Commit Graph

11 Commits

Author SHA1 Message Date
oiad
c02053176d Advanced trading bugfix, Snap building typo and snap point fixes
Fixes a bug with advanced trading green "you have this item" text in
buyables list, this was showing you had the item when you didn't.
Snap building typo
Snap building snap points for large cinder walls as reported by
@SmokeyBR
https://github.com/EpochModTeam/DayZ-Epoch/issues/1766#issuecomment-248021073
2016-09-24 18:53:02 +12:00
oiad
7c4d25ef1a Advanced trading tidying, spelling fixes, private fixes and string fixes (#1716)
* 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
2016-07-30 10:03:00 -04:00
oiad
ad9694844d Snap point changes
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.
2016-07-26 13:22:10 +12:00
icomrade
0563f621e2 Fix full cinder wall snap points 2016-07-24 15:28:18 -04:00
ebaydayz
326fda70b1 Add missing SnapPro commit
Missing SnapPro update from
52d5bf8af4

Fix Wood Floor short side snap point
2016-07-09 12:33:53 -04:00
oiad
06c8fef001 Various changes (snappoints, dooraccess and fn_selfactions) (#1706)
* 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.
2016-07-09 12:28:39 -04:00
raymix
14ebc32bd4 minor range adjustments 2014-08-09 14:21:21 +01:00
raymix
95077f35f8 snap optimization for large bases 2014-07-17 20:00:26 +01:00
raymix
a297cfea63 snap building plotpole / infinite drag fix 2014-07-16 06:38:27 +01:00
raymix
2355d6b18e snap code optimization, vault points added 2014-07-12 20:23:42 +01:00
raymix
5c8da27d4d optional snap building added 2014-07-10 20:13:30 +01:00