967 Commits

Author SHA1 Message Date
vbawol
62d19b48db remove mine after looted for #1730 2016-08-12 11:21:56 -05:00
icomrade
8f58baf3f2 Slightly mroe performant server_monitor 2016-08-12 01:50:54 -04:00
icomrade
c2b85718fa Wrong variable 2016-08-11 22:47:09 -04:00
ebaydayz
b2394703f3 Update vanilla player build
Vanilla development commit:

20f992fcb7
2016-08-11 20:01:53 -04:00
ebaydayz
d60600a825 Fixed missing tags.
Vanilla development commit:

ed4ba17a1c
2016-08-11 19:50:03 -04:00
ebaydayz
9aab4ddd03 Added WIP Limited fuel in Refuel points.
Vanilla development commits:

707a591765

c453cdedd2

Set to double vanilla default value since Epoch has a lot more large
vehicles with 1000+ fuel capacity.
2016-08-11 18:08:21 -04:00
ebaydayz
f985c50382 Updated Nutrition Values for refueling vehicles. (per can)
Vanilla development commit:

fac691a614
2016-08-11 16:01:16 -04:00
ebaydayz
7439b87779 Update damage handler and improve study body
Vanilla development commits applied:

3db0fe8e7a

73a63898f1

08e18d5b52

126da2dcd3

d5fa323865

d37526fcc6

5fcca134f0

c9c1fc934d
2016-08-11 15:16:53 -04:00
icomrade
4019d0c351 Should stop vehicles from falling through buildables 2016-08-11 13:19:24 -04:00
ebaydayz
2fdc87a86c Clarify comment 2016-08-11 11:15:51 -04:00
icomrade
a885c8c147 Should fix Dynamic Vehicle Issues 2016-08-10 20:50:33 -04:00
ebaydayz
72656ed001 Greatly optimize safe gear handling
- Safe inventory arrays are no longer sent over network to all machines
on server startup and on each lock/unlock
- Disabled user input then closed gear dialog during safe
lock/unlock/pack to block various duping methods.
- Moved safe creation, deletion and gear handling to server. This cuts
down on add[Magazine/Weapon/Backpack]Cargo, createVehicle and
deleteVehicle BE logs.
2016-08-10 20:34:54 -04:00
icomrade
f186e256cb Tree chopping changes
Allow player to get more than 1 item out of a single tree. Using ItemLog
would allow the player to get too much wood if using a hatchet so I
changed it back to PartWoodPile.
2016-08-10 13:06:20 -04:00
icomrade
f9fdb1f3f7 Re-add humanity gain on zombie kill
For some reason this was removed in
77e760fe73
@ebaydayz
2016-08-10 12:13:11 -04:00
icomrade
4fc2a3b7d6 r_action_count needed for combine mags 2016-08-09 22:05:57 -04:00
ebaydayz
c62e3147c8 Do not send purchased vehicle marker arrow over network
Only the player buying the vehicle needs to see the arrow.

Also fixed CfgMagazines error from:
2c4c75c67c (diff-fcf3df9a25b3d05402ab4e4809673194R6)
@icomrade
2016-08-09 14:52:15 -04:00
ebaydayz
1ed78cc085 Remove unused file object_updatePosition.sqf 2016-08-09 11:06:57 -04:00
ebaydayz
bc7c1879a3 Store plot and door friends names as array
Avoids setVariable value restrictions for players with special
characters in their name.

Also avoids issues with storing non-ASCII characters from player names
in DB inventory field.
2016-08-09 10:48:31 -04:00
ebaydayz
d5ec0d9728 Remove duplicate PVDZ_obj_Fire exception
407134e1a2
2016-08-08 19:55:11 -04:00
icomrade
5c383c82dd More efficent evaluation for object spawning
We shouldn't need to check typenames since many of the DB columns don't
accept anything but appropriate values and the hive will check if some
fields are corrupt already.
2016-08-07 20:41:43 -04:00
icomrade
1f19147165 Update DLL 2016-08-07 14:51:41 -04:00
icomrade
a9926bc073 Remove damage check from dayz_server
Moved to HiveEXT MySQL query. Thanks for the suggestion @ndavalos
2016-08-07 14:38:44 -04:00
icomrade
2c4c75c67c Fix crafting issue 2016-08-07 14:36:40 -04:00
ebaydayz
0491b32c66 Fix 106 SQL updates find and replace
Thanks @ndavalos

https://github.com/EpochModTeam/DayZ-Epoch/issues/1712#issuecomment-238063917
2016-08-07 10:57:11 -04:00
ebaydayz
a6d280995a Merge pull request #1728 from oiad/master
Cinder block text changes
2016-08-06 19:52:30 -04:00
oiad
aa6dd4fa4d Cinder block text changes
This makes Block doorways and block garage door ways Cinder doorways and
Cinder garage door ways so they will be alphabetized properly.

It was always annoying having block doorways not near cinder stuff.
2016-08-07 11:28:26 +12:00
ebaydayz
2980d849bf Formatting cleanup
- Removed random spaces
- Added back comments so it is easier to compare
- Removed redundant } else {
2016-08-06 14:47:10 -04:00
ebaydayz
73bcb6b856 Update test build 2016-08-06 12:04:42 -04:00
ebaydayz
950ef04855 Properly separate allowed toolbelt and binocular count
It should no longer be possible to overflow your toolbelt or binocular
slots now.
2016-08-06 11:08:01 -04:00
ebaydayz
875b34417e Add missing HangarSmall loot group 2016-08-05 19:17:16 -04:00
ebaydayz
7a4775beea Fix needing to click lock/unlock twice from inside vehicle to take effect
No reason to use spawn here. Spawn can have a delay. Since
fn_selfActions runs faster it can register the vehicle as still locked
or unlocked after you clicked the action.
2016-08-05 14:38:12 -04:00
ebaydayz
c51fd11511 Use better method to find player's vehicle in Advanced Trading #1725 2016-08-05 13:43:58 -04:00
ebaydayz
f6e10dd71c Add gear icons to trader menu vehicle cargo space display
- Added gear icons to vehicle cargo space display instead of
Weps/Mags/Bags text

- Decreased info text to 0.7 all around. Can be reverted to 0.8 if
preferred, but 0.7 or smaller is needed for vehicle info class, display
name and weapons list to avoid cutting off the dialog on normal and
larger interface sizes.

#1724
2016-08-04 20:36:36 -04:00
ebaydayz
60e6b85c4d Don't show fuelCapactiy for bicycles in Advanced Trading 2016-08-04 17:37:53 -04:00
ebaydayz
c52187220c Fix message when buying multiple backpacks into empty gear 2016-08-04 16:16:13 -04:00
ebaydayz
c47adbbdb0 Remove CZ_VestPouch_EP1 from traders
This backpack is pointless, since it is the same model as
DZ_Czech_Vest_Puch with half the slots. The traders already have
DZ_Czech_Vest_Puch.
2016-08-04 15:44:58 -04:00
ebaydayz
d91bde9e53 Fix return change overflow check
Thanks @oiad

- Added compensation for money which will be removed from gear and
backpack
- Improved readability
2016-08-04 14:22:33 -04:00
icomrade
1b685581e3 Add condition 2016-08-03 22:18:42 -04:00
icomrade
b10e73b1b8 Update SQL 2016-08-03 22:14:42 -04:00
icomrade
b8c3aec4e0 New DLL + Test Build 2016-08-03 20:12:46 -04:00
icomrade
aacd3b78f7 Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-08-03 19:58:53 -04:00
icomrade
657fe60f26 Better maintain
Intensive commands are processed on the client only, as opposed to
twice. an array of objects, their corresponding UID and ID are sent to
the server. Sending the objects as an array, despite the size the array
can reach, should be better than the way this was set up before.

Needs testing on a full server however.
2016-08-03 19:54:06 -04:00
ebaydayz
5a55bcb9b0 Forbid buying >1 of any tool into gear
Previous duplicate check only checked player's current tools and the
buying array types for >1 of the same tool (not buying array amounts).

Also added prevention of binocular slot overflow.
2016-08-03 18:56:42 -04:00
icomrade
b2eacfbe73 Fix private array 2016-08-03 18:34:49 -04:00
icomrade
ae78fde067 Add coin support to dayz_Server and login
New variables: DZE_groupManagement = false; //Enable or disable group
management. Enabled by default
DZE_MoneyStorageClasses = []; // If using a Single currency system
(Z_SingleCurrency = true;), this is an array of object classes players
can store coins in

if Z_SingleCurrency = true; the hive is now set up to handle coin
updates on players, characters, and objects.
if DZE_groupManagement = true; the hive is now set up to save groups

group and coin variables are set in player_monitor.fsm, for
vehicles/objects it's set in the server_monitor.sqf file for objects in
the DZE_MoneyStorageClasses array

Also, this commit includes a change to the way the hive spawns in
vehicles. vehicles are now created at [0,0,0] and moved using setPosATL
to their saved position. Thanks for the tip @ndavalos  @eraser1
2016-08-03 18:01:22 -04:00
ebaydayz
de9d3feb0f Updated Some loot Locations.
Vanilla development commit:

db96d1c8c5

Note: does not affect buildings with Epoch loot positions. Vanilla
positions are commented out on those buildings.
2016-08-03 14:28:23 -04:00
ebaydayz
47e6366985 Updated Vanilla Buildables collision Checks.
Vanilla development commit:

8e2953ab67
2016-08-03 13:55:43 -04:00
ebaydayz
376befd613 Minor Advanced Trading string semantics changes
#1724
2016-08-03 13:38:09 -04:00
ebaydayz
382f3bc451 Add buying to and selling from dayz_onBack
Also:
- Fixed typo Z_fill(e)TradeTitle
- Fixed "not enough slots to accept change" message shows when "not
enough money" should show instead
2016-08-02 14:19:59 -04:00
ebaydayz
a95925aac5 Make free slots display for gear more logical
- Don't show tool slots as available weapon slots in gear. Player is
informed of tool slots count in systemChat.
- Don't show pistol mag slots as available item slots in gear. Player is
informed of pistol mag slots count in systemChat. Only pistol ammo and
bandages can be purchased into them.
- Removed "Stand still to complete trade" message since the medic
animation loop is no longer used
- Added back backpack mags count message and avoided redundant "Backpack
space exceeded message" @oiad
ee3eb845a3 (commitcomment-18483149)
2016-08-02 11:55:50 -04:00
A Man
f3c80934b4 Small loot tweaks for balance (#1719)
* Small loot tweak

Lowered the spawn chance of duct tape a bit.

* Small loot tweaks

Smaller spawn chance of binoculars, Knife and maps
2016-08-01 18:13:05 -04:00
ebaydayz
ee3eb845a3 Remove selling backpacks from vehicles
I don't think we should allow selling backpacks from vehicles because we
can not get backpack contents.

We can only remove all backpacks with clearBackpackCargo and then add
back new empty backpacks for ones that weren't sold.

This means players may unintentionally wipe all contents of all other
backpacks in their vehicle when they only want to sell one.

Thanks @AirwavesMan for catching this.

Also made changes discussed in #1718 @oiad
2016-08-01 17:14:42 -04:00
ebaydayz
3bf9c4452e Update test build
Since some mission file paths changed
2016-08-01 10:10:00 -04:00
ebaydayz
d2bf8b30eb Update config trader from 34f9f97
Forgot to update m16a2_dz (supports GL now).

34f9f97aa3
2016-07-31 20:32:53 -04:00
ebaydayz
287a80c417 Add extra note about changed item classnames
Since a lot of people are missing this.
2016-07-31 20:17:08 -04:00
ebaydayz
a5be49c546 Add handling of magazine overflow in AdvTrade and free slot icons
- Added proper handling of pistol mags and regular mags in gear to
prevent magazine overflow
- Added pre-check if return change will overflow gear + backpack free
space. If change will not fit in gear + backpack free space then buy is
prevented with a message notifying the player. In the case of a sale it
proceeds anyway, but notifies player if overflow occurs (see comments in
returnChange)
- Consolidated duplicate code for calculating free space and returning
cargo of an object into new calcFreeSpace
- Old calculateFreeSpace renamed to displayFreeSpace
- Added Weps/Mags/Bags icons to free slot numbers display
2016-07-31 18:38:53 -04:00
ebaydayz
d7cb2b446e Merge pull request #1717 from oiad/master
Backpack sound fix
2016-07-30 18:42:29 -04:00
oiad
6a5d03f143 Backpack sound fix
Fix backpack sound error, re: @ndavalos
2016-07-31 10:26:31 +12:00
icomrade
24f6a0ab9a Correct build text 2016-07-30 17:06:46 -04:00
ebaydayz
cc129cf403 Fix buyItems error from #1716 @oiad 2016-07-30 12:28:33 -04:00
ebaydayz
fbffd8e9cb Fix hit_glass setVariable filter
@icomrade - In regex character classes only match each single character.
So a range with more than one character on one end (20) won't work:
http://www.regular-expressions.info/charclass.html

You can see that by running this code in-game with your old filter and
it will kick you:
player setVariable ["hit_glass3",1,true];

Adding the + on the end makes it match the character class one or more
times, so now it will match any integer >= 0.
2016-07-30 12:07:26 -04:00
ebaydayz
8589b9d46d Fix fn_collisions in wrong folder
My mistake from
657830291b
2016-07-30 11:07:04 -04:00
ebaydayz
1700224124 New Var added for antiWallHacks.
Vanilla development commit:

224be14533
2016-07-30 10:51:42 -04:00
icomrade
60c37e8b76 Fix duplicate action fix when crafting 2016-07-30 10:37:19 -04:00
ebaydayz
657830291b Updated vanilla Collision system
Vanilla development commit:

0a1db17343
2016-07-30 10:34:25 -04:00
ebaydayz
811327de58 Fix typo
Shows "Only 0 backpacks fit in your backpack" until the translation is
updated.
2016-07-30 10:11:40 -04:00
ebaydayz
6b5fbe433c Fix errors from #1716
Careful @oiad
2016-07-30 10:08:02 -04:00
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
ebaydayz
1d2fc3b266 Fix item count being overwritten in AdvTrade right list title
When switching back to category view the item count was overwritten
from:

12a9e9f83e

It is no longer needed to set it in changeBuySell since calcPrice runs
every time changeBuySell does. The one exception is when switching back
to category view, but in that case it stays in buy mode anyway.

