diff --git a/dayz_code/CfgWeapons.hpp b/dayz_code/CfgWeapons.hpp
index 85655f5de..346ae5d25 100644
--- a/dayz_code/CfgWeapons.hpp
+++ b/dayz_code/CfgWeapons.hpp
@@ -1,26 +1,5 @@
class CfgWeapons {
class ItemCore;
- class ItemMap1: ItemCore {
- descriptionshort = "Map";
- displayname = "Map";
- picture = "\z\addons\dayz_communityassets\icons\gear_picture_map_01_ca.paa";
- scope = 2;
- simulation = "ItemMap";
- };
- class ItemMap2: ItemCore {
- descriptionshort = "Map";
- displayname = "Map";
- picture = "\z\addons\dayz_communityassets\icons\gear_picture_map_02_ca.paa";
- scope = 2;
- simulation = "ItemMap";
- };
- class ItemMap3: ItemCore {
- descriptionshort = "Map";
- displayname = "Map";
- picture = "\z\addons\dayz_communityassets\icons\gear_picture_map_03_ca.paa";
- scope = 2;
- simulation = "ItemMap";
- };
class ItemMap_Debug: ItemCore {
descriptionshort = "Debug Map - Admin use only";
displayname = "Map";
@@ -31,46 +10,4 @@ class CfgWeapons {
libtextdesc = "Debug Map - Admin use only";
};
};
- class ItemMatchboxWet : ItemCore {
- scope = public;
- displayName = $STR_EQUIP_CODE_NAME_3;
- //model = "\dayz_equip\models\matchbox_gear.p3d";
- //picture = "\z\addons\dayz_communityassets\pictures\equip_matchbox_wet_CA.paa";
- model = "\dayz_equip\models\matchbox_gear.p3d";
- picture = "\dayz_equip\textures\equip_matchbox_ca.paa";
- descriptionShort = $STR_EQUIP_CODE_DESC_3;
- };
- class ItemMatchboxEmpty : ItemCore {
- scope = public;
- displayName = "Empty Match Box";
- //model = "\dayz_equip\models\matchbox_gear.p3d";
- //picture = "\z\addons\dayz_communityassets\pictures\equip_matchbox_Empty_CA.paa";
- model = "\dayz_equip\models\matchbox_gear.p3d";
- picture = "\dayz_equip\textures\equip_matchbox_ca.paa";
- descriptionShort = $STR_EQUIP_CODE_DESC_3;
- };
-
- class ItemBrokeHatchet : ItemCore {
- scope = public;
- displayName = $STR_EQUIP_CODE_NAME_41;
- model = "\dayz_equip\models\hatchet.p3d";
- picture = "\dayz_equip\textures\equip_hatchet_CA.paa";
- descriptionShort = $STR_EQUIP_CODE_DESC_41;
- class ItemActions {
- class Toolbelt {
- text = "Remove from Toolbelt";
- script = "spawn player_addToolbelt;";
- use[] = {"ItemBrokeHatchet"};
- output[] = {"MeleeHatchet"};
- };
- };
- };
- class ItemKnifeBlunt : ItemCore {
- scope = public;
- displayName = $STR_EQUIP_CODE_NAME_4;
- model = "\dayz_equip\models\knife_gear.p3d";
- picture = "\dayz_equip\textures\equip_knife_ca.paa";
- descriptionShort = $STR_EQUIP_CODE_DESC_4;
- };
-
};
\ No newline at end of file
diff --git a/dayz_code/actions/cook.sqf b/dayz_code/actions/cook.sqf
index 9244eceaf..eaa146fd8 100644
--- a/dayz_code/actions/cook.sqf
+++ b/dayz_code/actions/cook.sqf
@@ -3,10 +3,11 @@ private["_hasFoodMeat","_hasFoodTin","_item","_wait"];
player removeAction s_player_cook;
s_player_cook = -1;
-_qty = {_x == "FoodSteakRaw"} count magazines player;
+//_qty = {_x == "FoodSteakRaw"} count magazines player;
_wait = 5 - _qty;
if ("FoodSteakRaw" in magazines player) then {
+_qty = {_x == "FoodSteakRaw"} count magazines player;
player playActionNow "Medic";
[player,"cook",0,false] call dayz_zombieSpeak;
_id = [player,70,true,(getPosATL player)] spawn player_alertZombies;
@@ -23,6 +24,7 @@ if ("FoodSteakRaw" in magazines player) then {
//FoodmuttonRaw > FoodmuttonCooked
if ("FoodmuttonRaw" in magazines player) then {
+_qty = {_x == "FoodmuttonRaw"} count magazines player;
player playActionNow "Medic";
[player,"cook",0,false] call dayz_zombieSpeak;
_id = [player,70,true,(getPosATL player)] spawn player_alertZombies;
@@ -39,6 +41,7 @@ if ("FoodmuttonRaw" in magazines player) then {
//FoodchickenRaw > FoodchickenCooked
if ("FoodchickenRaw" in magazines player) then {
+_qty = {_x == "FoodchickenRaw"} count magazines player;
player playActionNow "Medic";
[player,"cook",0,false] call dayz_zombieSpeak;
_id = [player,70,true,(getPosATL player)] spawn player_alertZombies;
@@ -55,6 +58,7 @@ if ("FoodchickenRaw" in magazines player) then {
//FoodrabbitRaw > FoodBaconCooked
if ("FoodrabbitRaw" in magazines player) then {
+_qty = {_x == "FoodrabbitRaw"} count magazines player;
player playActionNow "Medic";
[player,"cook",0,false] call dayz_zombieSpeak;
_id = [player,70,true,(getPosATL player)] spawn player_alertZombies;
@@ -71,6 +75,7 @@ if ("FoodrabbitRaw" in magazines player) then {
//FoodbaconRaw > FoodRabbitCooked
if ("FoodbaconRaw" in magazines player) then {
+_qty = {_x == "FoodbaconRaw"} count magazines player;
player playActionNow "Medic";
[player,"cook",0,false] call dayz_zombieSpeak;
_id = [player,70,true,(getPosATL player)] spawn player_alertZombies;
diff --git a/dayz_code/actions/gather_meat.sqf b/dayz_code/actions/gather_meat.sqf
index ec21e75ee..28415ddca 100644
--- a/dayz_code/actions/gather_meat.sqf
+++ b/dayz_code/actions/gather_meat.sqf
@@ -18,7 +18,6 @@ if ((_hasKnife or _hasKnifeBlunt) and !_hasHarvested) then {
player playActionNow "Medic";
[player,"gut",0,false] call dayz_zombieSpeak;
_item setVariable["meatHarvested",true,true];
- _item setVariable ["timerawmeatHarvested",time,false];
_qty = 2;
if (_isListed) then {
@@ -29,7 +28,14 @@ if ((_hasKnife or _hasKnifeBlunt) and !_hasHarvested) then {
_id = [player,50,true,(getPosATL player)] spawn player_alertZombies;
- ["dayzGutBody",[_item,_qty]] call callRpcProcedure;
+ _array = [_item,_qty];
+
+ if (local _item) then {
+ _array spawn local_gutObject;
+ } else {
+ dayzGutBody = _array;
+ publicVariable "dayzGutBody";
+ };
sleep 6;
_string = format[localize "str_success_gutted_animal",_text,_qty];
diff --git a/dayz_code/actions/gather_zparts.sqf b/dayz_code/actions/gather_zparts.sqf
index e81ec2b82..a9346d8ed 100644
--- a/dayz_code/actions/gather_zparts.sqf
+++ b/dayz_code/actions/gather_zparts.sqf
@@ -25,7 +25,12 @@ if ((_hasKnife or _hasKnifeBlunt) and !_hasHarvested) then {
_array = [_item,_qty];
- ["dayzGutBodyZ",[_item,_qty]] call callRpcProcedure;
+ if (local _item) then {
+ _array spawn local_gutObjectZ;
+ } else {
+ dayzGutBody = _array;
+ publicVariable "dayzGutBodyZ";
+ };
sleep 6;
_string = format["Successfully Gutted Zombie",_text,_qty];
diff --git a/dayz_code/cfgLoot.hpp b/dayz_code/cfgLoot.hpp
index e4a152280..b03654217 100644
--- a/dayz_code/cfgLoot.hpp
+++ b/dayz_code/cfgLoot.hpp
@@ -4,21 +4,15 @@ class CfgLoot {
"TrashTinCan",
"TrashJackDaniels",
"ItemSodaEmpty",
- "ItemMatchboxEmpty",
- "ItemMatchboxWet"
},
{
1,
0.1,
- 0.5,
- 0.2,
- 0.2
+ 0.5
}
};
civilian[] = {
{
- "ItemMatchboxEmpty",
