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.
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.
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
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.
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.