You forgot to add it for single currency as well @oiad
2016-07-29 16:36:36 -04:00
ebaydayz
fd2eb14c5e Give inTraderCity a default value
There is no point in setting inTraderCity = "Any"; since you can use the
isInTraderCity variable to check if a player is in any trader city. Also
"Any" will return false for isNil, so the only time "Unknown Trader
City" was being used was when the player had not entered any city yet.
If they left a known trader and went to an unknown one the RPT message
would say "bought x at Any". Now it will correctly say "Unknown Trader"
anytime a purchase is made without inTraderCity being set.
2016-07-29 15:48:51 -04:00
icomrade
ac63a7d903 Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-07-29 15:20:36 -04:00
icomrade
c628ad8873 Fix hit_glass kick for some vehicles 2016-07-29 15:20:32 -04:00
ebaydayz
b1ae6c4a60 Fix unknown entity RPT error for Padlock and Frank&Beans
Vanilla development commit:

955c7a263c
2016-07-29 14:34:45 -04:00
icomrade
d0c09e7bac Copy paste typo 2016-07-29 12:06:14 -04:00
icomrade
c694545bce Update server for playerGroup column in HiveExt
Requires DLL Published in this commit as well as a database update.
Execute the added SQL in the 1.0.6_Updates.sql on your database.

Use Hive child 204 to update the new column
_key = format["CHILD:204:%1:%2:%3:", (getPlayerUID player),
dayZ_instance,  [Array of playerUIDs of group members]];
_key call server_hiveWrite;
2016-07-29 12:05:01 -04:00
ebaydayz
c9efb9e9df Fix some undefined variables in Adv Trade systemChat messages
Fixes "Cannot sell any, tires are too damaged." and empty string in
success message.
2016-07-29 11:41:44 -04:00
ebaydayz
b408e76c55 Fix extra spaces in Advanced Trading RPT log
Also fixed missing space in systemChat message.
2016-07-29 11:09:42 -04:00
ebaydayz
ba3677f13d Remove redundant "Gear" text next to portrait in Adv Trade
The menu already says "Buying in" or "Selling from" Gear in the top left
so having it again in the top right is redundant. It was my mistake
adding it there originally.
2016-07-29 10:22:13 -04:00
icomrade
bdf0870f3e Fix keys not deleting
Should work fine, but more validation is always good, I tested selling
from all inventories with DZE_SaleRequiresKey true and false.
2016-07-29 00:55:20 -04:00
icomrade
d31df4f1fc Typos 2016-07-28 21:12:51 -04:00
ebaydayz
f9ca43c795 Don't diag_log player name as array
Forgot to update this diag_log. My mistake from:

28a522ba64
2016-07-28 16:38:55 -04:00
ebaydayz
1bfc6b3c31 Fix combat status_bg not matching other icons' status_bg sizes
See
fbc7754750
for discussion
2016-07-28 15:37:26 -04:00
icomrade
2cdf9b5806 Small fix, revert 1 frame uisleep to regular sleep
I wasn't getting errors without if (gear_done) then {}; surrounding the
uiSleeps, so I don't quite trust the engine was executing them, I also
question the ability of uisleep to handle single frame precision (but I
haven't tested anything regarding this yet).
2016-07-28 14:54:50 -04:00
icomrade
82e2500cac Re-add magazine refill fix when changing clothes
This is the code from 1.0.5.2 before it became 1.0.6, it contains the
fix for backpack wipes in 1.0.5.1. I lightly tested it with 1.0.6 but it
will need more testing before release.
2016-07-28 13:27:30 -04:00
icomrade
21019056c3 Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-07-28 12:54:33 -04:00
icomrade
9552ceea9e Require part to be damaged to be removed
see comments @ 3292d84b85
2016-07-28 12:54:30 -04:00
ebaydayz
0fbf55da06 Move server_traders to dayz_code
This reduces the mission size for servers using default traders. Admins
can easily copy paste over the include to customize.
2016-07-28 12:05:31 -04:00
ebaydayz
82cf8e76f0 Updated Breaking to support Metal Gates.
Vanilla development commit:

bf16f402f6
2016-07-28 11:17:11 -04:00
ebaydayz
e399556af2 Fix wrong handler for PVDZ_Server_processCode
Vanilla development commit:

afbedde9fa
2016-07-28 11:02:28 -04:00
ebaydayz
cbbbe1bd8f Randomized tree directions
Vanilla development commit:

beac505eb4
2016-07-28 10:49:28 -04:00
ebaydayz
e8cbfdffb3 Merge pull request #1713 from oiad/master
Advanced trading tidyness
2016-07-28 09:49:32 -04:00
oiad
12a9e9f83e Advanced trading tidyness
Optimizes the code for the buyitems item listing (What was I thinking!)
Adds item count to buy/sell list (Useful for checking against
backpack/vehicle storage space constraints when buying multiple items)
Small logging fix.
2016-07-28 23:08:11 +12:00
ebaydayz
f84140c555 Don't clear buying list on category switch + AdvTrade fixes
The buying list now acts like a shopping cart. It is no longer cleared
when switching between categories or containers. Closing the dialog or
switching to sell mode still clears it.

Also fixed:
- Filter button in sell mode
- Bug where filtering sellable list readded items already moved to
selling list
- Visual price display not clearing when remove all button is used on
buying list
- Gear container picture showing rank instead of portrait in buy mode
- Dialog is no longer closed when trying to sell zero items
- LbCurSel is now reset when the buyable list is cleared
- Category is no longer opened onLbSelChanged. Instead you need to
double click or use the "View" button, so the arrow keys can be used for
selecting too.
2016-07-27 18:40:03 -04:00
icomrade
bd91044e7b Fix duplicate action check with vanilla objects
+ typo fix
2016-07-27 11:08:50 -04:00
icomrade
49222ac415 Part 2 of salvage change 2016-07-27 11:05:26 -04:00
icomrade
3292d84b85 Allow salvage any part < 100% damage
thanks for pointing this out @LunaCB
2016-07-27 11:02:06 -04:00
icomrade
fd2db4f07d Fix kick when crashing planes 2016-07-27 01:23:38 -04:00
icomrade
b704d6d081 Update CreateVehicle.txt
fixes kick when using Gyro/Mozzie grenades
2016-07-27 01:21:23 -04:00
icomrade
b88cdf217a Repack RC1
Incorrectly packed the updated pbos
2016-07-26 22:32:06 -04:00
icomrade
d8a85753da Update HiveExt.DLL to offset ObjectUID by 1
An ObjectID/UID of 1 is used by some special objects spawned by the
server, this should prevent any issues.
2016-07-26 22:21:32 -04:00
icomrade
5743439626 Update test build to RC1 2016-07-26 21:59:49 -04:00
icomrade
c847f8c756 Remove create stash option 2016-07-26 21:01:21 -04:00
icomrade
f61f5918cf Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-07-26 20:51:41 -04:00
icomrade
e446603ea2 Fix combat logging
In the initialize section of the fsm r_player_unconscious and
r_player_timeout return their default values (false and 0). Also, the
Vanilla server-side combat check doesn't appear to work, or it doesn't
work with the antihack disabled (I haven't tested with it enabled).

New variable inCombat is set more quickly than the combatTimeout
variable
2016-07-26 20:51:10 -04:00
icomrade
6f4303b825 Update half cinderblock wall class in sql 2016-07-26 14:38:12 -04:00
icomrade
a72498671d Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-07-26 12:52:31 -04:00
icomrade
23a5584b52 Fix up combat icon + update changelog 2016-07-26 12:52:28 -04:00
icomrade
5b23e9f7af Merge pull request #1711 from oiad/master
Snap point changes
2016-07-25 23:49:23 -04:00
icomrade
705057bedb Sync combattimeout on change clothes 2016-07-25 23:22:50 -04:00
icomrade
e08bd750d0 Remove DebugBox_DZ - may fix changing clothes
DebugBox_DZ appears to cause issues when changing clothes. I haven't
died changing clothes ~100 times since its removal. It also solves the
issue of extreme exposure (brightness) after changing clothes

Note: CombatTimeout variable resets after changing clothes
2016-07-25 23:22:03 -04:00
icomrade
8542385142 Update building to also use r_action_count
This is the vanilla variable to prevent duplicate actions
2016-07-25 21:59:11 -04:00
oiad
744f162d71 Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-07-26 13:25:19 +12:00
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
fbc7754750 Add combat icon + toggle for Vanilla UI 2016-07-25 20:55:36 -04:00
ebaydayz
66e35d1629 Add new 1.8.7 meat names to 1.0.6 SQL updates 2016-07-25 19:04:17 -04:00
icomrade
b2289e35c5 Fix ear and eye not displaying in Epoch UI 2016-07-25 14:26:43 -04:00
ebaydayz
28a522ba64 Fix PV value kick for player names with special characters
Vanilla development commit:

6b7a55b1ea
2016-07-25 13:37:33 -04:00
icomrade
97a03c84d0 More Permissive Combat Checks
This commit puts the conditions in which a player is put into combat
more in line with 1.0.5.1. Putting the player in combat for having
another player nearby will ruin building for players that are part of a
group. Putting the player into combat if zombies are nearby would make
building way too frustrating (especially if building on an elevated or
enclosed area where zombies are not a threat) and will attack the player
if not dealt with anyway.
2016-07-25 13:00:34 -04:00
ebaydayz
3a203b2720 Cover map bug at Polana factory pond
Vanilla development commits:

bd9ec53854

028490e21b
2016-07-25 12:31:39 -04:00
ebaydayz
03c57f3b77 Fix for Confirmed Kills system on change clothes.
Vanilla development commit:

d499246e2e
2016-07-25 12:19:45 -04:00
ebaydayz
33538520d0 Removed Achievements from network send on login.
Vanilla development commit:

0079818570
2016-07-25 12:16:22 -04:00
ebaydayz
55df36741b Diag_log Cleanup.
Vanilla development commits:

1dbef192bb

10cb0249f0
2016-07-25 12:06:53 -04:00
icomrade
ff6e11708a Un-nerf DMR 2016-07-24 16:14:38 -04:00
icomrade
0563f621e2 Fix full cinder wall snap points 2016-07-24 15:28:18 -04:00
icomrade
51287651f2 Add logging for non-existent loot group small
This can probably be removed for release but for now I noticed
HangarSmall doesn't exist, perhaps others as well.
2016-07-24 13:15:37 -04:00
icomrade
61f59f32a5 Update createvehicle 2016-07-24 01:47:06 -04:00
icomrade
90932d0061 Don't use weaponHolderBase here
it causes the items that are created to be invisible
2016-07-24 01:46:54 -04:00
icomrade
9cdb9eb305 Merge pull request #1710 from oiad/master
Tidyness changes
2016-07-24 00:48:13 -04:00
oiad
2ca7bf59c7 Tidyness changes
This changes a few functions that were being used to use the already
defined variables instead

Fixed a few string issues with Advanced trading and plot managment.
2016-07-24 16:20:39 +12:00
icomrade
b03afef460 A little neater 2016-07-23 19:55:24 -04:00
icomrade
efaad30c32 Remove unneeded waitUntil 2016-07-23 18:11:37 -04:00
icomrade
72c529f94e Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-07-23 17:19:46 -04:00
icomrade
a3c3ccc3bf Fix door/plot management friends not writing to DB 2016-07-23 17:19:06 -04:00
ebaydayz
8202f7d61b Sync debug check
Vanilla development commit:

0baaac7a91
2016-07-23 15:23:00 -04:00
ebaydayz
cc2aae59eb Change splint recipe
Vanilla development commit:

6ea5d8ebee
2016-07-23 15:12:08 -04:00
ebaydayz
8ed5a9c7a9 Antibiotics combining
Vanilla development commit:

0602d29530
2016-07-23 15:03:49 -04:00
ebaydayz
34f9f97aa3 Icons, 9mm silencer, m16a2
Vanilla development commit:

896825693d
2016-07-23 14:55:04 -04:00
ebaydayz
f76b8493fd Fix category list alignment in advanced trade
Since we changed the alignment back to default the ctrlSetPosition I
added is no longer needed. #1709. With the alignment changed it would
actually run off the background if the category list was too long.
Thanks @oiad
2016-07-23 14:24:54 -04:00
ebaydayz
14f49409dd Merge pull request #1709 from oiad/master
Advanced trading changes
2016-07-23 14:14:33 -04:00
oiad
9efc671abb Advanced trading changes
This changes a few things in Advanced trading, mainly cosmetically.

> Removes all the commented out lines that were the same in defines.sqf,
let me know if these are there for a reason?
> fixes the buying list to have localization support and has a total
item count that works properly.
> cosmetic change displaying backpack info on trader to bring it in line
with the other menus
> adds total item count to the selling list and added localization for
that
2016-07-23 23:30:05 +12:00
icomrade
9c4e30ea08 Fix Advanced Trading Selling + new Var
New variable to configure whether or not the player will need to key to
sell a vehicle. DZE_SaleRequiresKey = false;
2016-07-23 01:16:37 -04:00
icomrade
855a72ca1f Fix kick when crashing UH1Y 2016-07-22 23:44:33 -04:00
icomrade
3da14b34dd Exclude flares
some Epoch helicopters have flares
2016-07-22 23:19:13 -04:00
icomrade
253f5516da more buildable exclusions 2016-07-22 23:09:46 -04:00
icomrade
28f6260c16 Building offset adjustments
Most items are now adjusted so you cannot rotate them and slide
backwards even while laying down. Also fixes full cinderwall build
height offset
2016-07-22 23:07:53 -04:00
icomrade
640e120590 Exception for plot preview 2016-07-22 21:58:12 -04:00
icomrade
bb48baf75c More BE Filter Updates
objgather_Knockdown didn't work in the previous commit
2016-07-22 14:23:46 -04:00
icomrade
745f725c19 BE Filter Update 2016-07-22 12:45:45 -04:00
icomrade
19960f08e2 use player_makeFire to start a fire 2016-07-22 12:23:05 -04:00
icomrade
f808bda2a9 New Config Entry buildText
Allows a string to replace the vehicle display name that will be created
which is typically displayed when building.
2016-07-22 11:06:45 -04:00
icomrade
082c0c13e6 Fix dog meat not being cookable 2016-07-21 19:56:37 -04:00
icomrade
eeed1febad str_player_31_drink doesn't work for some reason... 2016-07-21 19:48:16 -04:00
icomrade
8d7b99e746 Automatically add player to door management 2016-07-21 19:34:42 -04:00
icomrade
75a9ca6848 Fix scaffolding 2016-07-21 17:53:43 -04:00
icomrade
0414c67284 No longer require key to sell a vehicle
Still requires the vehicle to be local, meaning you were the last person
to be in the driver seat.
2016-07-21 17:42:25 -04:00
icomrade
4544e743fd Chopping wood now gives PartWoodPile again 2016-07-21 17:04:18 -04:00
icomrade
51a0640855 Remove right click to harvest wood
You must now actually use the hatchet to chop wood (i think it was like
this in 1.0.5)
2016-07-21 17:03:51 -04:00
icomrade
96ddc8ff62 Add player to plot management by default
+ Some minor private array cleanup
2016-07-21 16:20:41 -04:00
icomrade
3519297e2d Add drinking and emptying of < 10 oz wattter
Amount of water and infection chance are proportional to the amount of
water.
2016-07-21 15:36:55 -04:00
ebaydayz
67f6d86440 Use smaller sound muted UI icon and better alignment
Vanilla development commit:

6aba95d251
2016-07-21 14:58:03 -04:00
ebaydayz
9ea9af3272 Change player list and lobby icons to grey instead of blufor
Vanilla development commits:

36337e3c08

3a2d3ac20d

Connecting and normal icons are the same so players can not tell when
someone is in the lobby.

