZE_StaticConstructionCount") then {
DZE_StaticConstructionCount = 0;
};
// needed on server // needed on server