This was made, so that you don't have to use the normal epoch buildables for the elevator anymore.
You can now instead use these distinct items for the script.
Classnames:
Kits:
elevatorstart_kit
elevatorstop_glass_kit
elevatorstop_transparent_kit
Objects:
ElevatorStart_DZ
ElevatorStop_Glass_DZ
ElevatorStop_Transparent_DZ
Adjust z position to center of metal and glass floors. Adjust the top of the cinder walls so they line up with the top of the cinder gate when stacked 2 high. Add additional snap points to the 4x metal floors.
The 3d models of the wood floors need adjustment so the x and y axis are at the center of the models.
Epoch has its own DayZ Mod fence versions now. The old fences can still be used. The new fences have a full upgrade and snap support. all gates work with the door management too.
- pre compile all snap and vector functions, it was only pre compiled if got started from modular_build before but not if it got called from the action menu
- localize snap and vector building
- clean up the code
- remove old Cinderwall vector fix, it looks like it is not needed anymore
- Update modular_build and player_build
* Update z_at_buyItems.sqf
* Update z_at_buyItems.sqf
* Update z_at_canAfford.sqf
* Update z_at_fillBuyableList.sqf
All of this is already checked in z_checkCloseVehicle at startup. If Z_VehicleChanges between the time the menu is started and the buyable list is filled it's not a big deal, since it only affects the highlighted color.
* Update server_handleSafeGear.sqf
* Update snappoints.hpp
* Update z_at_buyItems.sqf
* Advanced trading fixes
Fixes a few issues and a dupe with advanced trading as well as some
localization of where a vehicle key is going.
Z_at_buyItems: Now adds localization for the key getting added to your
toolbelt, backpack and vehicle, this stops players thinking they didn't
get a key when infact it was added to their backpack/vehicle.
Z_at_canAfford.sqf: This fixes a dupe from a bad copy paste for whomever
wrote this script, it was using _backpackMoney in the
z_allowTakingMoneyFromVehicle part, changed to the proper variable
_vehicleMoney.
z_at_fillBuyableList.sqf: this fixes a bug where a vehicle would show
green even when it isn't local, just basically added more checking to
make sure the vehicle it's making green in the list is a) local, b)
alive and that the typeOf == _name.
z_at_logTrade.sqf: fixes some tidyness.
advancedTrading/init.sqf: adds a z_checkCloseVehicle call otherwise even
with Z_AllowTakingMoneyFromVehicle = true it will not get currency from
your vehicle until you clicked on the "Vehicle" tab.
dayz_server/server_tradeObject.sqf: More tidying as per the
z_at_logTrade and removes the useless Player:, as it is obvious a player
has bought something not an AI.
dayz_server/server_handleSafeGear.sqf: Makes the diag_log at the end
more human readable with GPS coordinates as well as the lock code for
the safe or the lockbox.
* advanced trading fixes. I hate you github
WHY U GET MISSED?? STUPID GITHUB.
* snappoints changes
Fixes the issue @SmokeyBR reported
https://github.com/EpochModTeam/DayZ-Epoch/issues/1766#issuecomment-253864795
Adds all floor types to snap list for all barriers so you can snap a
sandbag etc to a floor instead of manually lining it up
* Advanced trading tidying, spelling fixes, private fixes and string fixes.
Fixes snap building issue with metal floors
Fixed spelling mistakes in various scripts
Fixed formatting uglyness in various scripts
Fixed invalid private lines in various scripts
Changed Advanced trading so buying worked more like selling, You can't
select backpack if you don't have a pack nor can you select a vehicle if
you don't have a vehicle.
Removed some redundant strings from Advanced trading and changed a few
of the strings to be more englishy
Removed the ability to buy a backpack into your backpack (You cant do
this anyway)
Fixed a bug where if you had nothing in your backpack it would break the
checkArrayInConfig script so the titlebar would not refresh correctly
Removed slot counts on no backpack and no vehicle (No need for it, just
clutter)
Moved backpack/vehicle checking to z_at_getContainer.sqf
* Last part of tidyness fixes
Last part of tidyness fixes
* Actual backpack fix
Lets actually fix the buying backpack into backpack or backpack when you
already have one.
* Missing from commit
Missing from commit
This correctly fixes snap points for all cinder related to metal floors.
Anything cinder will now correctly snap to full cinder walls and vice
versa
Metal floors will not have gaps so you can correclty create a 1x1 cube
(as it should be)
Renamed cinder_wall_kit to half_cinder_wall_kit to be in line with
full_cinder_wall_kit since I felt it was confusing. cinder_wall_kit
seems like it would be full to me.
Fixed a string issue when building cancelling to make it more readable.
* Changes to snappoints.hpp fixes issues with metal floors snapping to a cinder wall. Cinder to cinder will create small gaps and then metal floors won't properly line up unless you start with a metal floor then snap cinders. By making both the same snap size, this fixes this issue.
Changes to doorAccess.hpp makes it possible to unlock doors and downgrade them again. It was setting dze_lock_door to the players UID instead of the door code as it should so the conditions would not be met in fn_selfActions to give you additional access.
Changes to fn_selfActions refine access to certain points more accurately (the way they should be IMO)
1) Adds a check to see if the building item can be upgraded anymore before presenting the menu, this stops you receiving the "upgrade item" action even when the item is fully upgraded
2) Adds access checks to the maintain individual item menu action so only item owner, plot owner and plot friends will see it, same with the above upgrade item menu action, this will also stop you receiving this when you are on someone elses plot that you may not have access to (I.e it's useless)
3) Changes modular building access to be item owner, plot owner and plot friend to remove modular items.
4) Changes plot managment action menu so item owner, plot owner and plot friend can access it. I thought there could be a situation where item owner != plot owner. This can be reverted if that is never possible.
5) Changes downgrading so only item owner, plot owner and plot friends can access it. If someone has the door code that doesn't mean they should be able to remove the combo (IMO)
* typo.