Also removed:
- player name and rank text shown in the top right of diary
- "Current task:" text shown above player list
- "Pool:" text shown in lobby
2016-07-21 14:50:02 -04:00
ebaydayz
f2687345cd Testing Confirmed Kills System.
Vanilla development commit:
4881e00ecf

New - Journal Kills will only update during the session on confirmed
Kills (study dead body).
2016-07-21 11:31:47 -04:00
ebaydayz
9ae21dd4f5 Rifle flashlight fix, translations
Vanilla development commit:
a850f25e14

- Attachment_FL_Rfl -> Attachment_FL
- Sherbet desc
- Take blood translation
- weapons/mods translation fixes for better strings fitting
2016-07-21 11:12:55 -04:00
icomrade
e3fee60a8f Change water bottle image back to canteen image 2016-07-21 00:35:51 -04:00
icomrade
88c7d7d28b Fix < 10 oz water bottle filling 2016-07-21 00:21:52 -04:00
ebaydayz
1fb1dc9d89 Prevent toggleSoundMute at gender selection screen 2016-07-20 19:21:54 -04:00
ebaydayz
2f844060ec Add handling of other fadeSound events in player_toggleMuteSound
Fixes icon staying up after fadeSound to 1 by unconscious and low blood
events.
2016-07-20 17:36:40 -04:00
ebaydayz
f314a39e43 Add better sound muted status UI icon and background
Icon contributed by Tugodoomer and AlexAFlorov. See
https://github.com/DayZMod/DayZ/issues/625 for details
2016-07-20 15:24:31 -04:00
icomrade
d0a2260fb1 Update CHANGE LOG 1.0.6.txt 2016-07-20 13:23:30 -04:00
icomrade
92cbd8a7a9 only sleep if Hive call in loop fails
should improve vehicle spawning time slightly
2016-07-18 21:51:37 -04:00
ebaydayz
2911bffced Fix can't reload partial mag with flares in inventory
Vanilla development commits:

7f7d3e02e7

094f1f18d2

a078e84f11

805b9def10

Also reverted:
51be8aa8a5
since it was not the cause.

See https://github.com/DayZMod/DayZ/issues/641 for the details.
2016-07-18 21:43:08 -04:00
icomrade
2f4815cb39 Update add_recommended_mysql_events.sql
Fix dead link
2016-07-18 16:38:12 -04:00
ebaydayz
e62c882127 Remove duplicate ObjectUID fix variables
No longer needed as per:

51be8aa8a5

8e87448fe7
2016-07-17 17:17:38 -04:00
ebaydayz
3a5fc91329 Fix missing string typo
My mistake from
7751914428
2016-07-17 16:00:12 -04:00
ebaydayz
7751914428 Rename vanilla strings from #1708
When localizing vanilla strings please do not put "EPOCH" in their name
or include them in the dayz_epoch package of the stringtable. This
creates more work to backport common translation updates and vice versa.
2016-07-17 14:02:04 -04:00
icomrade
b9f4aa3ae0 Update ReadMe.md 2016-07-17 12:38:14 -04:00
icomrade
2ecd35ad89 Update ReadMe.md 2016-07-17 12:37:53 -04:00
icomrade
b52c44dadc Rebuild Server PBO 2016-07-17 10:54:38 -04:00
icomrade
c702d92231 Remove SQF Based Duplicate UID Fix
Use the new DLL
2016-07-17 10:52:40 -04:00
icomrade
42db0a9108 Merge pull request #1708 from oiad/master
New test build for 17th July
2016-07-17 10:51:27 -04:00
oiad
ff2097c3bd Localization goof
Forgot a localize, oops.
2016-07-17 22:35:27 +12:00
oiad
3d75c67574 Localization updates
Some localization updates and some code optimization.
2016-07-17 22:23:25 +12:00
oiad
d47d887a66 APFL more fixes
This moves all the PFL stuff into the one if statement for tidyness, no
point having 2 ifs.
2016-07-17 17:03:55 +12:00
oiad
195553c348 Revert "More changes to modular_build"
This reverts commit 707e2ec66d.
2016-07-17 17:00:26 +12:00
oiad
707e2ec66d More changes to modular_build
I wasn't aware modular_build had permanentPlot stuff in it so i've moved
the ownerPUID setting to inside the main PFL stuff. Saves having 2 if
statements.
2016-07-17 16:56:05 +12:00
oiad
c205eda7c9 New test build for 17th July
Updates test build to 17th of July and updates dayz_server with missing
advanced trader fixes from a while ago.
2016-07-17 12:20:16 +12:00
icomrade
8e87448fe7 Add new Hive DLL with ObjectUID Fix 2016-07-16 19:54:56 -04:00
ebaydayz
f60262aff1 Consolidate duplicate Remove Suppressor translations
Vanilla development commit:
66af3465ac
2016-07-16 14:48:53 -04:00
ebaydayz
b49270c3f8 Sync modular_build formatting change with player_build from #1707 2016-07-16 13:47:36 -04:00
oiad
41c9fde480 Plot for life fixes and typo fixes (#1707)
This fixes the issues I was having with APFL, Basically when downgrading
a locked door the ownerPUID was not getting transferred across so it was
getting a 0 PUID set on it once downgraded so you would then lose access
if there was no plot pole.

Now it correctly gets set and instead of doing 2 PVDZE_Obj_Swaps I am
using an if and else statement.

player_upgrade was also not sending the ownerID into the worldspace
field, this seems to differ from the original APFL script. I also added
in code so that if APFL was enabled and uid is 0 we claim the item with
players UID.

This fixes a typo @ebaydayz introduced to spam the .RPT on startup also
for the shotgun and a typo in the credits.
2016-07-16 13:25:14 -04:00
ebaydayz
c9960e1ec3 Fix MP5 and MP5SD mag displayNames reversed
Vanilla development commit:

cb464b1add
2016-07-10 16:59:04 -04:00
ebaydayz
da5c5bf6cc Credit updates for Sound Files.
Vanilla development commits:

e578c6cb39

c575f09c4b

Also synced spacing and tabs from:

73d557806e
2016-07-10 16:44:07 -04:00
ebaydayz
73d557806e Mag names, Attachments names, Translation fixes
Vanilla development commit:

af9e009bae

- renamed magazines for better sorting
- renamed attachments for better sorting ([A] prefix added) some fixes,
some strings moved to proper section
- Remington 870 added to new attachment system (weapon flashlight)
- Double-barrel shotgun will now spawns with pellets and has Doubleshot
option (maybe this will make it more popular?)
2016-07-10 15:25:36 -04:00
ebaydayz
4ff088c80c Remove redundant access checks for upgrade and downgrade
Access control for upgrade and downgrade is now included in
fn_selfActions as per #1706

I moved _upgrade down in fn_selfActions so it is only checked it if the
right conditions are met.
2016-07-09 14:34:38 -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
oiad
e30f18190f This will fix an obvious typo for the variable s_player_upgradeStorage (#1705)
* Advanced trading fixes/modifcations

This adds combine currency option to the Advanced trading screen since
@Airwaves man noticed it didn't have a way of doing it.

Updated stringtables with correct "paid" spelling and differing text for
buying/selling.

This also addds proper currency checking/reporting for the log system
that has been introduced, it's untidy but it works, instead of getting
"user bought x for 1000 currency" in a non coins server, it will convert
it to the proper 1 brief 5 10oz gold etc system (uses a new function
z_calcDefaultCurrencyNoImg)

This also adds a check to see if the buy list is empty (as per the
selling list) and returns text to the user informing them.

Re-arranged buy and sell so buy is on top of sell, it's a bit easier to
read then.

* Advanced trading logging change

This was missing from my previous commit, this changes the
server_tradeobject to check if it's being passed a number (single
currency) or text (my logging currency changes)

* Advanced trading fixes (again)

* Advanced trading rework

Fixes all problems @ebaydayz

* Rename typo'd variable "s_player_upgradestorage"

This renames an obviously typo'd variable to what it should be.

* fixes derp string.

* asdf (#3)

asdf
2016-07-05 21:40:31 -04:00
ebaydayz
f7d765e669 Fix STR_ACTIONS_LIGHTFIRE listed twice
Vanilla development commit:

ca8434a9b9
2016-07-03 12:26:56 -04:00
ebaydayz
452ce57618 Temperature badges + heatpack changes + some translation fixes
Vanilla development commit:

e89176d565
2016-07-03 12:01:32 -04:00
ebaydayz
cc2918989e Remove duplicate status UI icon files 2016-06-25 10:32:46 -04:00
ebaydayz
eae4428e9f Update SQL maintain event for door management
Since door management uses the inventory field to store doorFriends the
last condition was always returning false and locked doors would never
get damage set on them.
2016-06-22 19:54:06 -04:00
ebaydayz
680659babc Add AirwavesMan and oiad to contributors 2016-06-21 21:25:27 -04:00
ebaydayz
3c76f3c800 Add some new vanilla items to R3F weight
@AirwavesMan - For future reference, if you notice any more new stuff we
forgot to add to the traders we probably forgot to add them to R3F
weight too.
2016-06-21 21:17:22 -04:00
ebaydayz
19285d677a Merge pull request #1704 from AirwavesMan/master
Some more Changes
2016-06-21 20:58:13 -04:00
oiad
801145d664 Advanced trading fixes/modifications (#1698)
* Advanced trading fixes/modifcations

This adds combine currency option to the Advanced trading screen since
@Airwaves man noticed it didn't have a way of doing it.

Updated stringtables with correct "paid" spelling and differing text for
buying/selling.

This also addds proper currency checking/reporting for the log system
that has been introduced, it's untidy but it works, instead of getting
"user bought x for 1000 currency" in a non coins server, it will convert
it to the proper 1 brief 5 10oz gold etc system (uses a new function
z_calcDefaultCurrencyNoImg)

This also adds a check to see if the buy list is empty (as per the
selling list) and returns text to the user informing them.

Re-arranged buy and sell so buy is on top of sell, it's a bit easier to
read then.

* Advanced trading logging change

This was missing from my previous commit, this changes the
server_tradeobject to check if it's being passed a number (single
currency) or text (my logging currency changes)

* Advanced trading rework

Fixes all problems @ebaydayz
2016-06-21 20:18:41 -04:00
A Man
a7bd47054e Add crafting full cinder wall kit
Add crafting full cinder wall kit.
2016-06-21 23:12:14 +02:00
A Man
999f5fd5c2 Added another string
Added another string for full cinder wall kit.
2016-06-21 23:09:32 +02:00
A Man
6f13f8a36e Changed Cinder Wall Strings
The full cinder wall and the half cinder half kit had the same name ingame.
2016-06-21 22:27:41 +02:00
A Man
b8f95b7f75 Changed Cinder Wall Strings
The full cinder wall and the half cinder half kit had the same name ingame. I tried to correct it but I saw that the string was too long when you click right on a full cinder wall kit to build it. I renamed both kits so that both kits stand by each other.
2016-06-21 22:25:02 +02:00
A Man
25fbaf5757 Small Loot Tweaks
Increased the chance for MortarBucket and CinderBlocks to spawm. Removed the flashlight from spawn in industrial loot.
2016-06-21 21:58:06 +02:00
A Man
4848c3ef5c Changed Prices for balance
Changed prices for balance.
2016-06-21 21:55:01 +02:00
A Man
6d3a76704c Items Added/ Combo Lock Price Changed
I've added a few vanilla items and changed the price of the Combo Lock.
2016-06-21 21:53:48 +02:00
A Man
f47c4e0f2a Reordered Attachments
Reordered the attachments. Similar items should be next to each other
2016-06-21 21:52:20 +02:00
ebaydayz
63d6cfa87b Update test build 2016-06-20 22:02:28 -04:00
A Man
220fe3696c Backpack prices changed (#1699)
Backpack prices were wrong. It does not make sense to buy a smaller backpack for a higher prices than a bigger backpack.
2016-06-20 21:56:18 -04:00
A Man
2f613226ea Changed more Zombies Typs (#1700)
It does not feel right, when you enter a military area and see only Worker Zombies. I changed the Zombie Typs of the buildings to look more like a military area.
2016-06-20 21:48:45 -04:00
A Man
8b6725f77d Fixed CopperBar Display Text (#1701)
The Display text to craft  1x 10oz copper bar was not visible
2016-06-20 21:43:34 -04:00
A Man
ee6bf997b4 Increased weight of full_cinder_wall_kit (#1702)
The full_cinder_wall_kit had the same weight as the half. I just increased the weight by almost the double amout.
2016-06-20 21:41:12 -04:00
ebaydayz
bf3d03ba13 Only spawn small loot in lootPosSmall positions
I did not realize lootPosSmall positions can only fit small objects like
soda cans etc., so it is not okay to merge them with the main lootPos
arrays. This separates them back out.

