Commit Graph
100 Commits
Author SHA1 Message Date
ebaydayz 3f6cd7de42 Fix some errors 2016-03-31 14:45:13 -04:00
ebaydayz 6de88c7b07 Update some WeaponHolder to WeaponHolderBase 2016-03-31 11:35:33 -04:00
ebaydayz c54a52a103 Merge selfbloodbag and self_transfuse 2016-03-30 20:50:06 -04:00
ebaydayz 69091965a1 Merge new MultiPlayerSetup and autojoin 2016-03-30 17:01:28 -04:00
ebaydayz 77e760fe73 Update private tags
From
https://github.com/DayZMod/DayZ/commit/e69f8d530620e76f0ba7a4c7f3fcb1fa914c8e07

Moved dog files to the \dog\ folder and pzombie files to the \pzombie\
folder. Also removed some legacy files that are no longer used.

The actions\ and compile\ folders are fully up to date now
2016-03-30 14:55:45 -04:00
ebaydayz 30b29c541e Update intro heli crash name 2016-03-29 20:53:57 -04:00
ebaydayz c3360efc1d Remove duplicate logo file
dayz_logo_ca.paa was the same exact file as loadingscreen.paa
2016-03-29 20:20:04 -04:00
ebaydayz 91f9b3e33b Make UI toggleable between three options
Admin can choose vanilla, classic epoch or classic epoch dark.

dayz_hungerThirst was replaced with dayz_NutritionSystem
2016-03-29 19:54:19 -04:00
ebaydayz 71b975b05e Actions cleanup 2016-03-29 14:47:28 -04:00
ebaydayz e1a0bfebc1 Update inits 2016-03-27 23:47:30 -04:00
ebaydayz 23caf14dc9 Update mission
It should no longer be necessary to load dayz_vehicles in the
mission.sqm addons. It was taken out of mission.sqm in vanilla around
1.8.

The dayz_logo_ca.paa file was identical to loadingscreen.paa
2016-03-27 15:18:28 -04:00
ebaydayz 8f2ff5cb3e Update spawnCrashSite 2016-03-26 22:02:28 -04:00
ebaydayz cfff2454aa Update server_monitor 2016-03-26 20:46:42 -04:00
ebaydayz e435d41f6c Update server_functions
The protective box is not needed on Chernarus.

If other maps need it we are better off spawning a permanent box around
the debug area once, instead of constantly creating new boxes every time
a player logs in.
2016-03-25 21:24:43 -04:00
ebaydayz 145fbf093f Use str for very long strings
Format has a 2048 character limit:
https://community.bistudio.com/wiki/format

Str() should be used for strings that may exceed that, like object
inventories and vehicle hit point arrays.
2016-03-25 13:54:23 -04:00
ebaydayz c637c210b1 Cleanup server_updateObject 2016-03-25 13:17:04 -04:00
ebaydayz dd8283951d Remove unused function 2016-03-25 11:54:12 -04:00
ebaydayz 8c7a7429af Remove unused PVEH
I'm guessing the 1 in place of I in the PV names was intentional to work
around some BE filter. If not, it should be changed in vanilla.
2016-03-24 19:56:17 -04:00
ebaydayz ee13f4caf7 Remove friendlySaving for now
Achievements are saved in the state field, so we don't have room to save
friendlies there anymore. DZE_FriendlySaving is removed for now. I will
add it back later with a save to player profile instead.

The dayz_players variable is not used for anything. There were several
other unused variables in server_playerLogin.sqf.
2016-03-24 17:04:17 -04:00
ebaydayz 3ed4a95c14 Rework death messages
MPHit does not always fire when a player is killed:
https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPHit

Using either MPHit or MPKilled is not a good idea here. There is already
a local 'killed' event handler which fires on player death
(player_death.sqf). That script sends a PV (priority message) to the
server which triggers server_playerDied. That means fnc_plyrHit needed
to finish sending its data to the server via public setVariables
(non-priority messages) before server_playerDied executed. Triggering
both these scripts at the same time was a bad idea.

