Commit Graph

1270 Commits

Author SHA1 Message Date
A Man
70a7629433 Add DZE_EVRHandleVehicles for EVR Storms
The EVR Storm turns off the vehicle engine if enabled.
2022-05-02 11:32:14 +02:00
A Man
3d9914a239 Update fn_addDuplicateTool again and add vehicle handling 2022-05-02 11:16:57 +02:00
A Man
6b24eaa26f Add DZE_EVRWhiteFlash
Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
2022-05-02 09:52:47 +02:00
A Man
08558080c8 Add better animation switch after EVR strom hit a player 2022-05-02 09:46:10 +02:00
A Man
143db3e1ef Add better duplicated tool check
- Fix disappearing keys when the backpack was full
- Localize added tool
- Add message where the tool got dropped
- fnc_freeBackpackSlots handles also bigger inventory objects with more as one slot
2022-05-02 09:45:48 +02:00
A Man
311b23cd94 Fix static weapon placement
Made by @Victor-the-Cleaner
2022-04-27 20:49:21 +02:00
A Man
9c1da8101d Add option to clear the ammo of all static guns, compile vehicle functions for server and client 2022-04-26 16:54:57 +02:00
A Man
57f1a534a7 Update fn_selfActions.sqf
- Remove plot admin checks for most actions, plot admins should not have access to other actions as the plot management, this will minimize the admin abuse a bit.
- Players who built an object within the plot pole are no longer able to remove that building if they got removed from the plot pole.
- Only the building owner can upgrade a building without a plot pole.
- Static guns are properly handled now.
2022-04-26 15:35:28 +02:00
worldwidesorrow
3bb6b94185 Add Nightstalker EVR storms
Includes manual on/off for APSI and localized strings.
2022-04-21 02:00:25 -05:00
A Man
911b455ae6 Add thaw script
Made by @Victor-the-Cleaner
2022-04-19 19:34:19 +02:00
A Man
bde803b6d3 Players are able to use flares inside a vehicle now
Also remove FNC_GetSetPos. It is no longer needed or used.

Made by @Victor-the-Cleaner
2022-04-19 14:53:12 +02:00
A Man
bec7ff8146 Fix MPKilled mp evh call on client, add correct 0 return value for all HandleDamage evhs when godmode 2022-04-18 10:22:42 +02:00
A Man
876e264e33 Fix change clothes and login over sea level
This also aims for the fix that the player still gets damaged while in debug. It looks like that allowDamage gets lifted when it should not. fn_exitSwim set too early the damage true which can be a problem. Ive decided to remove the handled damage from fn_exitSwim and set allowDamage always false before we enter this function.
This needs intensive testing to be sure it works without any new problems.

Thx to ndavalos and iben.
2022-04-16 17:20:28 +02:00
A Man
e034c6efe5 Remove bury, butcher human, check wallet scroll action from bloodsuckers 2022-04-15 11:11:39 +02:00
A Man
03636463c6 Add snap switch left-handed option with F6
Made by @Victor-the-Cleaner
2022-04-12 19:59:07 +02:00
A Man
fb2bf9462d Fix door penalty when door management was off
DZE_doorManagementHarderPenalty had no effect when the door management was disabled.

Thanks @IsGoose for pointing that out
2022-04-12 11:35:24 +02:00
A Man
e116caa815 Update fnc_isInsideBuilding
Made by @Victor-the-Cleaner