This solution will work like 1.0.5.1 CfgLootSmall. <GroupName>Small is
used to spawn additional loot if the building type has lootPosSmall
positions available. It is not necessary to add a <GroupName>Small for
types that do not have lootPosSmall positions.

Some of these objects may still be too big or too small (knife,
binoculars, matchbox, etc.) for the positions and look out of place. If
that is the case please submit a pull with any problematic ones removed
from the <GroupName>Small groups (check if they aren't in 1051
CfgLootSmall first). Balance and rates may need adjustment as I just
took the normal groups and removed large objects from them while trying
to keep similar items to 1.0.5.1 CfgLootSmall.
2016-06-20 21:39:21 -04:00
ebaydayz
c6ddcbdc3e Update test build 2016-06-18 20:10:12 -04:00
ebaydayz
58d2443e77 Add back Epoch custom lootPos and lootPosSmall
Epoch has custom loot positions for many buildings. Most lootPos have
not changed in vanilla since pre 1.7.x.

The vanilla lootPos are now commented out and  custom Epoch ones are
added back. LootPosSmall positions are now included in lootPos and
marked with //DZE EXTRA

LootPosSmall are included and used by default in 1051, so it is simpler
to add them to the main lootPos lists instead of having a separate loop
in buildingSpawnLoot.sqf for them.
2016-06-18 19:58:58 -04:00
A Man
df6c34cfe9 Loot/Traders update (#1696)
* Update Weapons.hpp

* Update Military.hpp

* Update Industrial.hpp

* Update Industrial.hpp

* Update Military.hpp

* Update Residential.hpp

* Update Military.hpp

* Update Military.hpp

* Update BanditClothing.hpp

* Update BanditAmmunition.hpp

* Update BanditHelicopterArmed.hpp

* Update BanditMilitaryArmed.hpp

* Update BanditTrucksArmed.hpp

* Update BanditWeapons.hpp

* Update FriendlyAssaultRifle.hpp

* Update FriendlyBackpacks.hpp

* Update FriendlyBuildingSupplies.hpp

* Update FriendlyCargoTrucks.hpp

* Update FriendlyChemlitesFlares.hpp

* Update FriendlyFuelTrucks.hpp

* Update FriendlyLightMachineGunAmmo.hpp

* Update FriendlyMilitaryUnarmed.hpp

* Update FriendlyMilitaryUnarmed.hpp

* Update FriendlyPackagedFood.hpp

* Update FriendlyMilitaryUnarmed.hpp

* Update FriendlyPistols.hpp

* Update FriendlyShotgunsandSingleshot.hpp

* Update FriendlyShotgunsandSingleshotAmmo.hpp

* Update FriendlySmokeGrenades.hpp

* Update FriendlySniperRifle.hpp

* Update FriendlySniperRifleAmmo.hpp

* Update FriendlySubmachineGunAmmo.hpp

* Update FriendlySubmachineGuns.hpp

* Update FriendlyToolbeltItems.hpp

* Update FriendlyVehicleParts.hpp

* Update HeroHelicopterArmed.hpp

* Update NeutralAirplanes.hpp

* Update NeutralBlackMarketAmmo.hpp

* Update NeutralBlackMarketWeapons.hpp

* Update NeutralExplosives.hpp

* Update NeutralHelicopterUnarmed.hpp

* Update FriendlyDrinks.hpp

* Update FriendlyLightMachineGun.hpp

* Update NeutralAirplanes.hpp

* Update BanditAmmunition.hpp

* Update FriendlyVehicleParts.hpp

* Update NeutralWholesale.hpp
2016-06-18 12:10:05 -04:00
ebaydayz
5b7ef99569 Fix _distance in dze_buildChecks
Passing false as the second parameter to fnc_find_plots always returns
DZE_PlotPole select 0. In dze_buildchecks we want to use DZE_PlotPole
select 1 if the classname is a plot pole.

_distance is already defined as DZE_PlotPole select 0 in the other three
files, so it is redundant to redefine it as the return value.

In player_upgrade.sqf the check for DZE_permanentPlot is not necessary,
because FNC_check_access handles both cases.
2016-06-16 20:15:51 -04:00
ebaydayz
d74130b477 Rename _playerUID to _id in fn_selfActions
Since this variable can also equal dayz_characterID if DZE_permanentPlot
= false; it makes more sense to name it _id.
2016-06-16 17:01:16 -04:00
A Man
72ea372acf Update Military.hpp (#1695)
I just changed the spawing zombie typ for the military special loot. I noticed that there are only "z_new_worker2-4" zombies in the baracks and got a bit confused. So now we have the military zombies back.
2016-06-16 16:22:12 -04:00
ebaydayz
e08ccaea1b Fix change log typo 2016-06-15 22:03:18 -04:00
ebaydayz
1f4c73bd12 Update change log
It is unnecessary to specify default values in configVariables.sqf
comments. All values in this file will be defaults at release. It can't
be edited by admins directly. They need to copy the variables to their
mission to change them, so they will always be able to reference it for
the defaults.
2016-06-15 21:14:06 -04:00
ebaydayz
01d8197d12 Remove redundant function fn_check_owner_friends
Fn_check_access provides the same functionality and more.

Removed folders that only contained a single file to clean things up.

Also added epoch tag friendly code to vanilla player_updateGui for now.
2016-06-15 20:09:04 -04:00
ebaydayz
fcca975708 Add Bruce-LXXVI to contributors 2016-06-15 18:33:49 -04:00
Bruce-LXXVI
5e53a71e88 Pullrequest/door management (#1694)
* Added doorManagement

* Rename FNC_check_owner --> FNC_check_owner_friends

* Fixed typo

* Fixed bug in FNC_check_owner_friends which allowed every user to manage
every plot and door.

* Removed unused DZE_doorManagementHarderPenalty from configVariables.sqf

* Now checking if _playerUID is in _friendlies for both cases.

* DZE_plotforLife should be DZE_permanentPlot

* Fixed case where DZE_permanentPlot is false.

* Forgot to add STR_EPOCH_CANCEL

* Changed translations to suggested string by ebaydayz.

* Renamed EyeScanner to DoorAccess.

* Reworked access rights for door management.

* DZE_doorManagementMustBeClose = true; //Players must be within 10m of
door to be added as a door friend.

* Fixed copy-paste error.

* Replace count with if

* Remove redundant test.

* Also replaced count in door management admins check.

* Change plotManagement and doorManagement to be consistent to
DayZ_UseSteamID (get UID from FNC_GetPlayerUID).

* Use _playerUID and _characterID more consistent.

* Added german translation to
STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST.
2016-06-15 18:22:01 -04:00
ebaydayz
035a94646b Add createvehicle.txt exception for player zombies 2016-06-12 14:54:33 -04:00
ebaydayz
20066de673 Rename FNC_check_owner --> FNC_check_owner_friends
Use a more descriptive name for what it actually does now.
2016-06-12 13:30:49 -04:00
ebaydayz
835d750c0c Use single config variable for Plot for Life and Plot Management
Plot for Life and Plot Management work best together. They essentially
provide the same functionality. Both let you keep your plot after death
by using UID instead of CharacterID. Plot Management doesn't even have
an option to save characterID, so by default it is always keeping all
friends and the owner permanently until they are removed. The only major
difference between them is Plot For Life also adds permanent ownership
of built items on the plot, which is behavior most people expect. It
doesn't make sense to keep ownership of the plot after death but not the
other objects built on it. The other functionality it adds (take
ownership) can be toggled with a config variable.

It is rare that someone would want Plot For Life enabled, but Plot
Management disabled or vice versa. If they really want that they can
still do it manually, but consolidating them to a single config option
greatly simplifies things for everyone else.

I removed links to mod githubs because many changes have been made to
the 1.0.6 versions, so outdated information there will likely confuse
people. Authors are already credited in the README and change log.

In variables.sqf "DZ_storage_base" is now the parent class which
includes all tents and stashes. DZE_checkNearbyRadius variable is not
used (identical to DZE_PlotPole select 0).
2016-06-12 12:54:46 -04:00
ebaydayz
16c1e9d205 Don't spawn POI objects on non-Chernarus maps
Object coordinates are only provided for Chernarus.
2016-06-10 18:42:18 -04:00
ebaydayz
a7045140a0 Remove some unused legacy code 2016-06-07 16:26:29 -04:00
ebaydayz
0534e95ccc stringtable fixes
Vanilla development commit:

1452ef2537
2016-06-06 21:51:47 -04:00
ebaydayz
2ea627f332 Preliminary BE filters update
The big list of removals in setvariableval.txt and publicvariableval.txt
were duplicates. Other removals are covered by the new regex filter.

Still needs work. If you encounter kicks please post the restriction
type and number along with the log line in the 1.0.6 testing issue.
2016-06-05 17:29:10 -04:00
ebaydayz
98c805e8db Update test build 2016-06-05 11:56:01 -04:00
ebaydayz
d4f6f07093 Fix gut zombie missing knife text
Shows "Missing Hunting Knife to do this" instead of "Missing knife to
gut animal"
2016-06-04 16:38:41 -04:00
ebaydayz
b7a104113f Various stringtable fixes & amendments
Vanilla development commit:

fb397c95ee
2016-06-04 15:23:31 -04:00
ebaydayz
3f96b70d80 Fix Unsupported language English in stringtable RPT error
Vanilla development commit:

b038a1762b

Fixes RPT error "Unsupported language English (or whatever language you
selected) in stringtable" on load.

We do not have <Original> tags on any other strings in the table, so
there is no reason to use them here. They are not needed. If the game is
set to use a language that does not have an entry it uses the first
available entry for that string (which is English for every string in
the table). Keys should not contain only <Original> tags with no other
languages, as it will cause this error.
2016-06-04 14:00:32 -04:00
ebaydayz
e5bfb01189 Fix typo in 1.0.6_Updates.sql 2016-06-02 17:43:46 -04:00
ebaydayz
3cee9cec55 Fix trader weapon swaps in 106 SQL updates
Type 1 is magazine, type 3 is weapon.

Also quantity is normalized to 10 for items and 2 for vehicles now as
per:
bf75e56858 (diff-3a9fcf2e8bd4ce1706bc216f4e9de063L57)
2016-05-31 17:03:26 -04:00
ebaydayz
bf75e56858 Remove 1.0.5_Updates.sql
Updates that were in the 1.0.5.1 release are now included in the main
epoch.sql file, since all servers should have applied them by now.

All new updates since 1.0.5.1 release are now in 1.0.6_Updates.sql.
2016-05-31 16:29:11 -04:00
Nexux
746a4a2d57 1.0.6 update SQL fix attachments (#1693) 2016-05-31 12:43:05 -04:00
ebaydayz
8028efbb69 Allow admin customization of player_onPause #1340
Also disable abort and respawn immediately in pause menu onLoad. New
function fn_pauseMenuChecks allows admins to run unscheduled code in
pause menu onLoad.
2016-05-22 12:26:57 -04:00
ebaydayz
fe8c5e7950 Fix infinite antibiotics when given to another player
Vanilla development commit:

4e6ea24577
2016-05-21 15:08:57 -04:00
ebaydayz
9dafa9d657 Always eject player when vehicle explodes
If the player is in a safezone we still want to eject them, just not
kill them.
2016-05-20 19:54:26 -04:00
ebaydayz
75e3ee58c2 Reduce ItemBloodbag loot chance slightly for classic system
Since typed bags spawn in bulk (usually 2x 4 different bag types) this
reduces bloodbag output slightly when classic system is enabled.

Medboxes were spawning with 3-8 blood bags, this reduces it to about 1-6
which should be similar to 1051 values IIRC. Feel free to adjust this up
or down if needed.
2016-05-20 17:20:10 -04:00
ebaydayz
ec27cfd29c Update dog actions in fn_selfActions
When PlotForLife was added these were not updated to reflect the
_ownerID change:

https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_selfActions.sqf#L253
2016-05-20 13:45:52 -04:00
ebaydayz
edd53597b0 Don't pass DZE_plotManagement to fn_check_owner
The whole point of a global variable is you do not need to pass it.
DZE_plotManagement and DZE_plotmanagementAdmins are always defined and
do not change, so there is no need to pass them as parameters.
2016-05-20 12:14:48 -04:00
ebaydayz
1a5d26f26d Remove unnecessary else in fn_selfActions
FNC_check_owner returns true for (_isowner select 0) if characterID
matches and plotforLife is disabled. So there is no need for the else
here.
2016-05-20 11:55:52 -04:00
ebaydayz
8beb6e9666 Allow filling generator and destroying tent with barrel and 5L 2016-05-19 20:44:34 -04:00
ebaydayz
d01446414c Move Zupa dialog includes to config.cpp
@icomrade - configFile and missionConfigFile are in different scopes.
Admins can overwrite any dialog in RscDisplay with their own version
included in the mission without getting "class already defined" errors.
I tested to make sure it is possible. So there is no benefit to having
these includes in description.ext.
2016-05-19 18:43:23 -04:00
ebaydayz
301c4348e9 Remove vanilla generator fill actions 2016-05-19 18:35:11 -04:00
ebaydayz
62700f37e4 Add note about splint and broken legs
Since R4z0r doesn't want it changed in vanilla.
2016-05-19 16:29:35 -04:00
ebaydayz
a54e58c60c Localize remaining player_build text
Also added config variables for MaxMove and MaxHeight distance when
building.

_reason was defined twice at the top of player_build.sqf.
2016-05-19 16:15:27 -04:00
ebaydayz
cbca23ddce Remove duplicate ZSCdefines.hpp include
@Bruce-LXXVI it was already included from the mission description.ext
2016-05-19 13:39:38 -04:00
ebaydayz
914b37a413 Pass cursorTarget to maintain_area.sqf
CursorTarget should always be passed from fn_selfActions, not reacquired
in action scripts. This is to ensure the same object is referenced. Plot
Management maintain_area is called from the dialog button, not
fn_selfactions.
2016-05-19 13:10:20 -04:00
ebaydayz
1a238d1719 Fix wrong buildables count displayed in plot management 2016-05-18 20:20:20 -04:00
ebaydayz
d0c4ccca15 Fix wooden splint recipe output
It was outputting two when it should only be one.
2016-05-18 17:10:46 -04:00
ebaydayz
0544ac37fa Fix broken legs icon flashing indefinitely
This keeps the icon solid when your legs are broken instead of flashing
it constantly.
2016-05-18 17:04:44 -04:00
icomrade
2889d8f010 Should fix building issues with player sliding
The change in module_build will only fix items that d ono have an offset
set in the config.