Instead of sending the data to the server via setVariable I just
included it in PVDZ_plr_Death. This also lets us pass extra information
from the damage handler like ammo type, cause of death, etc. Still need
to test, but it should be more reliable and performant than
fnc_playerHit called from MPHit or MPKilled.
2016-03-23 19:52:04 -04:00
ebaydayz debb714277 object_setFixServer -> fnc_veh_setFixServer
Fnc_veh_handleRepair is a new version of fnc_veh_setFixServer with extra
handling. It is used in salvage and some other scripts, but not
server_monitor.
2016-03-22 16:34:08 -04:00
ebaydayz cc64d2e7fb Cleanup player_switchModel 2016-03-21 20:25:01 -04:00
ebaydayz e2e6e79394 Minor formatting cleanup 2016-03-21 17:58:23 -04:00
ebaydayz 286f405e67 No achievements in player_death
Recent 1.8.7 commit:

https://github.com/DayZMod/DayZ/commit/651510eed7428e4cde854d08b6aecc6eb3823fdf
2016-03-20 23:24:20 -04:00
ebaydayz f0757b1544 Send dayz_playerName as array
This avoids triggering PV value restrictions when the player has
keywords or special characters in their name.
2016-03-20 22:12:11 -04:00
ebaydayz 92c09e5c7b Cleanup zombie_agent formatting
It is much easier to compare with the 1.8.7 file now.
2016-03-20 16:37:14 -04:00
ebaydayz ef873c2340 Fix player_monitor errors
DayzGearSave is no longer used. I will submit a pull to remove it from
vanilla too.

Player_dumpBackpack is not a good solution to stifle duping. Players can
not see friends backpacks dropped on the ground. That is a problem when
they want to trade backpacks. They don't understand why their friend
can't see it. Also players can still get the "gear" scroll action if
they look where the hidden backpack is.

If it is still a problem after all the updates to current dayz code then
we should submit a pull request with a better solution to vanilla.
2016-03-20 16:09:57 -04:00
ebaydayz 15a38afd82 Remove some unused files 2016-03-20 13:28:49 -04:00
ebaydayz 9ce5a20417 Cleanup variables.sqf
Epoch variables are grouped together now for easy comparison with
vanilla.
2016-03-19 19:58:37 -04:00
ebaydayz 4bd9a9aa0b Update public variables
It makes no sense to rename the identical DayZ PVs to have an E in their
name. I don't see any good reason it was done in the first place. All it
accomplishes is breaking script compatibility between the two mods and
requiring different publicvariable.txt filters. The only time it makes
sense is for custom Epoch variables that aren't used in vanilla.

All admins have to do to update custom scripts is swap the names
according to the change log.

Note I've submitted a pull request to replace PVDZ_veh_Save with
PVDZ_obj_Save in official too because they are duplicates.
2016-03-18 21:39:22 -04:00
ebaydayz 6a6db58291 Compiles.sqf cleanup
- Moved player_countMagazines to \compile\ folder
- Removed several unused and obsolete files
- Moved some epoch functions out of compiles.sqf into individual files
- Synced order and formatting with 1.8.7. Much easier to compare now.

Any changes I make to official DayZ Mod code and files I also submit as
a pull request to them.
2016-03-17 16:34:15 -04:00
ebaydayz 3113889a98 Update fn_selfActions
See also:
https://github.com/DayZMod/DayZ/pull/645
2016-03-15 22:15:38 -04:00
ebaydayz 207e515e53 Update READMEs 2016-03-14 12:57:19 -04:00
ebaydayz 17134170ea Remove empty optional parameters
AFAIK there is no benefit to including the optional shortcut and
condition parameters as empty strings:
https://community.bistudio.com/wiki/addAction

All the addActions in fn_damageActions do not include them either. I've
run these changes on a live server for a while and never saw a
difference.
2016-03-13 20:15:50 -04:00
ebaydayz 3cc61bd90a fn_damageActions cleanup
I will merge the refueling into fn_selfActions where it is in 1.8.7.