- "ItemMatchboxWet",
"TrashTinCan",
"TrashJackDaniels",
"ItemSodaEmpty",
@@ -37,8 +31,6 @@ class CfgLoot {
"FoodBioMeat"
},
{
- 0.05,
- 0.05,
0.09,
0.09,
0.09,
@@ -85,10 +77,6 @@ class CfgLoot {
};
generic[] = {
{
- "ItemMatchboxEmpty",
- "ItemMatchboxWet",
- "ItemKnifeBlunt",
- "ItemBrokeHatchet",
"TrashTinCan",
"ItemSodaEmpty",
"ItemSodaCoke",
@@ -118,10 +106,6 @@ class CfgLoot {
"ItemHeatPack"
},
{
- 0.06,
- 0.06,
- 0.06,
- 0.06,
0.06,
0.06,
0.06,
@@ -307,8 +291,6 @@ class CfgLoot {
};
worker[] = {
{
- "ItemMatchboxEmpty",
- "ItemMatchboxWet",
"TrashTinCan",
"TrashJackDaniels",
"ItemSodaEmpty",
@@ -318,18 +300,12 @@ class CfgLoot {
"FoodCanSardines",
"FoodCanFrankBeans",
"FoodCanPasta",
- "8Rnd_9x18_Makarov",
- "7Rnd_45ACP_1911",
- "2Rnd_shotgun_74Slug",
- "2Rnd_shotgun_74Pellets",
"ItemBandage",
"ItemPainkiller",
"ItemToolbox",
"ItemEtool"
},
{
- 0.05,
- 0.05,
0.09,
0.09,
0.09,
@@ -339,10 +315,6 @@ class CfgLoot {
0.05,
0.05,
0.05,
- 0.07,
- 0.05,
- 0.05,
- 0.05,
0.06,
0.06,
0.01,
diff --git a/dayz_code/compile/fn_selfActions.sqf b/dayz_code/compile/fn_selfActions.sqf
index 42b5e52c8..a40c9dd99 100644
--- a/dayz_code/compile/fn_selfActions.sqf
+++ b/dayz_code/compile/fn_selfActions.sqf
@@ -13,7 +13,13 @@ _classbag = typeOf _bag;
_isWater = (surfaceIsWater (position player)) or dayz_isSwimming;
_hasAntiB = "ItemAntibiotic" in magazines player;
_hasFuelE = "ItemJerrycanEmpty" in magazines player;
-_hasRawMeat = "FoodSteakRaw" in magazines player;
+//RawFood
+_hasRawMeat = _hasSteakRaw or _hasmuttonRaw or _hasrabbitRaw or _hasbaconRaw;
+_hasSteakRaw = "FoodSteakRaw" in magazines player;
+_hasmuttonRaw = "FoodmuttonRaw" in magazines player;
+_haschickenRaw = "FoodchickenRaw" in magazines player;
+_hasrabbitRaw = "FoodrabbitRaw" in magazines player;
+_hasbaconRaw = "FoodbaconRaw" in magazines player;
_hasKnife = "ItemKnife" in items player;
_hasToolbox = "ItemToolbox" in items player;
//_hasTent = "ItemTent" in items player;
@@ -164,7 +170,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
};
};
//Fireplace Actions check
- if(inflamed cursorTarget and _hasRawMeat and _canDo) then {
+ if(inflamed cursorTarget and (_hasSteakRaw or _hasmuttonRaw or _hasrabbitRaw or _hasbaconRaw) and _canDo) then {
if (s_player_cook < 0) then {
s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",cursorTarget, 3, true, true, "", ""];
};
@@ -705,7 +711,7 @@ if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4))
};
//Dog
- if (_isDog and _isAlive and _hasRawMeat and _canDo and _ownerID == "0" and player getVariable ["dogID", 0] == 0) then {
+ if (_isDog and _isAlive and (_hasRawMeat) and _canDo and _ownerID == "0" and player getVariable ["dogID", 0] == 0) then {
if (s_player_tamedog < 0) then {
s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", cursorTarget, 1, false, true, "", ""];
};
diff --git a/dayz_code/compile/local_gutObject.sqf b/dayz_code/compile/local_gutObject.sqf
new file mode 100644
index 000000000..283996553
--- /dev/null
+++ b/dayz_code/compile/local_gutObject.sqf
@@ -0,0 +1,28 @@
+private["_item","_qty","_type","_meat","_loop"];
+_item = _this select 0;
+_qty = _this select 1;
+_type = typeOf _item;
+_meat = 0;
+_loop = true;
+_rawfoodtype = getText (configFile >> "CfgSurvival" >> "Meat" >> _type >> "rawfoodtype");
+
+if (local _item) then {
+ for "_x" from 1 to _qty do {
+ _item addMagazine _rawfoodtype;
+ };
+ sleep 2;
+ _timer = time;
+ while {_loop} do {
+ _meat = count magazines _item;
+ if (_meat == 0) then {_loop = false};
+ if ((time - _timer) > 300) then {_loop = false};
+ sleep 1;
+ };
+ ["dayzHideBody",_item] call broadcastRpcCallAll;
+ sleep 10;
+ deleteVehicle _item;
+} else {
+ _ehLoc = "client";
+ if (isServer) then { _ehLoc = "server"; };
+ diag_log format["gutObject EH on %1 item not local ! Type: %2",_ehLoc,str(_item)];
+};
diff --git a/dayz_code/compile/local_gutObjectZ.sqf b/dayz_code/compile/local_gutObjectZ.sqf
new file mode 100644
index 000000000..9fe513339
--- /dev/null
+++ b/dayz_code/compile/local_gutObjectZ.sqf
@@ -0,0 +1,24 @@
+private["_item","_qty","_type","_meat","_loop"];
+_item = _this select 0;
+_qty = _this select 1;
+_type = typeOf _item;
+_meat = 0;
+_loop = true;
+if (local _item) then {
+ _item addMagazine "ItemZombieParts";
+ sleep 2;
+ _timer = time;
+ while {_loop} do {
+ _meat = count magazines _item;
+ if (_meat == 0) then {_loop = false};
+ if ((time - _timer) > 300) then {_loop = false};
+ sleep 1;
+ };
+ ["dayzHideBodyZ",_item] call broadcastRpcCallAll;
+ sleep 10;
+ deleteVehicle _item;
+} else {
+ _ehLoc = "client";
+ if (isServer) then { _ehLoc = "server"; };
+ diag_log format["gutObject EH on %1 item not local ! Type: %2",_ehLoc,str(_item)];
+};
\ No newline at end of file
diff --git a/dayz_code/config.cpp b/dayz_code/config.cpp
index 2acc16a07..25f9e178e 100644
--- a/dayz_code/config.cpp
+++ b/dayz_code/config.cpp
@@ -33,7 +33,7 @@ class CfgMods
hidePicture = 0;
hideName = 0;
action = "http://www.dayepoch.com";
- version = "0.78";
+ version = "0.791";
hiveVersion = 0.96; //0.93
};
};
diff --git a/dayz_code/init/compiles.sqf b/dayz_code/init/compiles.sqf
index 8bdf3a113..d592feb81 100644
--- a/dayz_code/init/compiles.sqf
+++ b/dayz_code/init/compiles.sqf
@@ -61,12 +61,6 @@ if (!isDedicated) then {
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
- //Wild
- //wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf";
-
- //Maps
- //fnc_MapEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_MapEventHandler.sqf";
-
//
dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
@@ -225,61 +219,6 @@ if (!isDedicated) then {
_success
};
- dayz_disableRespawn = {
- private["_display","_btnRespawn"];
- if(r_fracture_legs) exitWith {};
- disableSerialization;
- waitUntil {
- _display = findDisplay 49;
- !isNull _display;
- };
- _btnRespawn = _display displayCtrl 1010;
- _btnRespawn ctrlEnable false;
- };
-
- abort_enable = 0 spawn {};
- dayz_disableAbort = {
- private["_display","_btnAbort","_combattimeout","_zAround"];
- _combattimeout = player getVariable["combattimeout",0];
- _zAround = (count (player nearEntities ["zZombie_Base",50]) > 0);
- if (_zAround || _combattimeout > time) then {
- disableSerialization;
- waitUntil {
- _display = findDisplay 49;
- !isNull _display;
- };
- _btnAbort = _display displayCtrl 104;
- _btnAbort ctrlEnable false;
- if (_zAround && _combattimeout <= time) then {
- if (!scriptDone abort_enable) then {
- terminate abort_enable;
