Commit Graph

278 Commits

Author SHA1 Message Date
ebaydayz
732c2fe5a0 Cleanup some merge conflicts 2016-03-04 14:29:49 -05:00
icomrade
61c64cb14a Fix Merge Conflict 1 2016-03-03 22:09:38 -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
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
icomrade
bad0a2e461 add 2 new vars and fix up variable names
DZE_HeartBeat
DZE_UseBloodTypes
2016-03-01 00:23:14 -05:00
icomrade
a47c3dc137 Fixes 2016-02-29 01:20:37 -05:00
icomrade
cfbebe7ffd Init more or less done 2016-02-27 22:30:15 -05:00
icomrade
e418e921c5 Compiles more or less done 2016-02-27 16:48:21 -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
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:

0726311df5
2016-02-20 22:08:20 -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
9d1185409c Fix combine mags not working for M1911 and Revolver
See #1313
2016-02-19 17:37:52 -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
icomrade
6db02d28bf Fix slow login timer and wrong login timeout message 2016-02-18 23:14:36 -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
icomrade
c3ed4e49e1 Replace sleep with uiSleep
see the below links for more info. uiSleep is based off of a more
accurate method of tracking time, whereas sleep can fluctuate depending
on application performance since it is based on framerate.
https://community.bistudio.com/wiki/uiSleep
https://community.bistudio.com/wiki/sleep_vs_uiSleep
https://community.bistudio.com/wiki/sleep
2016-02-17 13:03:17 -05:00
ebaydayz
441e9fb231 Update keyboard eventhandler and add rules.sqf
See: https://github.com/EpochModTeam/DayZ-Epoch/pull/1673
2016-02-16 21:59:29 -05:00
icomrade
1907dfbfe4 Hide autojoin text after first load in 2016-02-14 11:43:02 -05:00
icomrade
546e59e959 auto login
I hate sitting in the lobby for the full 90 seconds before loading.
- Default login delay is 10 seconds, can be set in the mission
- Players cannot deselect or change character slots
- Players can click OK or disconnect before timeout
2015-12-29 17:59:40 -05:00
Utomnia
97cfe73926 updated variables.sqf with Isla Duala trees
found typo during testing - corrected.
2015-07-15 16:31:03 +01:00
Utomnia
dc907623fc Added Isla Duala trees to variables.sqf 2015-07-10 14:36:54 +01:00
Mikeeeyy
aa6dad1c42 Toggle Slow Zombies 2015-02-08 00:20:41 +00:00
Dean Reid
547ba0018f Fixed Black Screen on Loading
which made users able to walk around but not see anything but DayZ Image
2015-01-21 14:23:02 +00:00
raymix
c66b229a96 modular build code optimization + some extras 2014-08-15 05:40:26 +01:00
raymix
176c0372b4 bug fix & adjustable snap range 2014-08-08 13:30:25 +01:00
raymix
361ab3a3e5 function based player_build 2014-08-07 13:03:14 +01:00
raymix
411055260f some missing defines 2014-07-26 03:36:26 +01:00
Steven
1ef1277254 Update compiles.sqf
typo in player_removeNet array
2014-07-20 11:40:02 +08:00
icomrade
33e9c7669b GetPlayerUID compile, update skin change 2014-07-17 14:29:17 -04:00
raymix
2355d6b18e snap code optimization, vault points added 2014-07-12 20:23:42 +01:00
vbawol
07b3f14c1b Merge pull request #1411 from hogscraper/test_branch
Additional update to UI
2014-07-11 14:28:14 -05:00
hogscraper
572b646107 Additional update to UI
Changed routines so that all icons flash at the same time. Instead of
making several individual calls to player_guiControlFlash any icon that
needs to have flashing turned on is added to an array and then, as long
as that array is not empty,  it is passed to the function. The function
was changed to deal with an array and whichever item is array select 0
has its show state determine what all the others should be. If its on,
then all other in array are turned off with it.
Also, added a fix for _bloodVal. With current red/green icon set, if the
player has less than 3000 blood the value rounds down to 1 so that
status_blood_inside_1_ca.paa is used, (which is no picture at all). This
means the old line
if (_bloodVal < 0.2) then {
passes along an empty picture to flash. I changed this value to .4 so
that between 3000 and 5000 blood, it still uses that last sliver picture
but that one now flashes to alert player to lower blood levels.
2014-07-10 16:44:58 -04:00
raymix
5c8da27d4d optional snap building added 2014-07-10 20:13:30 +01:00
icomrade
81b147d3e2 Update variables.sqf 2014-07-07 13:28:42 -04:00
SilvDev
26b3bd046f Added missing variable initialization
s_player_dropflare was not initialized, causing errors in RPT log.
2014-07-04 19:34:32 +01:00
[VB]AWOL
5585633c5f fixed Error Missing ; 2014-07-02 23:06:30 -05:00
vbawol
3036b31bbb Merge pull request #1384 from hogscraper/test_branch
UI Update - Graphical and code changes
2014-07-02 21:33:21 -05:00
hogscraper
be3e492405 UI Update - Graphical and code changes
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.
2014-07-02 20:16:25 -04:00
icomrade
fa7c3a6c2b Merge pull request #1373 from vbawol/GetPlayerUIDOld
Legacy UID
2014-06-30 14:28:01 -04:00
icomrade
3491e4462d Add variable 2014-06-30 12:46:06 -04:00
icomrade
6f8efd8428 Legacy UID 2014-06-30 11:53:14 -04:00
icomrade
2f7d7a9287 Duplicate define 2014-06-30 00:59:42 -04:00
[VB]AWOL
a1f56f9080 make sure holder is not null 2014-06-29 01:57:58 -05:00
Namindu
8d37745870 Added CH53_DZE to Heli allowed to tow.
#1344
2014-06-22 18:51:18 -07:00
[VB]AWOL
2bda70b516 1.8 code merge needed here and revert x2 limit change 2014-06-22 17:20:51 -05:00
[VB]AWOL
cffd65f839 increase WH limits x2 2014-06-22 17:00:27 -05:00
[VB]AWOL
ed3d944fbf should fix #1339 2014-06-22 13:11:57 -05:00
[VB]AWOL
a5452ab019 fixed #1328 2014-06-16 12:11:01 -05:00