BoundingBox can be a bit generous but the player should be able to work
with any overestimation in size.
2016-05-18 11:01:38 -04:00
icomrade
8fd4c8eb8b Re-add plot check
Accidentally removed this when merging plot for life
2016-05-18 10:13:29 -04:00
ebaydayz
9d51fb2736 Fix plot management buttons color and text alignment
Fixes unintended black on black buttons and left aligned button text.

Plot management uses Zupa's older defines. The only changes for this
button type are the background color and text alignment.

https://github.com/DevZupa/PlotManagement/blob/master/MaintainVersion/plotManagement/defines.hpp#L568

https://github.com/DevZupa/PlotManagement/blob/master/MaintainVersion/plotManagement/defines.hpp#L588
2016-05-17 22:02:21 -04:00
icomrade
113dd0618a Add Little Bird killed EH 2016-05-17 20:45:54 -04:00
ebaydayz
f61c6d8dac Add plotManagementMustBeClose config option
Setting false allows adding any online player to plot friends regardless
of their distance from the pole.
2016-05-17 20:09:37 -04:00
ebaydayz
edb64c4e05 Fix plot manage array add errors from 1e65f7a
@icomrade - when you use set to add an element to an array you do not
need to wrap it in brackets [ ] like you do with +.

This was making it a nested array which was not intended in the
original.
2016-05-17 19:30:21 -04:00
ebaydayz
dbe7bf0a17 Localize plot management dialog text 2016-05-17 19:14:05 -04:00
ebaydayz
a466e43645 Move plotManagement compiles to compiles.sqf
This was needlessly recompiling every time the addAction was clicked.

DisableSerialization is only needed if a display element is stored in a
variable within the current script. The called functions already have
it.
2016-05-17 16:54:58 -04:00
icomrade
ef1d323ef0 Should Fix Issue #1569
Varchar(512) was truncating certain vehicle hitpoints and preventing
vehicle loading. The HiveExt dll handles hitpoints as a string which has
a char limit far greater than 512,  so simply updating the column should
fix the issue.

Also update the ChracterID column for #1371 - new Hive dll will be
required
2016-05-16 13:32:22 -04:00
ebaydayz
65233757e8 Correct duplicate object UID check
I forgot numbers greater than 1 million are truncated when converted to
string:

http://killzonekid.com/arma-scripting-tutorials-float-to-string-position-to-string/

KeyStartNumber exceeded 6 digits which is why it was being truncated to
"1e+011" and getting stuck on loop (as that string was already in
currentObjectUIDs) as mentioned in 2df7279.

Starting at 10, there should never be more than a couple duplicates
generated, so keyStartNumber will never exceed about 100 max.  Added an
exit just for a fail safe.
2016-05-16 11:52:45 -04:00
icomrade
116caaa788 Revert "Remove dayz_objectUID2 from object loading"
This reverts commit 2df7279f1a.
2016-05-15 21:48:24 -04:00
icomrade
71875647e7 Update test build 2016-05-15 19:17:10 -04:00
icomrade
08c16788ae update changelog + fix god exclusion check 2016-05-15 18:57:14 -04:00
icomrade
dc2b97beb6 Revert setPos change from a previous commit 2016-05-15 18:53:40 -04:00
icomrade
2df7279f1a Remove dayz_objectUID2 from object loading
DB with ~4000 vehicles fails to load since this code runs on nearly
every vehicle for some reason. The code should only be called upon
vehicle purchase to increase load time and simply calling
dayz_objectUID2 has no effect.
2016-05-15 18:53:40 -04:00
icomrade
eda3e1c202 Fix vector objects loading in with angle compensation
With the code removed from line 266-271 the server would reset the slope
of the placed object to match the slope of the ground. Do not re-add the
code unless configs are updated with corresponding canbevertical option.
2016-05-15 18:53:40 -04:00
icomrade
e2a14de977 Add exclusions for god mode built objects 2016-05-15 18:53:40 -04:00
icomrade
396d085672 Fix Hive error when saving vector building objects 2016-05-15 18:53:40 -04:00
ebaydayz
7e1fe6fca1 Update test build 2016-05-15 11:32:53 -04:00
icomrade
d442592e55 Fix #1691 2016-05-13 17:40:34 -04:00
icomrade
c118ecbb15 Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-05-13 17:06:46 -04:00
icomrade
6d69ca92e3 Fix undefined player uid in modular build 2016-05-13 17:06:43 -04:00
ebaydayz
914162c698 Update messing variable in pz_feed.sqf
Messing now has a third parameter for dayz_nutrition.
2016-05-13 17:02:44 -04:00
icomrade
33c3c7601f Fix Private Arrays 2016-05-13 16:57:50 -04:00
icomrade
00e2f34734 Forgot variables 2016-05-12 23:47:53 -04:00
icomrade
6c24aaeb3b Add Vector Building 2016-05-12 22:52:04 -04:00
ebaydayz
8b0e03545f Remove legacy config trader menu
Advanced trading now does everything the legacy config menu did and
more.
2016-05-12 16:41:40 -04:00
ebaydayz
3be1d4e6bf Update outhouse and plot pole descriptions
Outhouse no longer includes toilet paper.

Plot pole may cover an arbitrary radius and ownership may not be lost
after death depending on server settings.
2016-05-12 15:10:20 -04:00
ebaydayz
bd85693af7 Add categories view to Advanced Trading buy mode 2016-05-12 14:09:05 -04:00
ebaydayz
e60175b30c Fix wrong price when adding multiples of same item to buy list
Modifying _temp was also modifying Z_BuyableArray. An independent copy
of the array was needed.
2016-05-11 15:07:58 -04:00
ebaydayz
5ad1697308 Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-05-11 12:42:51 -04:00
ebaydayz
6ef59a0237 Add server RPT logging to Advanced Trading 2016-05-11 12:41:59 -04:00
icomrade
2d9097a6af Switch all buildables to Epoch building system
Didn't bother switching the stash over since it doesn't appear to be
implemented yet
2016-05-10 11:21:04 -04:00
ebaydayz
5ca182dffe Fix can't sell satchels with Adv. Trade
Some items (like PipeBomb) are a class in both CfgMagazines and
CfgWeapons. BIS_fnc_invRemove uses weapon first, so that is why the
magazine was not being removed. Using config instead of string avoids
this problem.
2016-05-09 14:10:20 -04:00
icomrade
72f3779edb Fix death when changing clothes + minor changes
removing the Respawn EH fixes this, I haven't noticed any adverse
effects from removing it yet.

Also changing groups now deletes the old group. The machine which the
group is local to must execute the deleteGroup command, the server
previously had to wait until the player disconnects to delete their
empty groups.
2016-05-09 00:27:34 -04:00
icomrade
875b63027a Fix plot friends return 2016-05-08 19:13:18 -04:00
ebaydayz
c0cb702534 Add swap for classicBloodBagSystem in Adv. Trade 2016-05-08 17:31:23 -04:00
ebaydayz
5120d8a488 Fix incorrect backpack space calculation
Fixes not being able to purchase into a half full backpack and free slot
counts text incorrect when buying into backpack.
2016-05-08 16:21:24 -04:00
ebaydayz
84e64be47e Don't show debug message when paying with exact amount 2016-05-08 13:30:26 -04:00
ebaydayz
c477304571 Forbid buying duplicate tools into gear 2016-05-08 11:59:25 -04:00
ebaydayz
41e653136f Add attachments compatibility list to trader
Also reduced item info size a bit to better fit normal and large
interface sizes.
2016-05-07 19:29:00 -04:00
ebaydayz
3d4d6f6544 Add SQL query for Precise Base Building 1.0.5
You only need to run this if v1.0.4 was installed on your server
2016-05-07 13:24:27 -04:00
ebaydayz
1fe8a7abf5 Fix typo from 26e6727 2016-05-07 13:14:22 -04:00
ebaydayz
26e67270cb Update Precise Base Building to v1.0.5 by @Mikeeeyy
Note @icomrade : 1.0.6 test servers need to empty object_data or run the
SQL query linked below before applying this update.

http://epochmod.com/forum/topic/15813-release-v105-precise-base-building-persistent-bases-after-restart-updated-220915/#comment-118663
2016-05-07 13:06:20 -04:00
ebaydayz
03e3293795 Add extra vehicle info in Adv. Trading
Translations are from Arma2OA languagecore.pbo
2016-05-06 18:57:53 -04:00
icomrade
6e430bdb84 Change self transfuse timeout to 2 min default
Also properly handle the infection chance
2016-05-06 11:52:36 -04:00
icomrade
6ab855fd9d Forgot to set this variable in selfbloodbag.sqf 2016-05-06 11:45:34 -04:00
ebaydayz
b0ffc1421e Prevent errors if zombie is deleted suddenly 2016-05-05 20:03:41 -04:00
ebaydayz
00cb76a496 Fix Adv. Trading pistol detection
The secondaryWeapon command does not detect pistols. It returns the
unit's launcher.
https://community.bistudio.com/wiki/secondaryWeapon

This fixes the menu always showing your pistol slot as open, even when
you already have one.
2016-05-05 17:25:47 -04:00
ebaydayz
7bc5d7f7f5 Fix full toolbelt showing -2 tool slots in Adv. Trade
Correctly shows zero available tool slots when toolbelt, binocular and
NVG slots are full now.
2016-05-05 16:50:09 -04:00
ebaydayz
fe54b78bdb Add backpack selling to Advanced Trading
It was not possible to sell a backpack from your gear or vehicle.

Added option to sell from gear. Sell backpack from vehicle is still not
possible currently due to Arma limitations.
2016-05-05 14:55:50 -04:00
ebaydayz
2c6ef2ced3 Don't show selected vehicleX message on Adv Trade startup
Only show Selected vehicleX systemChat message when clicking the buy
in/sell from vehicle button. Previously it was showing every time the
menu opened.

Also added better logging to RPT. Shows "Trader Menu: %1 x %2 added" and
"Trader Menu: %1 added"
2016-05-05 12:37:10 -04:00
ebaydayz
f900ee4520 Add isInTraderCity to BackpackAntiTheft check 2016-05-05 11:39:18 -04:00
ebaydayz
af14d673f5 Make LMG magazines only take up one slot
All ammo in Configs\CfgMagazines\Magazines\ is back to taking one gear
slot now, same as 1.0.5.1.
2016-05-05 11:14:08 -04:00
ebaydayz
ef2c910bfc Fix open gear backpack slots always showing zero
IsNil returns true as long as the variable is defined. In this case it
is defined as objNull when you have no backpack.
2016-05-04 19:09:10 -04:00
ebaydayz
cb381c5ce3 Fix another transportMaxBackpacks typo
This was responsible for vehicles showing zero and negative numbers of
available backpack slots.
2016-05-04 18:42:20 -04:00
ebaydayz
ed9253671e Always open Advanced Trading in buy mode
Fixes the unintended behavior of swapping between buy and sell each time
the menu is opened.
2016-05-04 16:50:46 -04:00
ebaydayz
349e0a103d Fix trade title showing "Buying in vehicleX" when in sell mode
Tested and confirmed working as intended now.
2016-05-04 16:46:35 -04:00
ebaydayz
85869b32f1 Fix Adv. Trade secondary vehicle check
Forgot this one. See:

f503e53097
2016-05-04 15:53:25 -04:00
ebaydayz
f503e53097 Fix Adv. Trade nearby vehicle check detecting animals
Was getting "Buying in Rabbit" when one was nearby.

No need to check "AllVehicles", this is faster and will get all drivable
vehicle types.
2016-05-04 15:47:47 -04:00
ebaydayz
c4d3f01f38 Don't show enter/leave text when changing clothes in trader 2016-05-04 15:08:19 -04:00
ebaydayz
e6c5930415 Fix unit icon in Advanced Trading selling from gear box
Adds a nice icon of the unit in the top right below "Gear" text.
2016-05-04 14:39:40 -04:00
ebaydayz
800182f7e2 Fix can't buy backpack into vehicle with Advanced Trading
The typo here was causing all vehicles to return 0 for
transportMaxBackpacks.
2016-05-04 14:20:23 -04:00
ebaydayz
5043fafae4 Fix default currency display in Adv. Trading bag item info
Fixes currency display name and picture not showing when looking at
backpack item info.

Also fixed localized string for weps and mags order reversed in item
info for backpacks and vehicles.
2016-05-04 12:54:36 -04:00
ebaydayz
085b6d32f9 Enable R3F weight by default
Since we are keeping "everything takes up one gear slot" weight should
be enabled by default. Moved to init.sqf so admins can easily change it.