- sleep 0.5;
- };
- abort_enable = [] spawn {
- private["_timeOut","_timeMax","_display","_btnAbort"];
- _timeOut = 0;
- _timeMax = 30;
- disableSerialization;
- while {_timeOut <= _timeMax} do {
- scopeName "loop";
- _display = findDisplay 49;
- if (!isNull _display) then {
- if (_timeOut == _timeMax) then {
- _btnAbort = _display displayCtrl 104;
- _btnAbort ctrlEnable true;
- };
- cutText [format ["You can Abort in %1",(_timeMax - _timeOut)], "PLAIN DOWN"];
- } else {
- breakOut "loop";
- };
- _timeOut = _timeOut + 1;
- sleep 1;
- };
- cutText ["", "PLAIN DOWN"];
- };
- };
- };
- };
dayz_spaceInterrupt = {
private ["_dikCode", "_handled"];
@@ -334,12 +273,12 @@ if (!isDedicated) then {
if ((_dikCode == 0x38 or _dikCode == 0xB8) and (time - dayz_lastCheckBit > 10)) then {
call dayz_forceSave;
};
- */
if (_dikCode in actionKeys "IngamePause") then {
call dayz_forceSave;
_id = [] spawn dayz_disableRespawn;
_id = [] spawn dayz_disableAbort;
};
+ */
_handled
};
@@ -462,6 +401,8 @@ if (!isDedicated) then {
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
+ local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
+ local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (or local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
diff --git a/dayz_code/init/publicEH.sqf b/dayz_code/init/publicEH.sqf
index f44e75c2d..4bacf2fa1 100644
--- a/dayz_code/init/publicEH.sqf
+++ b/dayz_code/init/publicEH.sqf
@@ -53,6 +53,8 @@ registerBroadcastRpc = {
["dayzSetFuel", { (_this select 1) call local_setFuel; } ] call registerBroadcastRpc;
["dayzSetFix", { (_this select 1) call object_setFixServer; } ] call registerBroadcastRpc;
["dayzSetDate", { setDate (_this select 1); } ] call registerBroadcastRpc;
+["dayzGutBody", { (_this select 1) call local_gutObject; } ] call registerBroadcastRpc;
+["dayzGutBodyZ", { (_this select 1) call local_gutObjectZ; } ] call registerBroadcastRpc;
//EHs that setVariable "medForceUpdate" need to run on the server too
["usecMorphine", { (_this select 1) call player_medMorphine; } ] call registerBroadcastRpc;
["usecBandage", { (_this select 1) call player_medBandage; } ] call registerBroadcastRpc;
diff --git a/dayz_code/rscTitles.hpp b/dayz_code/rscTitles.hpp
index 3c67ec774..286bca1eb 100644
--- a/dayz_code/rscTitles.hpp
+++ b/dayz_code/rscTitles.hpp
@@ -87,7 +87,7 @@ class RscDisplayMain : RscStandardDisplay
class DAYZ_Version : CA_Version
{
idc = -1;
- text = "DayZ Epoch 0.78 (1.7.5.M1D21)";
+ text = "DayZ Epoch 0.79 (1.7.5.M1D25)";
y = "(SafeZoneH + SafeZoneY) - (1 - 0.95)";
};
class CA_TitleMainMenu;
diff --git a/dayz_code/stringtable.xml b/dayz_code/stringtable.xml
index 0408bdaf3..2688c409d 100644
--- a/dayz_code/stringtable.xml
+++ b/dayz_code/stringtable.xml
@@ -6,96 +6,145 @@
DEAN HALL PRESENTS
DEAN HALL PRÄSENTIERT
DEAN HALL ПРЕДСТАВЛЯЕТ
+ DEAN HALL PRESENTA
+ DEAN HALL PRESENTEERT
+ DEAN HALL VOUS PRESENTE
A USECFORCE PRODUCTION
A USECFORCE PRODUCTION
EINE USECFORCE PRODUKTION
ПРОИЗВОДСТВО USECFORCE
+ UNA PRODUCCION DE USECFORCE
+ EEN USECFORCE PRODUCTIE
+ UNE PRODUCTION USECFORCE
On 12 March 2013, a prion disease\nand spreads among the worlds population\ntriggering a global pandemic
On 12 March 2013, a prion disease\nand spreads among the worlds population\ntriggering a global pandemic
Am 12. März 2013 breitet sich\neine Prionenkrankheit unter der Weltbevölkerung aus\nund löst eine globale Pandemie aus
12 марта 2013 г., прионное заболевание\nраспространяется среди населения всего земного шара,\nвызывая общую пандемию
+ El 12 de Marzo de 2012, una enfermedad prionica\nse propaga entre la poblacion mundial\ndesencadenando una pandemia global
+ Op 12 maart 2013 brak er een\nprionziekte uit onder de wereldbevolking\nmet als gevolg een\nwereldwijde pandemie
+ Le 12 Mars 2013, une maladie à prions\n se répand parmi la population mondiale\ndéclenchant une pandémie globale
The disease causes proteins in the brain to be replaced with prions ceasing regular function
The disease causes proteins in the brain to be replaced with prions ceasing regular function
Durch die Krankheit werden Proteine im Gehirn durch Prionen ersetzt, wodurch das Gehirn aussetzt
Болезнь вызывает изменения протеинов головного мозга, заменяя их прионами, влияющими на основные функции
+ La enfermedad provoca que las proteinas del cerebro sean reemplazadas con priones dejando de funcionar regularmente
+ De ziekte vervangt proteïnen in het brein met prions, waardoor het brein niet meer naar behoren functioneert
+ La maladie entraîne le remplacement des protéines dans le cerveau \npar des prions, qui cessent alors leurs fonctions normales
Most people progress to dementia and then death as the brain is replaced with ineffective sludge
Most people they progress to dementia and then death as the brain is replaced with ineffective sludge
Die meisten verfallen in Demenz und sterben, während das Gehirn mit nutzlosem Matsch ersetzt wird
У большинства болезнь развивается в слабоумие и последующую смерть, так как мозг заменяется бесполезной грязью
+ La mayoria de la gente se volvia loca y luego moria como resultado de que su cerebro era reemplazado por algo ineficiente
+ Het grootste deel van de bevolking begint hierdoor te leiden aan dementie, en zal spoedig daarna sterven, omdat het brein wordt vervangen met drab
+ La plupart des gens deviennent déments puis meurent \nalors que leurs cellules nerveuses sont remplacées par une matière inefficace
86% of the worlds population die
86% of the worlds population die
86% der Welbevölkerung sterben
86% населения погибает
+ El 86% de la poblacion mundial muere
+ 86% van de wereldbevolking komt te overlijden
+ 86% de la population mondiale meurt
Some survive with the disease in a chronic state.\nLacking regular brain function, they are scarely human. They are unable to communicate,\ndriven by insatiable desire for violence, and attracted to the scent of those uninfected
Some survive with the disease in a chronic state.\nLacking regular brain function, they are scarely human. They are unable to communicate,\ndriven by insatiable desire for violence, and attracted to the scent of those uninfected
Einige überleben, mit der Krankheit in einem chronischen Zustand.\nOhne normale Gehirnaktivität sind sie kaum als Menschen zu bezeichnen. Sie können nicht kommunizieren.\nSie werden von einem unstillbaren Durst nach Gewalt getrieben und der Geruch der uninfizierten zieht sie an.