The_inVehicle block was moved up.
2016-03-13 18:00:53 -04:00
ebaydayz 87052a9bf2 Add DZE_MissionLootTable 2016-03-13 15:57:31 -04:00
ebaydayz d9a0c3dd9b Remove <Original> tags
They are not needed. 1.8.7 removed them from their stringtable too.
2016-03-13 15:08:45 -04:00
ebaydayz 0e4ed37218 Remove CfgLootLegacy for now
See discussion at:

https://github.com/EpochModTeam/DayZ-Epoch/commit/8201643c00fefb3f8956a7a23e02e69a8125b1a2#commitcomment-16665467
2016-03-12 23:19:02 -05:00
ebaydayz 4c6b636bc0 More minor cleanup 2016-03-12 22:40:23 -05:00
ebaydayz 473e1eaedd Minor formatting cleanup 2016-03-12 20:05:36 -05:00
ebaydayz 8201643c00 Cleanup CfgLoot
There is no point in having CfgBuildingPos.hpp in dayz_epoch_b too. It
was identical to the one in dayz_code and can be included in the mission
from there.

@icomrade couple questions:

1. Why keep a CfgLootLegacy? I know they are very different formats, but
it will just make things messier and more confusing. Also it will be a
PITA to maintain and update two different sets of loot tables in the
long run. I don't think catering to lazy admins is a good enough reason.
It's not that hard to convert to the new format.

2. Why not use the new _DZ weapon classes in the loot tables like
PDW_DZ, AKM_DZ, etc.?

3. Why not use the new box names like DZ_AmmoBoxRU, DZ_AmmoBoxUS,
DZ_MedBox,  etc. in the loot tables?

4. Why remove the attachments from the loot tables?
2016-03-12 17:17:38 -05:00
ebaydayz 6f5591c6f8 Update more ammo names
See:
https://github.com/DayZMod/DayZ/commit/634214570c2a6c3efe53e2b09bf01250fcc3d2e2

@icomrade - IMO we should use the new blood type system and take out the
config variable. It is not something that can be easily switched between
because it requires manually changing the loot tables and traders which
adds some big files to the mission. Some admins will get confused when
they change the config variable and it doesn't change the loot spawns or
traders.

Admins can make bloodBagONEG abundant on their server if they
don't like it. I think most people will want to use it since it is a
nice extra realism feature and consistent with 1.8.7. We can still leave
the ItemBloodbag class defined in cfgMagazines so admins can go back to
using it if they wish. 1.8.7 even took out the class completely.
2016-03-11 15:15:04 -05:00
ebaydayz 01529e51bc Update shotgun ammo names
See:
https://github.com/DayZMod/DayZ/commit/634214570c2a6c3efe53e2b09bf01250fcc3d2e2
2016-03-11 14:10:45 -05:00
ebaydayz 09b656abc3 Use 1.8.7 fishing
The fishing models, pictures, etc. in 1.8.7 are identical to the ones in
dayz_epoch, so we should use them instead of having duplicate classes.
2016-03-10 22:30:19 -05:00
ebaydayz 6a2b135ac9 Add 1.0.6 SQL updates 2016-03-10 16:44:28 -05:00
ebaydayz 02564a2d30 Move more stuff out of DZE\Misc.hpp
Better organization
2016-03-10 15:44:50 -05:00
ebaydayz 6ca57a099a Move tents to Tent.hpp
This is better organized than having everything in Misc.hpp
2016-03-10 15:02:53 -05:00
ebaydayz 2803847aa0 Remove more unused strings 2016-03-10 14:33:16 -05:00
ebaydayz 18c4c4a203 Misc.hpp formatting
No changes, just removed extra tab.
2016-03-10 13:54:07 -05:00
ebaydayz b82e256766 CfgMagazines cleanup 2016-03-10 13:52:20 -05:00
ebaydayz 5d2c123b8b CfgAmmo formatting sync 2016-03-10 13:03:54 -05:00
ebaydayz 7a084043c9 Remove duplicate strings
These are in dayz_code now
2016-03-09 20:42:00 -05:00
ebaydayz 8014866119 Remove playerstats package from epoch_b stringtable
This is in the dayz_code stringtable now.
2016-03-09 20:15:21 -05:00
ebaydayz 18606a3721 Remove more unused strings 2016-03-09 19:35:08 -05:00
ebaydayz c7d263a916 Remove duplicate strings again
These are all duplicates from the dayz_code stringtable.xml. They
accidentally got added back in during the merge conflict resolution.
2016-03-09 17:00:52 -05:00
ebaydayz 3d5a8c8b54 Use unmodified 1.8.7 dayz_code stringtable
The only difference between this and the previous version is:
1. Container tags removed
2. Comments added back in
3. str_usract_watch_toggle, str_usract_watch and str_itemwatch are not
commented out. These should not be duplicates if we are using the new
languagecore.xml (according to the comment). If it is a duplicate we
should fix it on 1.8.7 too (after confirming it there).