Also added RedRyder and Anzio_20 weight.
2016-05-04 11:23:50 -04:00
icomrade
8a361a1b44 Wrong order 2016-05-03 23:28:32 -04:00
icomrade
e8abd8f403 Add percent damaged display for maintenance #1583 2016-05-03 23:25:25 -04:00
icomrade
51be8aa8a5 Fix reloading 2016-05-03 20:19:01 -04:00
ebaydayz
ee70dd49d3 Prevent rags duping
Vanilla development commit:

31167114e7
2016-05-03 17:28:33 -04:00
icomrade
3f10228b95 should fix knockout issue with self bloodbag
issue most likely happened if you used a typed bag not matching your
blood type when the classic system is enabled.
2016-05-03 16:34:28 -04:00
icomrade
2f67a058ba Complete Cinderwall as Item #1172 2016-05-03 15:57:37 -04:00
icomrade
fcb6d1ab26 Fix some items missing removal option #1135 2016-05-03 15:41:33 -04:00
icomrade
cf29731620 Configurable weather effects 2016-05-03 15:21:38 -04:00
Anton
75ae8ad3c0 a couple localization updates (#1690)
* a couple localization updates

* fix merge conflicts

* fix

* fixes
2016-05-03 15:15:44 -04:00
icomrade
5cde6cba69 should fix undefined variable errors 2016-05-03 15:09:13 -04:00
icomrade
7bcc9f305f Configurable temperature effects 2016-05-03 14:31:20 -04:00
icomrade
6936a5dd24 Fix packing storage giving no refund 2016-05-03 14:02:57 -04:00
icomrade
b0df4c7f51 Fix unlocking vehicles after adding plot for life 2016-05-03 13:50:59 -04:00
ebaydayz
1eeaa3e792 Add epoch_generateKey function 2016-05-03 13:35:50 -04:00
ebaydayz
2f98fc0451 Prevent MeleeMagazines being counted by BIS_fnc_inv 2016-05-03 13:35:50 -04:00
icomrade
f8b3ba2105 Fix mistake from Plot for Life addition 2016-05-03 12:53:48 -04:00
icomrade
c2ce8aaf8b better fix for CH53 and add toggle for #1198 2016-05-03 11:14:26 -04:00
icomrade
ea8c14c5fb Fix #1187
keypadCancel returns false when a combo/keypad dialog is not open and
when reset by calling the code keyPadReset = {uiSleep 2; keypadCancel =
false;};

There is a 2 second delay which makes brute forcing very very time
consuming. Note there must be a delay when resetting the variable since
fn_selfactions will update so quickly it will display the
unlock/lock/remove option before onUnload is executed.
2016-05-03 01:19:36 -04:00
icomrade
3c27f76c7c use self actions to spawn plot radius, fixes #1566 2016-05-02 23:06:50 -04:00
icomrade
3c0573258a update changelog 2016-05-02 21:44:45 -04:00
icomrade
eddcf02ab3 Precise Base Building fix 2016-05-02 21:06:44 -04:00
icomrade
5f054393e5 Merge remote-tracking branch 'origin/master'
# Conflicts:
#	SQF/dayz_code/compile/fn_damageActions.sqf
#	SQF/dayz_code/compile/fn_selfActions.sqf
2016-05-02 20:44:50 -04:00
icomrade
575682b7c8 Add A Plot For Life modification by RimBlock
A Plot For Life also includes Precise Base Building by Mikeeeyy. Precise
base building has no variable to switch it on or off, I don't think it
should.

Seems to work well enough, this may conflict with the duplicate object
uid fix, it appears to spam my server rpt.
2016-05-02 20:42:37 -04:00
ebaydayz
d361abaec3 Fix Adv Trade localized string spacing 2016-05-02 19:51:48 -04:00
ebaydayz
8d82693c1b More Advanced Trading localization
Russian translations provided by Epoch forums user koms:
http://epochmod.com/forum/profile/33066-koms/
2016-05-02 17:32:27 -04:00
ebaydayz
c4ed93959e Better combat log detection method on server
"noatlf4" variable is set on server through PV from damage handler. No
need to worry about diag_tickTime difference between clients and server.
2016-05-02 15:12:43 -04:00
ebaydayz
c951680ffd Added new Login Processing check for Ghost mode.
Players who alt f4 while in ghost mode should no longer lose position
updates.

Vanilla development commit:

24194861aa
2016-05-02 14:48:15 -04:00
ebaydayz
99cd64c73b Removed Logging from Temperature system.
Vanilla development commit:

166ae0219c
2016-05-02 14:28:58 -04:00
ebaydayz
dfe68c7824 Removed Achievements from sync.
Vanilla development commit:

09313b2376
2016-05-02 14:26:35 -04:00
ebaydayz
4df9a1e00b Fix wrong translations from #1689 @Adaptivity
@Adaptivity
2016-05-02 14:15:06 -04:00
ebaydayz
adff6440ed Fix errors from #1689 localization
@Adaptivity
- STR_EPOCH_WALLWITHDOORLOCKED_DESC string was missing
- I see no reason STR_EPOCH_PLOTDEED_ACTION was renamed to a less
descriptive name, and it was missing the German translation from the old
one, so I changed it back
- These build actions in fn_selfActions are for vanilla building. They
shouldn't be in the Epoch package. I renamed them and submitted them to
vanilla too.
2016-05-02 14:03:41 -04:00
Anton
2a99cf8a63 more localization work (#1689) 2016-05-02 13:31:13 -04:00
ebaydayz
765b035764 Add note about PVDZ_plr_Save 2016-05-02 11:23:50 -04:00
icomrade
16fe17645f Don't redefine vehicle EH
doing so breaks the destruction fix
2016-05-01 22:10:38 -04:00
ebaydayz
51308c5b32 Fix typo from #1688
Also remove a duplicate string
2016-05-01 21:14:38 -04:00
Bruce-LXXVI
72132aa28a Pullrequest/german translation (#1688)
* Added and reworked german translation.

* Translated AdvancedTrading german strings added by iComrade.

* Changed some german text to fit better.
2016-05-01 21:04:29 -04:00
icomrade
ad4f3d7556 Kill and eject players from all vehicle types except boats
The code in the CH53 SFX file must remain there.

Boats/ships do not properly call the destruction EH files so this fix
doesn't work for them. maybe a killed event handler must be added from
the server?
2016-05-01 21:03:09 -04:00
icomrade
61ffe26fb8 More magazines taking too many slots 2016-05-01 21:00:00 -04:00
ebaydayz
f848305b50 Update Advanced Trading with category reuse support
Tested and working ok.
Updating with change from:

03b8c38c6a
2016-05-01 19:02:29 -04:00
ebaydayz
db62ed2019 Only check isPlayer if isMan in fn_selfActions
Better method than:

66408ded24
2016-05-01 17:24:21 -04:00
ebaydayz
66408ded24 Prevent trader menu action showing on players
Fixes bug where player wearing a skin in serverTraders would show trader
menu action on him.
2016-05-01 17:08:55 -04:00
icomrade
d6236dcb91 Fix improper total price in advanced trading
Also sort gems by value when giving total price.
2016-05-01 16:24:38 -04:00
icomrade
3d3c3abe8c remove unused CA folder 2016-05-01 16:24:05 -04:00
ebaydayz
2806d6a00d Localize some Advanced Trading strings 2016-05-01 15:45:07 -04:00
icomrade
d25ad694d8 Fix wrong bloodbag types spawning 2016-05-01 14:15:01 -04:00
icomrade
3f8d79b6ae Update Changelog 2016-05-01 13:41:58 -04:00
ebaydayz
b4cd47f5b5 Update PVDZ_plr_save in advanced trading 2016-05-01 13:21:17 -04:00
icomrade
1e65f7a959 Plot Management cleanup + improvement
New compile DZE_GetPlotFriends

DZE_PlotManagementAdmins allows admin management of plot poles and
buildables near poles

DZE_MaxPlotFriends allows servers to allow more than 6 friends on a pole
at once
2016-05-01 13:20:21 -04:00
icomrade
9e2728af07 Merge pull request #1686 from Bruce-LXXVI/pullrequest/plotManagement
Pullrequest/plot management
2016-05-01 11:05:54 -04:00
ebaydayz
6187006ece Remove duplicate fnc_inString 2016-05-01 11:01:26 -04:00
ebaydayz
ab7254a121 Add lower volume / earplugs hotkey and status UI icon 2016-04-30 21:19:24 -04:00
icomrade
ba751dad4a Fix Generator
Not sure what differences BuiltItems will have as opposed to using the
SkodaBase class.

Switch Off/On are removed because they do nothing anyway (the start/stop
options are in fn_selfAction anyway)
2016-04-30 19:04:52 -04:00
icomrade
deee47b703 Disable OK button before role is selected 2016-04-30 18:33:18 -04:00
icomrade
7a11b508e1 No building in trader
string needs localization
2016-04-30 18:05:58 -04:00
ebaydayz
f44901db1b Prevent spamming change clothes
Vanilla development commit:

98733d37ab
2016-04-30 16:48:05 -04:00
Anton
4e45b23f94 More work on localization support (#1687)
fix stringtable.xml

more fixes

added missing $
2016-04-30 15:54:31 -04:00
icomrade
6deb1a69f1 Tweak gem values
Any value should work for gems.
2016-04-30 11:31:12 -04:00
icomrade
83694a452e Gem Trading mostly finished
Sometimes displays incorrect total price in advanced trading menu.
2016-04-30 11:17:41 -04:00
icomrade
b5c2c6c7bd Fix remove object option 2016-04-29 20:48:16 -04:00
Bruce
59c731ba70 Added ZSCdefines. Checking plotfriends against dayz_playerUID. 2016-04-30 02:01:27 +02:00
Bruce
98bfee8bdf added plotManagement by DevZupa 2016-04-30 02:01:15 +02:00
icomrade
6fa3365b70 check if player is alive for humanity change 2016-04-29 17:19:48 -04:00
icomrade
89eea668f5 better math 2016-04-29 17:00:56 -04:00
icomrade
9e5d2f1038 Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-04-29 16:48:16 -04:00
icomrade
8158245b83 Possible fix for #1645 2016-04-29 16:48:14 -04:00
ebaydayz
d95474b819 Update main readme 2016-04-29 15:06:34 -04:00
icomrade
a86b28b0a7 Fix spawn height for boats, and buying bikes 2016-04-29 00:19:22 -04:00
icomrade
bc0d5027f5 Adv. Trading handle other and free vehicle types
Allow players to sell vehicles without keys and add boat and bike
trading classes to buy/sell
2016-04-28 23:40:28 -04:00
ebaydayz
4b9d6df0bb Finish localization support
Vanilla development commit:

33c6cafbcb
2016-04-28 22:13:48 -04:00
ebaydayz
7f1b8db85a Fix MeleeMagazines showing in crafting UI
Vanilla development commit:

f2e1623ba1
2016-04-28 21:34:00 -04:00
icomrade
bc370475e5 Update ReadMe.md 2016-04-28 21:11:26 -04:00
ebaydayz
2b61ce850a Allow sleeping at all tents
Vanilla development commit:

e647be13c1
2016-04-28 20:30:18 -04:00
icomrade
9df5c5a156 Update test build 2016-04-28 19:38:25 -04:00
icomrade
47070ae4f5 Move advanced trading configs to mission
allows customization by server owners
2016-04-28 19:30:43 -04:00
icomrade
b0afc402e2 Require Config Traders for Advanced Trading
Since advanced trading can now handle vehicles I don't think there's any
point to have the old dialog if using advanced trading.
2016-04-28 18:59:50 -04:00
icomrade
55f3a9dc79 Vehicle selling for advanced trading
This should work fairly okay but I expect there may be a couple exploits
and glitches
2016-04-28 18:35:03 -04:00
ebaydayz
d2ba027863 Perform build checks before removing magazines
Also allow tents and stashes to be built without a plot pole (same as
1051).
2016-04-28 15:32:32 -04:00
ebaydayz
034d898880 Update tent base class name
DZ_storage_base is now the base class for all tent and stash types.
2016-04-28 13:53:21 -04:00
ebaydayz
f42496bb03 Move build checks to separate files
For better organization
2016-04-28 11:52:23 -04:00
icomrade
b5af74b72b Add Vehicle Purchasing to Advanced Trading
Allows 1 vehicle purchase at a time.
Vehicles will still spawn inside each other if one is already parked on
the pad.
2016-04-27 22:04:47 -04:00
icomrade
17c31a5f21 Fix buying from backpacks/vehicles dupe 2016-04-27 19:29:03 -04:00
icomrade
e03b5bdb37 Merge remote-tracking branch 'origin/master'
# Conflicts:
#	CHANGE LOG 1.0.6.txt
2016-04-27 18:26:07 -04:00
icomrade
1585765ca6 Advanced trading by Zupa @Windmolders
Stock configuration and basic integration. WE still need config based
trader setups.
2016-04-27 18:23:55 -04:00
ebaydayz
244b84e74b Update weapon switch hotkey for DZE_TwoPrimaries=2
Also forgot new dropped class for SledgeHammer
2016-04-27 16:11:40 -04:00
ebaydayz
7753ae2859 Add drop weapon action to MeleeSledge 2016-04-27 15:01:34 -04:00
icomrade
1a6593d198 Revert to old chainsaw RTM files 2016-04-27 14:42:50 -04:00
icomrade
7ea9a270f2 New building functions, vanilla building checks
DZE_RequiredItemsCheck returns bool, displays an error of all the tools
the player is missing to build the item.

DZE_BuildChecks returns array of bools, canBuild and if the item is a
plotPole.  Also has the ability to check if the player has required
tools to build using DZE_RequiredItemsCheck.

The vanilla build script still needs to be modified to work over water
and allow players to place floating objects, but now uses plot checks.
It would be easiest to just modify the configs to use the epoch building
scripts instead.

fnc_getSetPos now accepts a position as the second element of the input
array. the object will be set to this position if it is used. This
change requires no code updates

Note: scripts with build and/or tool checks should be updated to use the
new functions
2016-04-27 14:30:11 -04:00
ebaydayz
bb66b4446c Add Anzio 20mm sniper by @arma2WillRobinson to addons list 2016-04-27 12:30:57 -04:00
icomrade
0e0a1e340f Safezone whitelist for eject/destruction fixes
This commit prevents players who destroy their vehicle in god-mode
safezones to be spared by the fixes in #2411973 and #ec7351d

Configurable variable for this change is DZE_SafeZonePosArray = [];

Update suggestion to use the stable branch of A2 OA in the changelog
2016-04-27 00:17:54 -04:00
icomrade
f102240821 Fix death board undefined variable error 2016-04-26 22:46:44 -04:00
ebaydayz
2696869dc2 Fix wrong dayz_minpos and maxpos for Chernarus
Fixes radiation effect when out of map
2016-04-26 21:02:59 -04:00
icomrade
53320178f1 Let Shovel build sandbags, fix errors with toolbox 2016-04-26 18:55:30 -04:00
ebaydayz
bf9140f1b5 Fix dayz_nutrition RPT error on login
Looks like the error was:
r_player_Nutrition = [_NutritionLoss];
It should have used the set command, since the array was already defined
in variables.sqf. But there is no need to use an array for a single
value anyway.