Некоторые выживают с заболеванием в хронической стадии.\nНо в виду отсутствия основных функций головного мозга, они вряд ли остались людьми. Они не в состоянии общаться,\nдвижимые ненасытной жаждой насилия, и влекомые запахом неинфицированных
+ Algunos sobreviven a la enfermedad en un estado cronico.\nCarecen de una funcion cerebral normal, son humanos aterradores. No son capaces de comunicarse,\nimpulsador por un deseo insaciable de violencia y atraidos por el olor de los no infectados
+ Enkelen overleven de ziekte in een chronische staat.\nZonder enige reguliere breinactiviteit zijn ze niet mens te noemen. Ze kunnen niet communiceren,\n en worden gedreven door een onlesbaar verlangen naar geweld, en aangetrokken door de geur van niet-geïnfecteerde overlevenden
+ Quelques uns survivent dans un état chronique de la maladie.\nManquants de fonctions cérébrales normales, ils sont à peine humains.\nIls sont inaptes à communiquer, conduits par un désir insatiable \nde violence et attirés par l'odeur de ceux qui ne sont pas infectés.
Society crumbles as the pandemic spreads rapidly
Society crumbles as the pandemic spreads rapidly
Die Gesellschaft bricht durch die Verbreitung der Pandemie zusammen
Общество распадается с быстрым распространением пандемии.
+ La sociedad se desmorona a la vez que la pandemia se propaga rapidamente
+ De samenleving valt uit elkaar, en de pandemie verspreidt zich snel
+ La société s'écroule alors que la pandémie s'étend rapidement
You are one of the 2% who are not infected yet
You are one of the 2% who are not infected yet
Du bist einer der 2% noch nicht infizierten Menschen
Вы один из 2%, которые еще не инфицированы
+ Eres uno del 2% que aun no esta infectada
+ Jij bent één van de 2% die nog niet is geïnfecteerd
+ Vous êtes l'un des 2% qui ne sont pas encore infectés
THIS IS YOUR STORY
THIS IS YOUR STORY
DIES IST DEINE GESCHICHTE
ЭТО ВАША ИСТОРИЯ
+ ESTA ES TU HISTORIA
+ DIT IS JOUW VERHAAL
+ CECI EST VOTRE HISTOIRE
Directed by
Directed by
Regie
Режиссер
+ Dirigida por
+ Geregisseerd door
+ Dirigé par
Scientific Consultant
Scientific Consultant
Wissenschaftliche Beratung
Научный Консультант
+ Consultor Cientifico
+ Wetenschappelijk Consultant
+ Consultant scientifique
+
Producer
Producer
Produzent
Продюсер
+ Productor
+ Producent
+ Producteur
Marketing
Marketing
Marketing
Маркетинг
+ Marketing
+ Marketing
+ Marketing
Music
Music
Musik
Музыка
+ Musica
+ Muziek
+ Musique
Animation
Animation
Animation
Анимация
+ Animacion
+ Animaties
+ Animation
@@ -103,19 +152,28 @@
Take %1
Take %1
%1 nehmen
- Взять %1
+ Взять %1
+ Tomar %1
+ Neem %1
+ Prendre %1
You do not have enough room in your inventory
You do not have enough room in your inventory
Du hast nicht genug Platz in deinem Inventar
У вас не хватает места в инвентаре.
+ No tienes espacio suficiente en tu inventario
+ Je hebt niet voldoende ruimte in je inventaris
+ Vous n'avez pas assez de place dans votre inventaire.
Loading Character Data. Please wait.
Loading Character Data. Please wait.
Lade Charakterdaten. Bitte warten.
Загружается персонаж. Пожалуйста, подождите.
+ Cargando datos del personaje. Por favor espera.
+ Karakterdata aan het laden. Even geduld.
+ Chargement des données du personnage. Veuillez patienter.
@@ -123,319 +181,478 @@
You have cooked %1 %2
You have cooked %1 %2
Du hast %1 %2 gekocht
- Вы приготовили: %1 %2
+ Вы приготовили: %1 %2
+ Cocinaste %1 %2
+ Je hebt %1 %2 gekookt
+ Vous avez cuit %1 %2
Your tent has been packed
Your tent has been packed
Du hast dein Zelt eingepackt
Ваша палатка свернута.
+ Su carpa se ha embalado
+ Je tent is ingepakt
+ Votre tente a été repliée.
You cannot pack this tent, it is not yours
You cannot pack this tent, it is not yours
Du kannst dieses Zelt nicht einpacken, da es nicht deins ist
Вы не можете свернуть эту палатку, так как она не ваша.
+ No puedes embalar esta carpa, no es tuya
+ Je kunt deze tent niet inpakken, hij is niet van jou
+ Vous ne pouvez pas replier cette tente, elle ne vous appartient pas.
You have pitched your tent
You have pitched your tent
Du hast dein Zelt aufgebaut
Вы установили палатку.
+ Asentaste tu carpa
+ Je hebt je tent opgezet
+ Vous avez installé votre tente.
You cannot place a Tent here. The area must be flat, and free of other objects
You cannot place a Tent here. The area must be flat, and free of other objects
Du kannst hier kein Zelt aufbauen. Der Untergrund muss flach und frei sein
Палатку нужно ставить на ровную поверхность, без объектов поблизости.
+ No puedes asentar tu carpa aqui. El area debe ser plana y libre de otros objetos
+ Je kunt hier geen tent plaatsen. Het gebied moet plat en vrij van andere objecten zijn
+ Vous ne pouvez pas placer de tente ici. Le sol doit être plat et libre de tout autre objet.
You have consumed a %1
You have consumed a %1
Du hast ein(e) %1 verbraucht
Вы употребили: %1
+ Consumiste: %1
+ Je hebt %1 genuttigd
+ Vous avez consommé un(e) %1
You have created a fireplace
You have created a fireplace
Du hast ein Feuer gemacht
Вы развели костер.
+ Creaste una fogata
+ Je hebt een kampvuur gemaakt
+ Vous avez créé un feu de camp.
You have constructed a %1
You have constructed a %1
Du hast eine(n) %1 gebaut
Вы построили %1.
+ Construiste un %1
+ Je hebt een %1 opgebouwd
+ Vous avez construit un(e) %1
You have failed to build %1.
You have failed to build %1.
You have failed to build %1.
You have failed to build %1.
+ You have failed to build %1.
+ You have failed to build %1.
+ Vous n'avez pas réussi à contruire %1.
You cannot make a fireplace here. The area must be flat, and free of other objects
You cannot make a fireplace here. The area must be flat, and free of other objects
Du kannst hier kein Feuer machen. Der Untergrund muss flach und frei sein
Костер нужно разводить на ровной поверхности, без объектов поблизости.
+ No puedes hacer una fogata aqui. El area debe ser plana y libre de otros objetos
+ Je kunt hier geen kampvuur maken. Het gebied moet plat en vrij van andere objecten zijn
+ Vous ne pouvez pas faire de feu de camp ici. Le sol doit être plat et libre de tout autre objet.
Fireplace has been removed
Fireplace has been removed
Die Feuerstelle wurde zerstört
Костер убран.
+ La fogata fue removida
+ Het kampvuur is verwijderd
+ Le feu de camp a été retiré.
%1 has been gutted, %2 meat steaks now on the carcass
%1 has been gutted, %2 meat steaks now on the carcass
Du hast %1 ausgenommen, %2 Stücke Fleisch sind im Kadaver
Вы разделали: %1. Доступно кусков мяса: %2
+ %1 fue achurado, dejando %2 trozos de carne en el cuerpo
+ Je hebt %1 opengesneden. Er bevinden zich %2 biefstukken op het karkas
+ %1 a été découpé, %2 morceaux de viande sont maintenant dans la carcasse.
You are being healed
You are being healed
Du wirst geheilt
Вас лечат.