- If the player is inside a building but near a large open doorway or full height windows, or out on a balcony, they may be considered outside.
- The UI visual stealth icon will update accordingly, so the player will know if they need to step back from open doors or windows to regain stealth.
- dayz_inside global variable will now only affect player temperature, stealth vs zombies, and blizzard effects.
- The new dayz_insideBuilding global variable stores the building name the player is currently inside of, or null if player is outside. This may be used for modding purposes.
2022-04-02 12:22:56 +02:00
A Man
5a37ed6fec Update object_speak.sqf 2022-04-02 11:12:43 +02:00
A Man
67bdc72171 Keep global characterID only for special cases
Only vehicles with a key and locked/lockable buildings need a global characterID. All other vehicles and buildings will have a characterID of "0".
2022-03-26 18:11:16 +01:00
A Man
d4e6e786d2 Remove global ObjectID and ObjectUID from server functions
All ObjectIDs and ObjectUIDs are only visible on the server now no longer on the client.
2022-03-25 14:29:00 +01:00
A Man
2168d504bb Remove more ObjectIDs and ObjectUIDs from certain scripts 2022-03-24 21:14:23 +01:00
A Man
e72394d6da Remove ObjectID and ObjectUID from PVDZ_obj_Destroy calls
This is just the first commit for the removel of all global set ObjectIDs and ObjectUIDs.
Also objects will no longer be send over the network. Only the netID will. The actual object can be resolved with the netID on the server.
2022-03-24 17:17:45 +01:00
A Man
7933600fea Remove unneeded CharacterID check 2022-03-24 13:06:58 +01:00
A Man
21e9c3451a After cancelling an action the sound will be aborted too now
Made by @Victor-the-Cleaner
2022-03-24 10:05:01 +01:00
A Man
637f1f4450 Replace fnc_veh_setFixServer with server_setHitpoints 2022-03-22 13:04:38 +01:00
A Man
43006760f8 Re-build DayZ_SafeObjects to handle all objects
This is a complete re-build of DayZ_SafeObjects. It was necessary to remove all the duplicated entries. DayZ_SafeObjects gets defined by multiple arrays now. This makes it much easier to update. Also every building with gear gets maintained now. Every single buildable epoch building is included within the maintain array and DayZ_SafeObjects.
2022-03-20 17:53:35 +01:00
A Man
48f8c44a7e Fix negative array index within key array
Thx to iben for pointing that out.
2022-02-18 09:26:36 +01:00
A Man
75e1e73020 Update fn_getModelName to be much faster
Made by @Victor-the-Cleaner
2022-01-12 19:14:05 +01:00
A Man
d8f34a96cc Cleanup keyboard.sqf 2021-12-24 13:55:11 +01:00
A Man
0937fc58c9 Fix 'Wrong color format' when using german strings for snap 2021-12-24 09:51:56 +01:00
A Man
42608cf6fb Update position of snap tutorial 2021-12-23 21:23:54 +01:00
A Man
53050c6ea2 Localize degrees tutorial 2021-12-23 19:08:36 +01:00
A Man
db4a417f30 Add Big Egg's Restrict Building function
Thx @BigEgg17 and @Victor-the-Cleaner
2021-12-23 17:03:07 +01:00
A Man
16361e5466 Update snap and vector build
Mady by @Victor-the-Cleaner
2021-12-23 16:49:02 +01:00
A Man
c4a2e1b88f Update keyboard.sqf for new building keys 2021-12-23 16:46:44 +01:00
A Man
d05adf6604 Update fn_selfActions cursortarget fix
Mady by @Victor-the-Cleaner
2021-12-23 16:44:28 +01:00
A Man
5aba5d7ddd Remove DZE_permanentPlot variable
There is no longer a need for the DZE_permanentPlot variable since all servers use plot management and plot for life.
2021-09-20 10:30:32 +02:00
A Man
58c4a4d1f7 Update remove/deconstruct, add helpers
Removing and Deconstructing Objects

- Now adds colored helpers to modular objects.
- Green: Refund one kit.
- Blue:  Refund entire recipe of parts (multiple items).
- Red:	 No refund will be given. Either because the object is too damaged, or the refund feature is disabled.
- If the object has a door open while selected, no helper will display/float in the open door space.
- The gear panel will only open if a refund is available.
- If a lit fire barrel is removed, the flame will now be extinguished.
- If a plot pole is removed, plot boundary helpers will now be deleted.
- Refunds for non-modular objects are handled by their respective config settings.
- Removed non-lockable storage objects will now refund their contents.
- The corresponding storage kit will be refunded.
- If there is room outdoors, backpacks will be arranged in a neat circle close to the refund point.
- If the spawn point is too close to a building, backpacks will spawn at the player's location.
- Helpers will now appear on wrecked/ruined modular objects.
- Helper color arrays were changed to helper transparency values only, to make it easier (and safer) for server owners.

