Commit Graph

79 Commits

Author SHA1 Message Date
icomrade
e03b5bdb37 Merge remote-tracking branch 'origin/master'
# Conflicts:
#	CHANGE LOG 1.0.6.txt
2016-04-27 18:26:07 -04:00
icomrade
1585765ca6 Advanced trading by Zupa @Windmolders
Stock configuration and basic integration. WE still need config based
trader setups.
2016-04-27 18:23:55 -04:00
ebaydayz
244b84e74b Update weapon switch hotkey for DZE_TwoPrimaries=2
Also forgot new dropped class for SledgeHammer
2016-04-27 16:11:40 -04:00
ebaydayz
7753ae2859 Add drop weapon action to MeleeSledge 2016-04-27 15:01:34 -04:00
ebaydayz
bb66b4446c Add Anzio 20mm sniper by @arma2WillRobinson to addons list 2016-04-27 12:30:57 -04:00
icomrade
0e0a1e340f Safezone whitelist for eject/destruction fixes
This commit prevents players who destroy their vehicle in god-mode
safezones to be spared by the fixes in #2411973 and #ec7351d

Configurable variable for this change is DZE_SafeZonePosArray = [];

Update suggestion to use the stable branch of A2 OA in the changelog
2016-04-27 00:17:54 -04:00
icomrade
2411973de5 Fix CH53 Destruction
Let me know if we can't duplicate the code from the CH53 addon in the
file ch53_monitorSFX.sqf. If that's the case I will use an #include
instead, since the code that kicks and kills players out of the vehicle
goes at the bottom of the file anyway.
2016-04-26 15:16:20 -04:00
icomrade
ec7351dbbc Kill and eject player when their vehicle explodes
Previous changes to the destruction effects file broke previous fixes
that resolved the world is on fire glitch. I reverted those in this
commit.

Note: the CH53 is still broken in this commit
2016-04-26 14:47:52 -04:00
icomrade
16c81e7ce2 Allow players to carry primary weapon on back
Configurable by DZE_TwoPrimaries

0 do not allow primary weapon on back.
1 allow primary weapon on back, but not when holding a primary weapon in
hand.
2 (default) allow player to hold two primary weapons, one on back and
one in their hands
2016-04-26 14:05:37 -04:00
ebaydayz
d63f48af85 Fix pond detection in player_goFishing
Fixes #1678
Fixed for vanilla too:

8a18fe957c

Ponds and lakes were not being detected at all, neither on foot nor in a
boat.

Tested land (failure), pond, lake and shore both on foot and in a boat.
Working as intended now.
2016-04-25 21:53:31 -04:00
ebaydayz
0511dcdb42 Change R3F overburden to force slow move
Better solution than knock out or break legs. See issue #1145
2016-04-24 18:19:01 -04:00
ebaydayz
6bee7a17f0 Change R3F weight overburden to break legs
Also BAF_L110A1_Aim_DZE wasn't in 1051, so no need to swap it in DB.
2016-04-23 19:51:56 -04:00
ebaydayz
1859216a94 Update test build and instructions 2016-04-23 14:24:52 -04:00
ebaydayz
6ea1df14cf Add missing string for infection death 2016-04-21 19:23:49 -04:00
ebaydayz
81262fbe19 Fix change clothes triggering radiation 2016-04-21 13:07:36 -04:00
ebaydayz
7da7b9e5dd Correct PVDZ_plr_Save for player zombies 2016-04-20 17:00:38 -04:00
ebaydayz
9d4bd9221a Add exception in REsec for death messages 2016-04-20 11:53:30 -04:00
ebaydayz
110befba7f Swap bloodbags in traders and loot for classic system 2016-04-15 16:11:17 -04:00
ebaydayz
577892c40e Roll back to old dayz_objectUID2
1.8.7 dayz_objectUID2 seems to generate keys that are too long for the
Epoch hive. So, we will keep the old method for now.
2016-04-13 18:41:36 -04:00
ebaydayz
652ca51c2c Update combattimeout from time to diag_tickTime
Also organized change log
2016-04-12 21:04:17 -04:00
ebaydayz
0f4aa05753 Disable lit fires when townGenerator is off
If townGenerator is enabled lit fires will be created everywhere except
blacklisted areas.
2016-04-06 20:08:28 -04:00
ebaydayz
e69364991c New config variable dayz_toolBreaking
Tool breaking is disabled by default.

Also made all scripts use Epoch sledge, which is a different model from
vanilla sledge.

PK_DZ was a duplicate of the new PKM_DZ.
2016-04-03 16:34:14 -04:00
ebaydayz
d07d31983b Remove legacy ammo boxes
AmmoBoxSmall_556 and AmmoBoxSmall_762 no longer exist and were causing
loot spawning errors.
2016-04-02 19:15:29 -04:00
ebaydayz
ec4eb5418d Update server spawn_vehicles
Updated loot spawning code for vehicle cargo.

Also it is faster and more efficient to call spawn_vehicles repeatedly
in one thread rather than spawn it hundreds of times (opening hundreds
of simultaneous script threads).
2016-04-01 16:45:08 -04:00
ebaydayz
0088b27708 Update weapon classnames 2016-03-31 22:45:59 -04:00
ebaydayz
8de50c4619 New variable for match stick counting 2016-03-31 16:23:09 -04:00
ebaydayz
c54a52a103 Merge selfbloodbag and self_transfuse 2016-03-30 20:50:06 -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
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
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
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
e2e6e79394 Minor formatting cleanup 2016-03-21 17:58:23 -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
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
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
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
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
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