+ Fuiste curado
+ Je wordt genezen
+ Vous recevez des soins
You have filled %1 bottles with water
You have filled %1 bottles with water
Du hast %1 Flasche(n) mit Wasser gefüllt
Наполнено фляжек с водой: %1
+ Llenaste %1 cantimplora(s) con agua
+ Je hebt %1 flessen gevuld met water
+ Vous avez rempli %1 bouteille(s) avec de l'eau.
You have no empty water bottles
You have no empty water bottles
Du hast keine leeren Wasserflaschen
У вас нет пустых фляжек.
+ No tienes cantimploras vacias
+ Je hebt geen lege waterflessen
+ Vous n'avez aucune bouteille vide.
You need a %1 to repair this
You need a %1 to repair this
Du brauchst ein(e) %1, um das zu reparieren
Чтобы это починить, вам нужно: %1
+ Necesitas un %1 para reparar esto
+ Je hebt een %1 nodig om dit te repareren
+ Vous avez besoin d'un(e) %1 pour réparer ceci.
You have successfully attached the %1 on the %2
You have successfully attached the %1 on the %2
Du hast erfolgreich ein(e) %1 an %2 angebracht
Вы успешно установили %1 на %2.
+ Fijasste correctamente el %1 al %2
+ Je hebt met succes een %1 geplaatst op de %2
+ Vous avez réussi à placer le %1 sur le %2
%1 has been filled with %2 litres of Fuel
%1 has been filled with %2 litres of Fuel
%1 wurde mit %2 Litern Treibstoff betankt
В %1 было залито %2 литров топлива.
+ El %1 fue cargado con %2 litros de combustible
+ %1 is bijgetankt met %2 liter benzine
+ %1 a été rempli avec %2 litres de carburant.
Day
Day
Tag
- День
+ День
+ Dia
+ Dag
+ Jour
You last ate %2 minutes, and drank %3 minutes ago
You last ate %2 minutes, and drank %3 minutes ago
Du hast zuletzt vor %2 Minuten gegessen und vor %3 Minuten getrunken
Последний раз вы ели %2 мин. назад, пили - %3 мин. назад.
+ Tu ultima comida fue hace %2 minutos y bebida hace %3 minutos
+ Je hebt %2 minuten geleden gegeten en %3 minuten geleden gedronken
+ Vous avez mangé il y a %2 minutes et bu il y a %3 minutes.
%1 Food and %2 water was used since your last login
%1 Food and %2 water was used since your last login
Seit deinem letzten Login hast du %1 Einheiten Essen und %2 Flaschen Wasser verbraucht
С момента вашего последнего входа в игру вы съели еды: %1 и выпили воды: %2
+ %1 Comidas y %2 Aguas fueron usadas desde tu ultimo ingreso
+ Sinds de laatste keer dat je hebt ingelogd heb je %1 voedsel en %2 water genuttigd
+ %1 Nourriture(s) et %2 boisson(s) ont été utilisés depuis votre dernière connection.
You have filled %1 jerrycans with fuel
You have filled %1 jerrycans with fuel
Du hast %1 Kanister mit Treibstoff gefüllt
Наполнено топливом канистр: %1
+ Llenaste %2 bidones con combustible
+ Je hebt %1 jerrycans met brandstof gevuld
+ Vous avez rempli %1 jerrican(s) avec du carburant.
You have no empty jerry cans
You have no empty jerry cans
Du hast keine leeren Kanister
У вас нет пустых канистр.
+ No tienes bidones vacios
+ Je hebt geen lege jerrycans
+ Vous n'avez pas de jerrican vide.
You need to sit in the driver seat before you can repair this vehicle
You need to sit in the driver seat before you can repair this vehicle
Sie müssen im Fahrersitz sitzen um dieses Fahrzeug reparieren zu können.
Для ремонта требуется занять место водителя хотя бы раз.
+ Necesitas sentarte en el asiento del conductor antes de arreglar este vehiculo
+ Je moet in de bestuurdersstoel zitten om dit voertuig te repareren
+ Vous devez vous asseoir à la place du conducteur avant de pouvoir réparer ce véhicule.
Please go to Player Selection Screen to continue in game
Please go to Player Selection Screen to continue in game
Bitte gehe in die Rollenverteilung um weiterspielen zu können
Пожалуйста, выйдите в окно выбора игрока, чтобы продолжить игру
+ Por favor ve a la Pantalla de Seleccion de Jugador para continuar en el juego
+ Ga alsjeblieft naar het rollenverdelingsscherm on verder te spelen
+ Veuillez aller à l'Ecran de Sélection de Joueur pour continuer à jouer
Waiting for character to create
Waiting for character to create
Warte darauf, einen neuen Charakter um zu erstellen
Пожалуйста, выйдите в окно выбора игрока чтобы продолжить игру
+ Esperando que el personaje sea creado
+ Wachten tot het karakter is aangemaakt
+ En attente de la création du personnage
Retrying to Authenticate
Retrying to Authenticate
Versuche erneut zu Authentifizieren
Попытка аутентификации
+ Volviendo a Autentificar
+ Authenticatie opnieuw proberen
+ Nouvelle tentative d'Authentification
Requesting Authentication
Requesting Authentication
Empfange Authentifizierung
Запрос аутентификации
+ Solicitando Autentificacion
+ Authenticatie aan het aanvragen
+ Demande d'Authentification
Waiting for server response
Waiting for server response
Warte auf Antwort des Servers
Ожидание ответа сервера
+ Esperando la respuesta del servidor
+ Wachten op serverantwoord
+ Attente de la réponse du serveur
Server responded, creating character
Server responded, creating character
Server antwortete, erstelle Charakter
Получен ответ от сервера. Идет создание персонажа
+ El servidor respondio, creado personaje
+ Server heeft geantwoord, karakter aan het maken
+ Réponse du serveur, création du personnage
You are running an incorrect version of DAYZ_CODE, please download this file from dayzmod.com/downloads (You are running version %1 and the server is running version %2)
You are running an incorrect version of DAYZ_CODE, please download this file from dayzmod.com/downloads (You are running version %1 and the server is running version %2)
Du hast eine falsche Version von DAYZ_CODE, bitte lade dir die neuste Version von www.dayzmod.com/downloads runter
Вы используете неверную версию DAYZ_CODE, пожалуйста, скачайте данный файл с dayzmod.com/downloads (Ваша версия %1, версия на сервере %2)
+ Estas ejecutando una version incorrecta de DAYZ_CODE, por favor descarga este archivo desde dayzmod.com/downloads (Estas ejecutando la version %1 y el servidor %2)
+ Je gebruikt een incorrecte versie van DAYZ_CODE, download dit bestand alsjeblieft van dayzmod.com/downloads (Je gebruikt versie %1, en de server gebruikt versie %2)
+ Vous utilisez une version incorrecte de DAYZ_CODE, veuillez télécharger ce fichier depuis dayzmod.com/downloads (Vous utilisez la version %1 et le serveur utilise la version %2)
You must be near a water-source such as a pond or well to refill your water bottles
You must be near a water-source such as a pond or well to refill your water bottles
Du musst in der nähe einer Wasserquelle wie z.B. einem Teich sein um deine Wasserflasche zu füllen
Вы должны находиться возле водоема или источника воды, чтобы наполнить свои фляги.
+ Necesitas estar cerca de una fuente de agua como un pozo para rellenar tus cantimplora
+ Je moet in de buurt van een waterbron zijn, zoals een meer of pomp, om je waterflessen bij te vullen
+ Vous devez être à côté d'une source d'eau comme un bassin ou un puits pour remplir vos bouteilles d'eau.
You cannot do this while you are on a ladder
You cannot do this while you are on a ladder
Du kannst das nicht tun, während du an einer Leiter bist
Вы не можете этого делать, пока поднимаетесь по лестнице.
+ No puedes hacer esto mientras estas en una escalera
+ Je kunt deze actie op een ladder niet uitvoeren
+ Vous ne pouvez pas faire cela en étant sur une échelle.
You must have wood in your inventory in order to create a fireplace
You must have wood in your inventory in order to create a fireplace
Du brauchst Holz in deinem Inventar, um ein Feuer zu machen
Для разведения костра у вас должны быть дрова.
