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.
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.
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?
@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.
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.
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.
Changed player_updateGui.sqf with an update to how the UI elements are
loaded. Changed all status icons to use the full value so no more fading
icons. Also changed the colors from red/green setup to a black and white
setup. All icons start off as black if the value is optimal, (full
blood, full food/drink, temperature, out of combat, seen, heard), then
progress continually towards white as the player loses blood, gets
hungry, etc. This was done to make the differences between full and
empty more drastic as the current method starts off with obvious icons
that slowly fade. If player is color blind, there have been reported
issues of the two colors showing up as similar shades of gray. For those
that are not CB the elements currently become less obvious in the user's
peripheral until they begin flashing. Changes also made to variables.sqf
to add the ability to turn this feature on/off:
Dayz_Dark_UI = true;
Sets UI to new darker theme. Turned off by setting the value to false.