Using the unmodified file directly from 1.8.7 dayz_code makes it easier
to compare for future updates.
2016-03-09 16:02:10 -05:00
ebaydayz c9ee0ea64d Fix tab in CfgWorlds.hpp 2016-03-08 19:36:58 -05:00
ebaydayz a505cb5e54 Move females.hpp to DZE\Females.hpp 2016-03-08 16:51:18 -05:00
ebaydayz e61eeaca09 Generator_DZ no longer in BuiltItems
Needed to add it to variables.sqf lists.

@icomrade - Any reason FireBarrel_DZ was removed? I think we still need
it, since it is an epoch buildable class, unless we merge it with
Land_Fire_barrel.
2016-03-08 14:26:33 -05:00
ebaydayz 040cce2a27 More cfgVehicles cleanup 2016-03-06 20:02:24 -05:00
ebaydayz eadb3566c4 Split hatchback and sedan into separate files
Using 1.8.7 style now. If it was erroring out before it's because Skoda
needed to be defined before hatchback.
2016-03-05 21:04:06 -05:00
ebaydayz 5cfe47c718 dayz_anim requiredAddon in dayz_sfx
These changes are consistent with the 1.8.7 files.

@icomrade - Why did you change all of the scope = public; to scope = 2;
in dayz_code? They should be identical since that is included in the
basicDefines.hpp above all configs. We should stay consistent with 1.8.7
and use the human readable names if possible.

Also any reason you left out these extra CfgActions?
2016-03-05 18:16:17 -05:00
ebaydayz 155e5e5616 Remove more unused strings
Also add back call to fn_gearMenuChecks
2016-03-05 01:16:30 -05:00
ebaydayz 214a648bc1 Remove unused string and duplicate defines 2016-03-04 22:41:00 -05:00
ebaydayz 28c3f9a937 Remove duplicate and unused includes 2016-03-04 19:21:51 -05:00
ebaydayz fbedaf9b8d Remove merge conflict markers
@icomrade - I'm going to start reviewing and testing the commits you've
done here. I'll commit any fixes and additional 1.8.7 stuff that is
needed to this 1.8.7-Rebase branch. Once we have it in a functional
state we can merge it into master if that's good with you.

Let me know if you are working on any files in particular so we don't
duplicate efforts. I'll be in discord while I'm working here too.
2016-03-04 14:59:12 -05:00
ebaydayz 732c2fe5a0 Cleanup some merge conflicts 2016-03-04 14:29:49 -05:00
ebaydayz 479097e7a8 1.8.7 player_switchWeapon updates 2016-03-03 21:31:32 -05:00
ebaydayz e660704f97 Add journal and preliminary strings for crafting
The journal is now functional. Preliminary strings are added for the
1.8.7 crafting system, but it is disabled for now.