+ Debes tener madera en tu inventario para poder crear una fogata
+ Je moet hout in je inventaris hebben om een kampvuur te maken
+ Vous devez avoir du bois dans votre inventaire pour pouvoir faire un feu de camp.
You must be in a forest and close to a tree to harvest wood.
You must be in a forest and close to a tree to harvest wood.
Sie müssen in einem Wald und nah an einem Baum sein, um Holz zu hacken.
Вы должны находится в лесу и подойти к дереву, чтобы нарубить дров.
+ Debes estar en el bosque y cerca de un arbol para recoger madera.
+ Je moet in een bos en in de buurt van een boom zijn om hout te hakken.
+ Vous devez être en forêt et proche d'un arbre pour couper du bois.
You do not have enough room in your inventory to do that.
You do not have enough room in your inventory to do that.
Sie haben nicht genug Platz in Ihrem Inventar um das zu tun.
У вас недостаточно места в инвентаре.
+ No tienes espacio suficiente en tu inventario para hacer eso
+ Je hebt onvoldoende ruimte in je inventaris om die actie uit te voeren
+ Vous n'avez pas assez de place dans votre inventaire pour faire cela.
A pile of wood has been successfully added to your inventory.
A pile of wood has been successfully added to your inventory.
Ein Holzstoß wurde erfolgreich Ihrem Inventar hinzugefügt.
Дрова добавлены в ваш инвентарь.
+ Una pila de madera se agrego correctamente a tu inventario.
+ Er is brandhout toegevoegd aan je inventaris.
+ Une pile de bois a été ajoutée à votre inventaire avec succès.
You cannot do this while you are in the water.
You cannot do this while you are in the water.
Sie können dies nicht tun, während Sie im Wasser sind.
Это действие невозможно пока вы в воде.
+ No puedes hacer esto mientras estas en el agua.
+ Je kunt deze actie niet in het water uitvoeren
+ Vous ne pouvez pas faire cela lorsque vous êtes dans l'eau.
You have applied a heatpack to your body successfully.
You have applied a heatpack to your body successfully.
Sie haben das Heatpack erfolgreich appliziert
Вы успешно применили на вашем теле согревающий комплект.
+ Aplicaste correctamente un paquete de calor tu cuerpo.
+ Je hebt met succes een heatpack op je lichaam gebruikt.
+ Vous avez utilisé un heatpack avec succès.
You cannot reload that combination, you need %1 %2 magazines.
You cannot reload that combination, you need %1 %2 magazines.
Sie können diese Munition nicht kombinieren, sie brauchen %1 %2 Magazine.
Вы не можете перезарядить эту комбинацию. Вам необходимо иметь магазины %1 %2.
+ No puedes recargar esa combinacion, necesitas %1 cargadores de %2
+ Je kan die combinatie niet herladen, je hebt %1 %2 magazijnen nodig.
+ Vous ne pouvez pas recharger cette combinaison, vous avez besoin de %1 %2 chargeur(s).
You have successfully reloaded %1 %2 magazines.
You have successfully reloaded %1 %2 magazines.
Sie haben erfolgreich %1 %2 Magazine hergestellt.
Магазины %1 %2 перезаряжены.
+ Recargaste correctamente %1 cargadores de %2.
+ Je hebt met succes %1 %2 magazijnen herladen.
+ Vous avez rechargé %1 %2 chargeur(s) avec succès.
%1 must be on your person to move it to/from your toolbelt.
%1 must be on your person to move it to/from your toolbelt.
%1 muss in ihrem Inventar sein um es aus/in ihren Werkzeuggürtel zu packen.
Для перемещения с/на пояс, предмет %1 должен быть у вас.
+ %1 debe estar en tu persona para moverlo hacia/desde el cinturon.
+ Je moet %1 op je persoon hebben om het van/naar je gereedschapsriem te verplaatsen
+ %1 doit être sur vous pour pouvoir le déplacer de/vers votre ceinture à outils.
%1 must be in your main inventory to %2 it.
%1 must be in your main inventory to %2 it.
%1 must be in your main inventory to %2 it.
Предмет %1 должен находиться в основном инвентаре чтобы %2 его.
+ %1 debe estar en tu inventario principal para: %2
+ %1 moet zich in je hoofdinventaris bevinden om het te %2.
+ %1 doit être dans votre inventaire principal pour pouvoir le %2
%1 is already being looted by someone else.
%1 is already being looted by someone else.
%1 wurde von einer anderen Person gelooted.
%1 уже кто-то обыскивает.
+ %1 ya fue saqueado por alguien mas.
+ %1 wordt al door iemand anders opgepakt.
+ %1 est déjà en train d'être pillé par quelqu'un d'autre.
That tent is already being packed.
That tent is already being packed.
Dieses Zelt wurde bereits eingepackt.
Эту палатку уже упаковывают.
+ Esta carpa ya fue embalada.
+ Die tent wordt al ingepakt.
+ Cette tente est déjà en train d'être repliée.
His name was %1, it appears he died from %2
His name was %1, it appears he died from %2
Sein Name war %1, er ist durch %2 gestorben
Его звали %1, похоже что он умер от %2
+ Su nombre era %1, y aparecentemente murio por %2
+ Zijn naam was %1, het lijkt dat hij is gestorven aan %2
+ Son nom était %1, il semble qu'il soit mort d' %2
a gunshot to the head
a gunshot to the head
einen Schuss in den Kopf
попадания пули в голову
+ un disparo en la cabeza
+ een kogel in het hoofd
+ une balle dans la tête
a high calibre gunshot
a high calibre gunshot
eine Großkalibrige Schrotflinte
попадания пули большого калибра
+ un disparo de alto calibre
+ een schot van hoog kaliber
+ un tir de gros calibre
blood loss
blood loss
hohen Blutverlust
потери крови
+ perdida de sangre
+ bloedverlies
+ une hémorragie
dehydration
dehydration
dehydration
обезвоживания
+ deshidratacion
+ uitdroging
+ une déshydratation
starvation
starvation
verhungern
голода
+ falta de comida
+ uithongering
+ inanition
combat logging
combat logging
combat logging
выхода из игры в режиме боя
+ huir de combate
+ uitloggen tijdens een gevechtssituatie
+ une déco en combat
an unknown cause
an unknown cause
einen unbekannten Grund
неизвестной причины
+ causas desconocidas
+ een onbekende oorzaak
+ une cause inconnue
@@ -444,24 +661,36 @@
SELECT YOUR GENDER
Wählen Sie Ihr Geschlecht
Выберите свой пол
+ SELECCIONE SU GENERO
+ KIES JE GESLACHT
+ SELECTIONNEZ VOTRE GENRE
-
+
Please select the gender you wish to play as. Your gender will be bound to this unique character and cannot be changed until you die.
Please select the gender you wish to play as. Your gender will be bound to this unique character and cannot be changed until you die.
Bitte wählen Sie das Geschlecht aus, mit dem sie Spielen wollen. Ihr Geschlecht wird an diesen einzigartigen Charakter gebunden und kann nicht geändert werden, bis sie sterben.
Пожалуйста, выберите пол вашего персонажа. Учтите, вы не сможете изменить его в течении игры, до тех пор, пока не погибнете.
-
+ Por favor selecciona el genero con el que deseas jugar. Tu genero se enlazara a tu personaje y solo podra ser cambiado cuando mueras.
+ Kies alsjeblieft het geslacht waarmee je wilt spelen. Je geslacht zal gebonden zijn aan dit unieke karakter, en kan niet gewijzigd worden tot je komt te overlijden.
+ Veuillez sélectionner le genre que vous voulez jouer. Votre genre sera lié à ce personnage unique et sera définitif jusqu'à la mort de ce dernier.