Upgrading, Downgrading, Maintaining and Packing Objects

- Now includes colored helper spheres for improved player experience.
- Reapply damage to upgraded/downgraded object if necessary.

Changes made by @Victor-the-Cleaner
2021-09-19 18:50:14 +02:00
A Man
bb968698e6 Modulr build changes
- Players may no longer build objects outside the plot radius.
- This is calculated using the object's pivot point, not its geometry nor its bounding box.
- Players may move an object any distance or height within the plot boundary/sphere.
- Therefore, DZE_buildMaxMoveDistance and DZE_buildMaxHeightDistance are now obsolete.
- Players may move a small distance outside the plot radius, provided the object remains inside.	Enabled with DZE_PlotOzone.	Default: 10 meters.
- A line of helpers now appears through the plot's vertical axis to aid line-of-sight to the pole.	Enabled with DZE_AxialHelper.
- This may be useful for nearby plots that are grouped together, or where their radii overlap.
- Players may now cancel the build by fast movement, i.e. running, or fast walking on steep terrain.
- This only applies when the player is holding the object. They may press F to release it, then run without cancelling.
- Crouch-walking or slow-walking will not cancel the build.
- The player will auto-crouch when clicking "build" to prevent accidental cancelling.

Changes made by  @Victor-the-Cleaner
2021-09-19 18:41:52 +02:00
A Man
2a3b895647 Update keyboard.sqf
- Pressing ESC will cancel without opening the Arma exit menu.
- Pressing F while building will hold or release the object without altering the weapon firing mode.
- Pressing PgUp or PgDn while building will raise or lower the object without altering the weapon zeroing.

Thx @Victor-the-Cleaner
2021-09-19 18:35:53 +02:00
A Man
fe0354a1ef Fix flashing scroll options 2021-09-16 09:57:58 +02:00
A Man
2f1edcaa43 Fix fn_selfaction cursorTarget problem
Big thanks @Victor-the-Cleaner for this fix.
2021-09-01 13:49:27 +02:00
A Man
72abb093a3 Re-write bloodsucker invisible animation process
setVehicleInit does not work correctly. rSETOBJECTTEXTURE is the only way to sync it for all clients fast enough. Also player_zombieCheck cannot handle the invisible part to the bloodsucker attack since all other players which got not attacked interrupt that process.
2021-08-31 18:10:05 +02:00
A Man
2639cece9e Fix invisible and running bloodsucker after death 2021-08-28 15:57:30 +02:00
A Man
3448563884 Allow custom mutant.fsm 2021-08-27 17:41:26 +02:00
A Man
2cb77d8a7a Change mutant texture path
This allows customizing when namalsk is loaded. Also add some more bloodsucker classes so server admins can set them an individual texture.
2021-08-26 15:54:28 +02:00
A Man
1a8d45e15b Add customizable zombie humanity for server admins 2021-08-26 11:50:47 +02:00
A Man
d5656fb48b Add loot, damageEV and killedEV for mutants 2021-08-26 11:49:59 +02:00
seelenapparat
d1abb66e9f Revert "Revert "Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch""
This reverts commit 109ec5c9a3.
2021-08-24 15:47:06 +02:00
seelenapparat
109ec5c9a3 Revert "Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch"
This reverts commit 4bbb3ac609, reversing
changes made to 96f1d40a71.
2021-08-24 15:32:43 +02:00