I've messaged @marceldev89 (ziellos2k) and @AlbyBDPK on the DayZ forums
to ask permission to use fn_updateCraftUI, player_checkRecipe and
player_craftItemGUI. Are you guys okay with us including these in DayZ
Epoch 1.0.6?
2016-03-03 20:11:11 -05:00
ebaydayz 585841a3ad Fix snap build errors
@raymix in most of your helper functions you are using exitWith {}; in
the same way the main player_build uses it. The problem is exitWith
inside of a called function only exits that function, not the parent
script it was called from.

When a helper function exits the main script continues on with undefined
variables and other problems. The easiest solution was to just remove
these helper functions for now. I just directly substituted their code
back into the main modular_build file and removed the passes to and from
them.

We should consolidate player_build and modular_build into one file first
since they are about 80% identical. After that we need to integrate
plot4life. Dividing player_build up into smaller sub functions like this
can be left for last.

I tested this thoroughly and can confirm the undefined errors are fixed
now.
2016-03-02 22:16:07 -05:00
ebaydayz 78e193d7c4 Fix DZE_BuildLimit check
NearObjects "All" counts things like local plot markers, weapon holders,
ambient life, etc. We only want to count buildables. The radius should
also start at the plot pole if available, not the player position.

Thanks to Epoch forums user jOoPs for pointing this out. I will fix this
in modular_build.sqf too.

Tested and confirmed working.
2016-03-02 17:03:47 -05:00
ebaydayz 959507bfc7 Add autorun hotkey
Tested while autorunning:
- getting knocked out
- breaking legs
- running into water
- getting into and out of vehicles
- climbing a ladder
- dying
- antiTP enabled
- running up steep hills
- as player zombie

Everything works as expected. This does allow you to run up and down
pretty steep hills, but if you try to scale something too steep you will
break your legs as expected.
2016-03-01 22:34:36 -05:00
ebaydayz ca44e9d8b1 Sensible combat log knockout timer
A five minute knockout timer for combat logging is far too long. Most
players will just leave the server and join another. Two and a half
minutes is more bearable.
2016-03-01 17:02:27 -05:00
ebaydayz 44b9b68fd7 Remove 6.Dingor mission
This is identical to the lingor mission. The only change is "ibr_dingor"
added in mission.sqm. Admins can use the lingor files for dingor. The
two maps are the same apart from the desert skin. There are currently no
servers running dingor at the time of writing this.
2016-03-01 16:45:06 -05:00
ebaydayz e15a913809 Remove 18.Sara mission
This is an exact duplicate of the smd_sahrani_A2 mission. The only
difference is the "oac_core" addon in mission.sqm. That addon is no
longer used in any of the current versions of the map.
2016-03-01 16:19:15 -05:00
ebaydayz 813803cf4b Remove template mission
This is basically a duplicate of Chernarus11. People can use that as a
template.
2016-03-01 14:49:52 -05:00
ebaydayz ca1a508417 Add old files to TraderCitySources for reference
I put all the old trader city mission.sqf files from
dayz_server\missions\ in the TraderCitySources folder for reference. I
renamed the folders to instanceNumber.mapName to be more organized.
2016-03-01 01:08:23 -05:00
ebaydayz b970b28e40 Remove the now unused missions folder
This folder is no longer needed. All files have been moved to
dayz_server\traders and dayz_code\system\mission.
2016-02-29 23:48:45 -05:00
ebaydayz 7b0253debc Spawn trader city objects locally on each machine
Also move dynamic_vehicle.sqf to the dayz_server\system folder
2016-02-29 23:43:12 -05:00
ebaydayz bd5921cc2d Add server files for local trader cities
Trader agents are still spawned on the server machine only.
2016-02-29 22:45:06 -05:00
ebaydayz 075336008e Add files for local trader cities
I've loaded and checked each of these on their respective map in the
editor. I've also tested both Chernarus ones on my test server.
2016-02-29 22:32:16 -05:00
ebaydayz f9bec452a5 Consolidate dynamic_vehicle to one file
The only difference between them is the water maps include boats.
2016-02-26 13:29:28 -05:00
ebaydayz 03353b9483 Add lock and unlock vehicle from inside
See: #1103
Made vehicle gear always accessible from inside.