+
MALE
MALE
Männlich
Мужчина
+ MASCULINO
+ MAN
+ HOMME
FEMALE
FEMALE
Weiblich
Женщина
+ FEMENINO
+ VROUW
+ FEMME
@@ -470,276 +699,414 @@
Take Antibiotics
Antibiotikum einnehmen
Принять антибиотики
+ Tomar Antibioticos
+ Antibiotica innemen
+ Prendre des Antibiotiques
Gut Animal
Gut Animal
Tier ausweiden
Разделать животное
+ Achurar Animal
+ Dier opensnijden
+ Découper l'Animal
Cook Meat
Cook Meat
Fleisch zubereiten
Приготовить мясо
+ Cocinar Carne
+ Biefstuk koken
+ Cuire la Viande
Remove fireplace
Remove fireplace
Feuerplatz zerstören
Убрать костер
+ Remover fogata
+ Kampvuur verwijderen
+ Retirer le Feu de camp
Pack Tent
Pack Tent
Zelt einpacken
Упаковать палатку
+ Embalar Carpa
+ Tent inpakken
+ Replier la Tente
Drink Water
Drink Water
Wasser trinken
Выпить воду
+ Tomar Agua
+ Water drinken
+ Boire de l'Eau
Fill Water
Fill Water
Wasser abfüllen
Наполнить фляжки
+ Llenar con Agua
+ Water bijvullen
+ Remplir d'Eau
Fill Jerrycan
Fill Jerrycan
Benzinkanister füllen
Наполнить канистры
+ Llenar Bidones
+ Jerrycan bijvullen
+ Remplir le(s) Jerrican(s)
Drag Body
Drag Body
Körper ziehen
Тащить тело
+ Arrastrar Cuerpo
+ Lichaam slepen
+ Traîner le Corps
Check Pulse
Check Pulse
Puls überprüfen
Проверить пульс
+ Tomar Pulso
+ Hartslag controleren
+ Contrôler le Pouls
Load patient into %1
Load patient into %1
Patient in %1 verladen
Загрузить раненного в %1
+ Colocar paciente en %1
+ Patient in %1 laden
+ Charger le patient dans %1
Bandage Wounds
Bandage Wounds
Wunden verbinden
Перевязать человеку раны
+ Vendar Heridas
+ Wonden verbinden
+ Bander les Blessures
Give Epinephrine
Give Epinephrine
Epinephrin verabreichen
Сделать укол адреналина
+ Dar Epinefrina
+ Adrenaline injecteren
+ Donner de l'Epinéphrine
Give Morphine
Give Morphine
Morphium verabreichen
Сделать укол морфия
+ Dar Morfina
+ Morfine injecteren
+ Donner de la Morphine
Give Painkillers
Give Painkillers
Schmerzmittel verabreichen
Дать болеутоляющие
+ Dar Analgesicos
+ Pijnstillers geven
+ Donner des Antidouleurs
Give Blood Transfusion
Give Blood Transfusion
Bluttransfusion legen
Сделать человеку переливание крови
+ Dar Transfusion de Sangre
+ Bloedtransfusie geven
+ Donner une Transfusion de Sang
<t %2>Repair %1</t>
<t %2>Repair %1</t>
<t %2>%1 reparieren</t>
<t %2>Отремонтировать %1</t>
+ <t %2>Reparar %1</t>
+ <t %2>Repareren %1</t>
+ <t %2>Réparer %1</t>
Refuel %1
Refuel %1
%1 betanken
Заправить %1
+ Reabastecer %1
+ Brandstof bijvullen %1
+ Remettre du carburant dans %1
Issue %1
Issue %1
%1 ausrüsten
Установить %1
+ Problema %1
+ %1 uitrusten
+ Problème %1
Packup %1
Packup %1
%1 einpacken
Разобрать %1
+ Empaquetar %1
+ %1 inpakken
+ Empaqueter %1
Upgrade %1
Upgrade %1
%1 verbessern
Улучшить %1
+ Mejorar %1
+ %1 upgraden
+ Améliorer %1
Unload patients from %1
Unload patients from %1
Patienten aus %1 ausladen
Вытащить раненных из %1
+ Descargar pacientes del %1
+ Patiënten uit %1 laden
+ Décharger le(s) patient(s) de %1
Pickup %1
Pickup %1
%1 aufnehmen
Взять %1
+ Tomar %1
+ %1 oppakken
+ Ramasser %1
Drop %1
Drop %1
%1 fallen lassen
Выбросить %1
+ Dejar %1
+ %1 laten vallen
+ Lâcher %1
Extinguish %1
Extinguish %1
%1 löschen
Погасить %1
+ Extinguir %1
+ %1 blussen
+ Eteindre %1
You cannot perform another blood transfusion so fast
You cannot perform another blood transfusion so fast
You cannot perform another blood transfusion so fast
You cannot perform another blood transfusion so fast
+ You cannot perform another blood transfusion so fast
+ You cannot perform another blood transfusion so fast
+ Vous ne pouvez pas faire d'autre transfusion de sang aussi rapidement
Study Body
Study Body
Leiche untersuchen
Обследовать тело
+ Estudiar Cuerpo
+ Lichaam bestuderen
+ Examiner le corps
Build %1
Build %1
%1 bauen
Установить %1
+ Construir %1
+ %1 opbouwen
+ Construire %1
Remove %1
Remove %1
% entfernen
Разобрать %1
+ Remover %1
+ %1 verwijderen
+ Enlever %1
Save %1
Save %1
% speichern
Сохранить %1
+ Guardar %1
+ %1 opslaan
+ Sauvegarder %1
Turn Over %1
Turn Over %1
Turn Over %1
Turn Over %1
+ Turn Over %1
+ Turn Over %1
+ Retourner %1
Enable Stats
Enable Stats
Enable Stats
Enable Stats
+ Enable Stats
+ Enable Stats
+ Activer les Stats
Sleep
Sleep
Sleep
Sleep
+ Sleep
+ Sleep
+ Dormir
Bandit
Bandit
Bandit
Бандит
+ Bandido
+ Bandiet
+ Bandit
Tame Dog
Tame Dog
zahmen Hund
Приручить собаку
+ Tame Dog
+ Tame Dog
+ Apprivoiser le Chien
Move To
Move To
-
+ Move To
Иди туда
+ Move To
+ Move To
+ Aller à
Dog: %1
Dog: %1
-
-
+ Dog: %1
+ Dog: %1
+ Dog: %1
+ Dog: %1
+ Chien: %1
Call Dog
Call Dog
-
+ Call Dog
Позвать собаку
+ Call Dog
+ Call Dog
+ Appeler le Chien
Feed Dog
Feed Dog
-
+ Feed Dog
Позвать собаку
+ Feed Dog
+ Feed Dog
+ Nourrir le Chien
Water Dog
Water Dog
-
+ Water Dog
Позвать собаку
+ Water Dog
+ Water Dog
+ Donner à boire au Chien
Dog: Sit
Dog: Sit
-
+ Dog: Sit
Позвать собаку
+ Dog: Sit
+ Dog: Sit
+ Chien: S'asseoir
Dog: Lie Down
Dog: Lie Down
-
+ Dog: Lie Down
Позвать собаку
+ Dog: Lie Down
+ Dog: Lie Down
+ Chien : Couché
Dog: Track
Dog: Track
-
+ Dog: Track
Позвать собаку
+ Dog: Track
+ Dog: Track
+ Chien: Pister
Dog: Bark
Dog: Bark
-
+ Dog: Bark
Позвать собаку
+ Dog: Bark
+ Dog: Bark
+ Chien: Aboyer
Dog: %1
Dog: %1
-
+ Dog: %1
Позвать собаку
+ Dog: %1
+ Dog: %1
+ Chien: %1
Dog: Follow
Dog: Follow
-
+ Dog: Follow
Позвать собаку
+ Dog: Follow
+ Dog: Follow
+ Chien: Suivre
@@ -748,144 +1115,216 @@
Box of Wet Matches
Box of Wet Matches
Box of Wet Matches
+ Box of Wet Matches
+ Box of Wet Matches
+ Boîte d'Allumettes mouillées
Box of wet matches.
Box of wet matches.
Box of wet matches.
Box of wet matches.
+ Box of wet matches.
+ Box of wet matches.
+ Boîte d'Allumettes mouillées.
Blunt Hatchet
Blunt Hatchet
Blunt Hatchet
Blunt Hatchet
+ Blunt Hatchet
+ Blunt Hatchet
+ Hache émoussée
Your Hatchet appears to be too bunt to be used.