Fixes RPT error on login:
Error in expression <hyd"] spawn player_death;
};
};

if (dayz_nutrition > 0) then {
_Nutrition = >
Error position: <dayz_nutrition > 0) then {
_Nutrition = >
Error Undefined variable in expression: dayz_nutrition
File z\addons\dayz_code\system\player_spawn_2.sqf, line 182
2016-04-26 18:46:36 -04:00
icomrade
2411973de5 Fix CH53 Destruction
Let me know if we can't duplicate the code from the CH53 addon in the
file ch53_monitorSFX.sqf. If that's the case I will use an #include
instead, since the code that kicks and kills players out of the vehicle
goes at the bottom of the file anyway.
2016-04-26 15:16:20 -04:00
icomrade
ec7351dbbc Kill and eject player when their vehicle explodes
Previous changes to the destruction effects file broke previous fixes
that resolved the world is on fire glitch. I reverted those in this
commit.

Note: the CH53 is still broken in this commit
2016-04-26 14:47:52 -04:00
icomrade
16c81e7ce2 Allow players to carry primary weapon on back
Configurable by DZE_TwoPrimaries

0 do not allow primary weapon on back.
1 allow primary weapon on back, but not when holding a primary weapon in
hand.
2 (default) allow player to hold two primary weapons, one on back and
one in their hands
2016-04-26 14:05:37 -04:00
icomrade
c1eb07d99d Add to back for sledgehammer 2016-04-25 22:57:29 -04:00
ebaydayz
d63f48af85 Fix pond detection in player_goFishing
Fixes #1678
Fixed for vanilla too:

8a18fe957c

Ponds and lakes were not being detected at all, neither on foot nor in a
boat.

Tested land (failure), pond, lake and shore both on foot and in a boat.
Working as intended now.
2016-04-25 21:53:31 -04:00
ebaydayz
a57d0b14ae Merge pull request #1684 from arma2WillRobinson/master
adding "\" to picture paths.
2016-04-25 20:00:27 -04:00
ebaydayz
97ad2688bc Enable RedRyder in loot tables again
Config errors are fixed for the next test build.
2016-04-25 19:57:23 -04:00
arma2WillRobinson
303e1bddfd add \ 2016-04-25 16:56:49 -07:00
ebaydayz
69b940704e Removed powerlines from loot tables,
Vanilla development commit, see:

Removed Zeds spawning at powerLines.

b577424e50
2016-04-25 18:02:55 -04:00
ebaydayz
a353f8e0e5 Fix hatchet remove from toolbelt text 2016-04-25 16:36:50 -04:00
ebaydayz
56ea7d1382 Use PVEH instead of MPF for death messages
This way no exception needs to be added in REsec for rSpawn and
dayz_rollingMessages can be used instead of rTitleText.
2016-04-25 16:10:52 -04:00
ebaydayz
5ff4cbd4d8 Merge pull request #1682 from Adaptivity/localizationwork
More progress on localization support
2016-04-25 14:59:40 -04:00
Adaptivity
7b5535a25a fix stringtable 2016-04-25 21:52:49 +03:00
Adaptivity
4dc46705f9 More progress on localization support 2016-04-25 15:47:09 +03:00
icomrade
7db6f63935 Update string for gutting zombies 2016-04-24 21:15:26 -04:00
ebaydayz
6522cca7ce Fix typo from pull #1679
See #1679
2016-04-24 18:58:22 -04:00
ebaydayz
0511dcdb42 Change R3F overburden to force slow move
Better solution than knock out or break legs. See issue #1145
2016-04-24 18:19:01 -04:00
icomrade
9624979785 Fix items taking more than 1 inventory slot 2016-04-24 17:44:58 -04:00
icomrade
4ad652bda6 Merge pull request #1680 from arma2WillRobinson/master
RedRyder Updated
2016-04-24 12:06:15 -04:00
icomrade
77d1bcf8ae Merge pull request #1679 from Adaptivity/master
More localization support
2016-04-24 12:06:09 -04:00
armaWillRobinson
db04ae33a8 patch1 2016-04-24 08:21:14 -07:00
Adaptivity
52ee70394a More localization support 2016-04-24 14:11:14 +03:00
arma2WillRobinson
8b9e5ed244 Merge pull request #3 from EpochModTeam/master
update
2016-04-23 19:42:42 -07:00
ebaydayz
6bee7a17f0 Change R3F weight overburden to break legs
Also BAF_L110A1_Aim_DZE wasn't in 1051, so no need to swap it in DB.
2016-04-23 19:51:56 -04:00
ebaydayz
8582e7b97a Fix README formatting 2016-04-23 14:54:27 -04:00
ebaydayz
f6280a42a8 Fix README formatting 2016-04-23 14:47:58 -04:00
ebaydayz
1859216a94 Update test build and instructions 2016-04-23 14:24:52 -04:00
ebaydayz
406dda1fc2 Merge pull request #1677 from EpochModTeam/DayZ-1.8.7-Rebase
Merge DayZ 1.8.7 Rebase branch
2016-04-23 11:39:51 -04:00
ebaydayz
619f65eef0 Remove canteen for now
Canteens were removed from cfgMagazines temporarily
2016-04-22 18:59:01 -04:00
ebaydayz
1879fb8707 Fix siphon fuel
ItemJerrycanEmpty no longer inherits from ItemJerrycan
2016-04-22 17:39:52 -04:00
ebaydayz
3c52278e4d Fix sedan and skoda getOut sound
Fixes RPT error when exiting skoda and sedan:
Cannot load sound
'ca\sounds\vehicles\wheeled\sedan\ext\ext-sedan-getout-1.wss'
Cannot load sound 'ca\sounds\vehicles\wheeled\bus\int\noise3.wss'
2016-04-22 14:29:17 -04:00
ebaydayz
6ea1df14cf Add missing string for infection death 2016-04-21 19:23:49 -04:00
ebaydayz
23b6ad2455 Add systemChat death message option 2016-04-21 13:27:05 -04:00
ebaydayz
81262fbe19 Fix change clothes triggering radiation 2016-04-21 13:07:36 -04:00
ebaydayz
796c607173 Fix vanilla chop wood error
Players can now chop wood either with hatchet in their hands (faster) or
via right click on toolbelt (slower).
2016-04-21 12:28:00 -04:00
ebaydayz
7da7b9e5dd Correct PVDZ_plr_Save for player zombies 2016-04-20 17:00:38 -04:00
ebaydayz
14dacf269c Add back player zombie faces
Also moved player zombie attack from 'v' key to an addaction with
localized string.
2016-04-20 14:50:12 -04:00
ebaydayz
9d4bd9221a Add exception in REsec for death messages 2016-04-20 11:53:30 -04:00
ebaydayz
5308445f4c Update vanilla player_mineStone 2016-04-19 17:01:07 -04:00
ebaydayz
f0c46a0764 Use Epoch player_harvest instead of player_chopWood 2016-04-19 16:51:20 -04:00
ebaydayz
ba480fb218 Improve some RPT logging 2016-04-19 14:01:38 -04:00
ebaydayz
58d54a8ce0 Add A and D keys to interrupt 2016-04-19 13:05:59 -04:00
ebaydayz
4d5dc060d2 Fix tame_dog errors
Tame_dog_old and player_tameDog are not used.
2016-04-18 21:49:27 -04:00
ebaydayz
464c26861c Add back Epoch animals in sched_animals
player_animalCheck is not used
2016-04-18 14:19:41 -04:00
ebaydayz
11741fa710 Update player_tameDog raw meat names 2016-04-18 13:36:09 -04:00
ebaydayz
d46eb13267 Fix redirect to vanilla player_craftItem 2016-04-17 22:51:10 -04:00
ebaydayz
2f45d46d05 Remove legacy stream_location functions
These are no longer used for anything.
2016-04-17 21:23:25 -04:00
ebaydayz
4a32f34268 Fix mission briefing descriptions
There is no central hive, so every server is private. It's silly to have
that in the description.
2016-04-17 20:34:30 -04:00
ebaydayz
e13b5dbdff Fix RoadFlare RPT error
Fixes:

Error in expression <ehicles","WeaponHolder"], 50];
{ [_x,0] spawn
object_roadFlare } count (allMissi>
  Error position: <spawn
object_roadFlare } count (allMissi>
  Error Type Script, expected Bool
2016-04-17 20:10:54 -04:00
ebaydayz
a994e7107c Fix readd of halo keydown eventhandler 2016-04-17 18:44:58 -04:00
ebaydayz
f38c6ff72e Fix server FPS logging
No need to have a config variable for this, admin can easily change it
in server pbo.
2016-04-17 17:11:49 -04:00
ebaydayz
ee58868d6f Fix wrong trader name on Sauerland 2016-04-17 16:18:19 -04:00
ebaydayz
59a4459809 Fix spawn marker count for non-cherno maps 2016-04-17 15:32:47 -04:00
ebaydayz
a3cfdd4058 Small changes to temperatur for QF11 (Testing)
df0164b53c

1cd6f5f06a
2016-04-17 11:24:39 -04:00
ebaydayz
3c4e1fa5a2 Add handling of multiline messages for now
Eventually dayz_rollingMessages will be updated to use cutRsc instead of
titleText.
2016-04-16 19:33:29 -04:00
ebaydayz
5157228e67 Update all cutText to dayz_rollingMessages 2016-04-16 15:47:49 -04:00
ebaydayz
993ce14da6 Remove unnecessary key event handler reset
No need to reset the key event handler again in player_monitor.fsm, it
is already done onPreloadFinished.
2016-04-15 20:16:13 -04:00
ebaydayz
110befba7f Swap bloodbags in traders and loot for classic system 2016-04-15 16:11:17 -04:00
ebaydayz
0b290d8fec Fix halo spawn 2016-04-14 14:55:46 -04:00
ebaydayz
577892c40e Roll back to old dayz_objectUID2
1.8.7 dayz_objectUID2 seems to generate keys that are too long for the
Epoch hive. So, we will keep the old method for now.
2016-04-13 18:41:36 -04:00
ebaydayz
3d4b15517c Fix combat mode display on classic UI 2016-04-13 14:42:10 -04:00
ebaydayz
652ca51c2c Update combattimeout from time to diag_tickTime
Also organized change log
2016-04-12 21:04:17 -04:00
ebaydayz
27d57283a0 Fix server position sync after knockout
All DayZ Mod Development commits since 1.8.7 release (Jan. 24) have now
been applied.
2016-04-12 14:51:22 -04:00
ebaydayz
4a07b7cc7a Add extra Epoch trucks to salvage vehicle 2016-04-11 21:06:46 -04:00
ebaydayz
a8b9114dd8 Add default loadout variables comment in init.sqf 2016-04-10 10:15:03 -04:00
ebaydayz
6d3bf3b855 Fix object_monitorGear with R3F disabled 2016-04-09 20:36:36 -04:00
ebaydayz
268d2fe018 Make default BuildingLimit 150 again 2016-04-09 18:40:52 -04:00
ebaydayz
09f01083fc Formatting cleanup 2016-04-09 16:52:00 -04:00
ebaydayz
d229d10b6a Cleanup config variables 2016-04-09 16:47:51 -04:00
ebaydayz
1ba8f46543 Update CfgArma AI Skill
The old values were from 1.8
2016-04-09 13:49:36 -04:00
ebaydayz
99d9f12add Add back R3F weight text in object_monitorGear
The size of control 1001 was shortened in 1.8.7, so it is better to set
it on control 156. The initial text is always blank for that control
when cursorTarget isNull. Showing the weight carried when looking at an
object or vehicle is not necessary. It cuts off with long vehicle names
anyway.
2016-04-07 20:32:34 -04:00
ebaydayz
7732481a8d Add new items to R3F weight config
I split CfgWeight into separate files to make it more readable.
2016-04-07 18:42:44 -04:00
ebaydayz
a16abf0ca2 Add Chainsaws loot group for colors 2016-04-07 10:34:20 -04:00
ebaydayz
0f4aa05753 Disable lit fires when townGenerator is off
If townGenerator is enabled lit fires will be created everywhere except
blacklisted areas.
2016-04-06 20:08:28 -04:00
ebaydayz
6a42ef40d3 Disable TownGenerator and plant spawner by default
Junk and plant spawning is disabled by default. It can be enabled via
dayz_townGenerator config variable and positions blacklist (for trader
cities, etc.).

The trader objects spawn code was consolidated to functions.
2016-04-06 19:44:00 -04:00
ebaydayz
181c47d2a4 Use config traders by default
Config traders load faster and use less network traffic. Should help
with server lag. Admins can still switch back to DB traders if they
wish.
2016-04-06 13:22:07 -04:00
ebaydayz
03b8c38c6a Add new items to config traders
Duplicate categories are now marked instead of being listed multiple
times. This makes the configs far easier to maintain. Admins can still
expand each individual category for further customization.
2016-04-06 13:05:35 -04:00
ebaydayz
666ace6d54 Cleanup duplicate and unused strings
Cargo count is shown at the top of the gear menu now
2016-04-04 16:58:59 -04:00
ebaydayz
6b25d3594e Add strings for desert dome tent 2016-04-04 14:04:21 -04:00
ebaydayz
eda82156be Move CfgServerTrader to dayz_code\configs folder
Also moved the dayz_epoch_b stringtable into a dayz_epoch package in the
dayz_code stringtable.

This makes it easier to maintain and search for code strings. Epoch_b
only holds extra models and textures now.
2016-04-04 13:10:01 -04:00
ebaydayz
37277613c1 Fix blank remove attachment text M4, M240, L110
Some attachments were using incorrect string names.
2016-04-03 20:16:34 -04:00
ebaydayz
e69364991c New config variable dayz_toolBreaking
Tool breaking is disabled by default.

Also made all scripts use Epoch sledge, which is a different model from
vanilla sledge.

PK_DZ was a duplicate of the new PKM_DZ.
2016-04-03 16:34:14 -04:00
ebaydayz
d07d31983b Remove legacy ammo boxes
AmmoBoxSmall_556 and AmmoBoxSmall_762 no longer exist and were causing
loot spawning errors.
2016-04-02 19:15:29 -04:00
ebaydayz
4ce54fbb62 Update server_publishObject
The hive call in server_publishObject is the same between vanilla and
Epoch. The only difference is vanilla uses the _inventory area for
owner, lock code, etc. variables where as modular Epoch items just store
an empty array there.

The object classname does not need to be sent in the PV because it can
be obtained on the server.