Also added optional variable to prevent stealing from backpacks by
non-friendlies at traders.  Thanks to @maca134 for the method.
2016-02-24 20:56:13 -05:00
ebaydayz ff4a227a1d Prevent duplicate objectUIDs
See #1504 for the details
2016-02-24 12:31:13 -05:00
ebaydayz 9bbeb1e43e Use nearEntities for empty drivable vehicles
NearEntities is faster and works fine for empty drivable vehicles that
are not destroyed.
2016-02-22 16:52:39 -05:00
ebaydayz 9311ac4479 Add waitUntil in lockVault and unlockVault
Wait for response from server to verify safe was saved and logged before
proceeding with deleting safe object.

Tested and confirmed this solves #1413. Most likely helps with #1503
too.
2016-02-21 21:31:09 -05:00
ebaydayz 81d5976031 Fix toilet paper dupe exploit when building outhouse
See #1599
2016-02-20 23:09:18 -05:00
ebaydayz 0075b44c0e Add option to restrict wearable clothes
See #1560

Note: Already wearing check is not needed in player_humanityMorph
because it is already done in player_wearClothes. See:

https://github.com/EpochModTeam/DayZ-Epoch/commit/0726311df554d20f7f2ab27fa97554fa145c3377
2016-02-20 22:08:20 -05:00
ebaydayz 9876819da5 Add waves during stormy weather
See #974
2016-02-20 19:15:22 -05:00
ebaydayz 103467a111 Remove unused variables
These vars are unused. See #1605
Amphib FPS issues confirmed. See #1612
RequiredSecureID is deprecated. See #1647
2016-02-20 16:17:48 -05:00
ebaydayz 742b493ab7 Update change log 2016-02-20 13:44:47 -05:00
ebaydayz 8e8cb55bd9 Fix M113_DZE no entry config errors and gunner seat not working
See #1514
2016-02-20 00:01:10 -05:00
ebaydayz 174e11dfdb Remove unused string from #1313 2016-02-19 17:52:24 -05:00
ebaydayz 9d1185409c Fix combine mags not working for M1911 and Revolver
See #1313
2016-02-19 17:37:52 -05:00
ebaydayz 59d853ebc9 Add handling of full toolbelt
Tested and confirmed working in all cases with both copy key and
sledgehammer crafting.
2016-02-19 15:20:53 -05:00
ebaydayz 2b0a5ae790 Animal spawn radius lowered
Animal spawn radius lowered to 600m around player (DayZ Mod default).
Should help with low animal count #1403
2016-02-18 23:53:56 -05:00
ebaydayz fd78f27250 Fix copy key failing when player has no backpack
Related to #1567, so I made this a function so it can be reused. People
should call this whenever they are adding a toolbelt item which the
player may already have. It has localized strings and handles spawning
the weapon holder on water, land and rooftop.

Tested both the sledgehammer and key copying. Confirmed all three
conditions are working.
2016-02-18 22:12:13 -05:00
ebaydayz 4f18f1c884 Update change log 2016-02-18 20:39:00 -05:00
ebaydayz 65c2a7e6b4 Fix opening supply crate over water
See #1558
2016-02-18 19:38:23 -05:00
ebaydayz 7a1058cb6d Block local script execution bug
See:
<pre>https://dev.arma3.com/post/spotrep-00045
Fixed: Exploit with inGameUISetEventHandler granted a menu hack
possibility</pre>
Still not fixed in A20A as of 1.63.131129
2016-02-18 14:16:47 -05:00