Your Hatchet appears to be too bunt to be used.
Your Hatchet appears to be too bunt to be used.
Your Hatchet appears to be too bunt to be used.
+ Your Hatchet appears to be too bunt to be used.
+ Your Hatchet appears to be too bunt to be used.
+ Votre Hache semble être trop émoussée pour l'utiliser
Blunt Knife
Blunt Knife
Blunt Knife
Blunt Knife
+ Blunt Knife
+ Blunt Knife
+ Couteau émoussé
Your Knife appears to be too bunt.
Your Knife appears to be too bunt.
Your Knife appears to be too bunt.
Your Knife appears to be too bunt.
+ Your Knife appears to be too bunt.
+ Your Knife appears to be too bunt.
+ Votre couteau semble trop émoussé
Mutton Raw
Mutton Raw
Mutton Raw
Mutton Raw
+ Mutton Raw
+ BMutton Raw
+ Mouton cru
Goat Meat to be used for sustainment, must be cooked prior to eating.
Goat Meat to be used for sustainment, must be cooked prior to eating.
Goat Meat to be used for sustainment, must be cooked prior to eating.
Goat Meat to be used for sustainment, must be cooked prior to eating.
+ Goat Meat to be used for sustainment, must be cooked prior to eating.
+ Goat Meat to be used for sustainment, must be cooked prior to eating.
+ La viande de chèvre peut être consommée mais doit être cuite avant de pouvoir la manger.
Raw Chicken Leg
Raw Chicken Leg
Raw Chicken Leg
Raw Chicken Leg
+ Raw Chicken Leg
+ Raw Chicken Leg
+ Cuisse de Poulet crue
Chicken Leg to be used for sustainment, must be cooked prior to eating.
Chicken Leg to be used for sustainment, must be cooked prior to eating.
Chicken Leg to be used for sustainment, must be cooked prior to eating.
Chicken Leg to be used for sustainment, must be cooked prior to eating.
+ Chicken Leg to be used for sustainment, must be cooked prior to eating.
+ Chicken Leg to be used for sustainment, must be cooked prior to eating.
+ La cuisse de poulet crue peut être consommée mais doit être cuite avant de pouvoir la manger.
Rabbit Raw
Rabbit Raw
Rabbit Raw
Rabbit Raw
+ Rabbit Raw
+ Rabbit Raw
+ Lapin cru
Rabbit to be used for sustainment, must be cooked prior to eating.
Rabbit to be used for sustainment, must be cooked prior to eating.
Rabbit to be used for sustainment, must be cooked prior to eating.
Rabbit to be used for sustainment, must be cooked prior to eating.
+ Rabbit to be used for sustainment, must be cooked prior to eating.
+ Rabbit to be used for sustainment, must be cooked prior to eating.
+ Le lapin cru peut être consommé mais doit être cuit avant de le manger.
Raw Bacon
Raw Bacon
Raw Bacon
Raw Bacon
+ Raw Bacon
+ Raw Bacon
+ Bacon cru
Bacon to be used for sustainment, must be cooked prior to eating.
Bacon to be used for sustainment, must be cooked prior to eating.
Bacon to be used for sustainment, must be cooked prior to eating.
Bacon to be used for sustainment, must be cooked prior to eating.
+ Bacon to be used for sustainment, must be cooked prior to eating.
+ Bacon to be used for sustainment, must be cooked prior to eating.
+ Le bacon cru peut être consommé mais doit être cuit avant de le manger.
Cooked Mutton
Cooked Mutton
Cooked Mutton
Cooked Mutton
+ Cooked Mutton
+ Cooked Mutton
+ Mouton Cuit
Goat Meat to be used for sustainment.
Goat Meat to be used for sustainment.
Goat Meat to be used for sustainment.
Goat Meat to be used for sustainment.
+ Goat Meat to be used for sustainment.
+ Goat Meat to be used for sustainment.
+ La viande de chèvre peut être consommée.
Chicken Leg
Chicken Leg
Chicken Leg
Chicken Leg
+ Chicken Leg
+ Chicken Leg
+ Cuisse de poulet
Chicken Leg to be used for sustainment.
Chicken Leg to be used for sustainment.
Chicken Leg to be used for sustainment.
Chicken Leg to be used for sustainment.
+ Chicken Leg to be used for sustainment.
+ Chicken Leg to be used for sustainment.
+ La cuisse de poulet peut être consommée.
Rabbit
Rabbit
Rabbit
Rabbit
+ Rabbit
+ Rabbit
+ Lapin
Rabbit to be used for sustainmen.
Rabbit to be used for sustainment.
Rabbit to be used for sustainment.
Rabbit to be used for sustainment.
+ Rabbit to be used for sustainment.
+ Rabbit to be used for sustainment.
+ Le lapin peut être consommé.
Bacon
Bacon
Bacon
Bacon
+ Bacon
+ Bacon
+ Bacon
Bacon to be used for sustainment, must be cooked prior to eating.
Bacon to be used for sustainment, must be cooked prior to eating.
Bacon to be used for sustainment, must be cooked prior to eating.
Bacon to be used for sustainment, must be cooked prior to eating.
+ Bacon to be used for sustainment, must be cooked prior to eating.
+ Bacon to be used for sustainment, must be cooked prior to eating.
+ Bacon to be used for sustainment, must be cooked prior to eating.
Angel Cookies
Angel Cookies
Angel Cookies
Angel Cookies
+ Angel Cookies
+ Angel Cookies
+ Angel Cookies
Angel Cookies to boost your moral up!
Angel Cookies to boost your moral up!
Angel Cookies to boost your moral up!
Angel Cookies to boost your moral up!
+ Angel Cookies to boost your moral up!
+ Angel Cookies to boost your moral up!
+ Angel Cookies to boost your moral up!
-
\ No newline at end of file
+
diff --git a/dayz_server/compile/server_onPlayerDisconnect.sqf b/dayz_server/compile/server_onPlayerDisconnect.sqf
index 191ddee07..8e576db13 100644
--- a/dayz_server/compile/server_onPlayerDisconnect.sqf
+++ b/dayz_server/compile/server_onPlayerDisconnect.sqf
@@ -29,7 +29,7 @@ if (!isNull _object) then {
{ [_x,"gear"] call server_updateObject } foreach
(nearestObjects [getPosATL _object, ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage"], 10]);
if (alive _object) then {
- [_object,(magazines _object),true] call server_playerSync;
+ [_object,(magazines _object),true,(unitBackpack _object)] call server_playerSync;
_myGroup = group _object;
deleteVehicle _object;
deleteGroup _myGroup;
diff --git a/dayz_server/init/publicEH_server.sqf b/dayz_server/init/publicEH_server.sqf
index 025414203..a611daab9 100644
--- a/dayz_server/init/publicEH_server.sqf
+++ b/dayz_server/init/publicEH_server.sqf
@@ -18,9 +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;
-["dayzGutBody", { (_this select 1) spawn server_gutObject; } ] call registerServerRpc;
// DayZ Epoch Custom
-["dayzGutBodyZ", { (_this select 1) spawn server_gutObjectZ; } ] call registerServerRpc;
["dayzPublishVeh", { (_this select 1) spawn server_publishVeh; } ] call registerServerRpc;
["dayzTradeObject", { (_this select 1) spawn server_tradeObj; } ] call registerServerRpc;
["dayzTraderMenu", { (_this select 1) spawn server_traders; } ] call registerServerRpc;
diff --git a/dayz_server/init/server_functions.sqf b/dayz_server/init/server_functions.sqf
index 53f5abd92..1248de3e5 100644
--- a/dayz_server/init/server_functions.sqf
+++ b/dayz_server/init/server_functions.sqf
@@ -14,8 +14,6 @@ server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\
server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf"; //Creates the object in DB
server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf"; //Removes the object from the DB
-server_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_gutObject.sqf"; //Generated on the server when gutting an object
-server_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_gutObjectZ.sqf"; //Generated on the server when gutting an object
server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; // Custom to add vehicles
server_tradeObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";