PVDZE_veh_Publish was not used.
2016-04-02 15:24:20 -04:00
ebaydayz
22d7e23d3f Fix str_itemwatch listed twice
Fixes the RPT errors:
Item str_usract_watch_toggle listed twice
Item str_usract_watch listed twice
Item str_itemwatch listed twice

str_itemwatch is in Arma 2\AddOns\language.pbo and the other two are in
Arma 2 Operation Arrowhead\Expansion\dta\languagecore.pbo
2016-04-02 12:24:09 -04:00
ebaydayz
ec4eb5418d Update server spawn_vehicles
Updated loot spawning code for vehicle cargo.

Also it is faster and more efficient to call spawn_vehicles repeatedly
in one thread rather than spawn it hundreds of times (opening hundreds
of simultaneous script threads).
2016-04-01 16:45:08 -04:00
ebaydayz
426e97dda7 Remove dayz pbo
The only difference from the vanilla dayz pbo is the DeathScreen change.
It is better to do that in dayz_code RscTitles. Then the dayz pbo does
not need to be maintained in this repo.
2016-04-01 12:06:56 -04:00
ebaydayz
0088b27708 Update weapon classnames 2016-03-31 22:45:59 -04:00
ebaydayz
8de50c4619 New variable for match stick counting 2016-03-31 16:23:09 -04:00
ebaydayz
d926a81038 Remove Hatchet_DZE
The two items are 100% identical now. There is no need to have a
separate class for it anymore.
2016-03-31 15:44:23 -04:00
ebaydayz
3f6cd7de42 Fix some errors 2016-03-31 14:45:13 -04:00
ebaydayz
6de88c7b07 Update some WeaponHolder to WeaponHolderBase 2016-03-31 11:35:33 -04:00
ebaydayz
c54a52a103 Merge selfbloodbag and self_transfuse 2016-03-30 20:50:06 -04:00
ebaydayz
69091965a1 Merge new MultiPlayerSetup and autojoin 2016-03-30 17:01:28 -04:00
ebaydayz
77e760fe73 Update private tags
From
e69f8d5306

Moved dog files to the \dog\ folder and pzombie files to the \pzombie\
folder. Also removed some legacy files that are no longer used.

The actions\ and compile\ folders are fully up to date now
2016-03-30 14:55:45 -04:00
ebaydayz
30b29c541e Update intro heli crash name 2016-03-29 20:53:57 -04:00
ebaydayz
c3360efc1d Remove duplicate logo file
dayz_logo_ca.paa was the same exact file as loadingscreen.paa
2016-03-29 20:20:04 -04:00
ebaydayz
91f9b3e33b Make UI toggleable between three options
Admin can choose vanilla, classic epoch or classic epoch dark.

dayz_hungerThirst was replaced with dayz_NutritionSystem
2016-03-29 19:54:19 -04:00
ebaydayz
71b975b05e Actions cleanup 2016-03-29 14:47:28 -04:00
ebaydayz
e1a0bfebc1 Update inits 2016-03-27 23:47:30 -04:00
ebaydayz
23caf14dc9 Update mission
It should no longer be necessary to load dayz_vehicles in the
mission.sqm addons. It was taken out of mission.sqm in vanilla around
1.8.

The dayz_logo_ca.paa file was identical to loadingscreen.paa
2016-03-27 15:18:28 -04:00
ebaydayz
8f2ff5cb3e Update spawnCrashSite 2016-03-26 22:02:28 -04:00
ebaydayz
cfff2454aa Update server_monitor 2016-03-26 20:46:42 -04:00
ebaydayz
e435d41f6c Update server_functions
The protective box is not needed on Chernarus.

If other maps need it we are better off spawning a permanent box around
the debug area once, instead of constantly creating new boxes every time
a player logs in.
2016-03-25 21:24:43 -04:00
ebaydayz
145fbf093f Use str for very long strings
Format has a 2048 character limit:
https://community.bistudio.com/wiki/format

Str() should be used for strings that may exceed that, like object
inventories and vehicle hit point arrays.
2016-03-25 13:54:23 -04:00
ebaydayz
c637c210b1 Cleanup server_updateObject 2016-03-25 13:17:04 -04:00
ebaydayz
dd8283951d Remove unused function 2016-03-25 11:54:12 -04:00
ebaydayz
8c7a7429af Remove unused PVEH
I'm guessing the 1 in place of I in the PV names was intentional to work
around some BE filter. If not, it should be changed in vanilla.
2016-03-24 19:56:17 -04:00
ebaydayz
ee13f4caf7 Remove friendlySaving for now
Achievements are saved in the state field, so we don't have room to save
friendlies there anymore. DZE_FriendlySaving is removed for now. I will
add it back later with a save to player profile instead.

The dayz_players variable is not used for anything. There were several
other unused variables in server_playerLogin.sqf.
2016-03-24 17:04:17 -04:00
ebaydayz
3ed4a95c14 Rework death messages
MPHit does not always fire when a player is killed:
https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPHit

Using either MPHit or MPKilled is not a good idea here. There is already
a local 'killed' event handler which fires on player death
(player_death.sqf). That script sends a PV (priority message) to the
server which triggers server_playerDied. That means fnc_plyrHit needed
to finish sending its data to the server via public setVariables
(non-priority messages) before server_playerDied executed. Triggering
both these scripts at the same time was a bad idea.

Instead of sending the data to the server via setVariable I just
included it in PVDZ_plr_Death. This also lets us pass extra information
from the damage handler like ammo type, cause of death, etc. Still need
to test, but it should be more reliable and performant than
fnc_playerHit called from MPHit or MPKilled.
2016-03-23 19:52:04 -04:00
ebaydayz
debb714277 object_setFixServer -> fnc_veh_setFixServer
Fnc_veh_handleRepair is a new version of fnc_veh_setFixServer with extra
handling. It is used in salvage and some other scripts, but not
server_monitor.
2016-03-22 16:34:08 -04:00
ebaydayz
cc64d2e7fb Cleanup player_switchModel 2016-03-21 20:25:01 -04:00
ebaydayz
e2e6e79394 Minor formatting cleanup 2016-03-21 17:58:23 -04:00
ebaydayz
286f405e67 No achievements in player_death
Recent 1.8.7 commit:

651510eed7
2016-03-20 23:24:20 -04:00
ebaydayz
f0757b1544 Send dayz_playerName as array
This avoids triggering PV value restrictions when the player has
keywords or special characters in their name.
2016-03-20 22:12:11 -04:00
ebaydayz
92c09e5c7b Cleanup zombie_agent formatting
It is much easier to compare with the 1.8.7 file now.
2016-03-20 16:37:14 -04:00
ebaydayz
ef873c2340 Fix player_monitor errors
DayzGearSave is no longer used. I will submit a pull to remove it from
vanilla too.

Player_dumpBackpack is not a good solution to stifle duping. Players can
not see friends backpacks dropped on the ground. That is a problem when
they want to trade backpacks. They don't understand why their friend
can't see it. Also players can still get the "gear" scroll action if
they look where the hidden backpack is.

If it is still a problem after all the updates to current dayz code then
we should submit a pull request with a better solution to vanilla.
2016-03-20 16:09:57 -04:00
ebaydayz
15a38afd82 Remove some unused files 2016-03-20 13:28:49 -04:00
ebaydayz
9ce5a20417 Cleanup variables.sqf
Epoch variables are grouped together now for easy comparison with
vanilla.
2016-03-19 19:58:37 -04:00
ebaydayz
4bd9a9aa0b Update public variables
It makes no sense to rename the identical DayZ PVs to have an E in their
name. I don't see any good reason it was done in the first place. All it
accomplishes is breaking script compatibility between the two mods and
requiring different publicvariable.txt filters. The only time it makes
sense is for custom Epoch variables that aren't used in vanilla.

All admins have to do to update custom scripts is swap the names
according to the change log.

Note I've submitted a pull request to replace PVDZ_veh_Save with
PVDZ_obj_Save in official too because they are duplicates.
2016-03-18 21:39:22 -04:00
ebaydayz
6a6db58291 Compiles.sqf cleanup
- Moved player_countMagazines to \compile\ folder
- Removed several unused and obsolete files
- Moved some epoch functions out of compiles.sqf into individual files
- Synced order and formatting with 1.8.7. Much easier to compare now.

Any changes I make to official DayZ Mod code and files I also submit as
a pull request to them.
2016-03-17 16:34:15 -04:00
ebaydayz
3113889a98 Update fn_selfActions
See also:
https://github.com/DayZMod/DayZ/pull/645
2016-03-15 22:15:38 -04:00
ebaydayz
207e515e53 Update READMEs 2016-03-14 12:57:19 -04:00
ebaydayz
17134170ea Remove empty optional parameters
AFAIK there is no benefit to including the optional shortcut and
condition parameters as empty strings:
https://community.bistudio.com/wiki/addAction

All the addActions in fn_damageActions do not include them either. I've
run these changes on a live server for a while and never saw a
difference.
2016-03-13 20:15:50 -04:00
ebaydayz
3cc61bd90a fn_damageActions cleanup
I will merge the refueling into fn_selfActions where it is in 1.8.7.

The_inVehicle block was moved up.
2016-03-13 18:00:53 -04:00
ebaydayz
87052a9bf2 Add DZE_MissionLootTable 2016-03-13 15:57:31 -04:00
ebaydayz
d9a0c3dd9b Remove <Original> tags
They are not needed. 1.8.7 removed them from their stringtable too.
2016-03-13 15:08:45 -04:00
ebaydayz
0e4ed37218 Remove CfgLootLegacy for now
See discussion at:

8201643c00 (commitcomment-16665467)
2016-03-12 23:19:02 -05:00
ebaydayz
4c6b636bc0 More minor cleanup 2016-03-12 22:40:23 -05:00
ebaydayz
473e1eaedd Minor formatting cleanup 2016-03-12 20:05:36 -05:00
ebaydayz
8201643c00 Cleanup CfgLoot
There is no point in having CfgBuildingPos.hpp in dayz_epoch_b too. It
was identical to the one in dayz_code and can be included in the mission
from there.

@icomrade couple questions:

1. Why keep a CfgLootLegacy? I know they are very different formats, but
it will just make things messier and more confusing. Also it will be a
PITA to maintain and update two different sets of loot tables in the
long run. I don't think catering to lazy admins is a good enough reason.
It's not that hard to convert to the new format.

2. Why not use the new _DZ weapon classes in the loot tables like
PDW_DZ, AKM_DZ, etc.?

3. Why not use the new box names like DZ_AmmoBoxRU, DZ_AmmoBoxUS,
DZ_MedBox,  etc. in the loot tables?

4. Why remove the attachments from the loot tables?
2016-03-12 17:17:38 -05:00
ebaydayz
6f5591c6f8 Update more ammo names
See:
634214570c

@icomrade - IMO we should use the new blood type system and take out the
config variable. It is not something that can be easily switched between
because it requires manually changing the loot tables and traders which
adds some big files to the mission. Some admins will get confused when
they change the config variable and it doesn't change the loot spawns or
traders.

Admins can make bloodBagONEG abundant on their server if they
don't like it. I think most people will want to use it since it is a
nice extra realism feature and consistent with 1.8.7. We can still leave
the ItemBloodbag class defined in cfgMagazines so admins can go back to
using it if they wish. 1.8.7 even took out the class completely.
2016-03-11 15:15:04 -05:00
ebaydayz
01529e51bc Update shotgun ammo names
See:
634214570c
2016-03-11 14:10:45 -05:00
ebaydayz
09b656abc3 Use 1.8.7 fishing
The fishing models, pictures, etc. in 1.8.7 are identical to the ones in
dayz_epoch, so we should use them instead of having duplicate classes.
2016-03-10 22:30:19 -05:00
ebaydayz
6a2b135ac9 Add 1.0.6 SQL updates 2016-03-10 16:44:28 -05:00
ebaydayz
02564a2d30 Move more stuff out of DZE\Misc.hpp
Better organization
2016-03-10 15:44:50 -05:00
ebaydayz
6ca57a099a Move tents to Tent.hpp
This is better organized than having everything in Misc.hpp
2016-03-10 15:02:53 -05:00
ebaydayz
2803847aa0 Remove more unused strings 2016-03-10 14:33:16 -05:00
ebaydayz
18c4c4a203 Misc.hpp formatting
No changes, just removed extra tab.
2016-03-10 13:54:07 -05:00
ebaydayz
b82e256766 CfgMagazines cleanup 2016-03-10 13:52:20 -05:00
ebaydayz
5d2c123b8b CfgAmmo formatting sync 2016-03-10 13:03:54 -05:00
ebaydayz
7a084043c9 Remove duplicate strings
These are in dayz_code now
2016-03-09 20:42:00 -05:00
ebaydayz
8014866119 Remove playerstats package from epoch_b stringtable
This is in the dayz_code stringtable now.
2016-03-09 20:15:21 -05:00
ebaydayz
18606a3721 Remove more unused strings 2016-03-09 19:35:08 -05:00
ebaydayz
c7d263a916 Remove duplicate strings again
These are all duplicates from the dayz_code stringtable.xml. They
accidentally got added back in during the merge conflict resolution.
2016-03-09 17:00:52 -05:00
ebaydayz
3d5a8c8b54 Use unmodified 1.8.7 dayz_code stringtable
The only difference between this and the previous version is:
1. Container tags removed
2. Comments added back in
3. str_usract_watch_toggle, str_usract_watch and str_itemwatch are not
commented out. These should not be duplicates if we are using the new
languagecore.xml (according to the comment). If it is a duplicate we
should fix it on 1.8.7 too (after confirming it there).

Using the unmodified file directly from 1.8.7 dayz_code makes it easier
to compare for future updates.
2016-03-09 16:02:10 -05:00
ebaydayz
c9ee0ea64d Fix tab in CfgWorlds.hpp 2016-03-08 19:36:58 -05:00
ebaydayz
a505cb5e54 Move females.hpp to DZE\Females.hpp 2016-03-08 16:51:18 -05:00
ebaydayz
e61eeaca09 Generator_DZ no longer in BuiltItems
Needed to add it to variables.sqf lists.

@icomrade - Any reason FireBarrel_DZ was removed? I think we still need
it, since it is an epoch buildable class, unless we merge it with
Land_Fire_barrel.
2016-03-08 14:26:33 -05:00
ebaydayz
040cce2a27 More cfgVehicles cleanup 2016-03-06 20:02:24 -05:00
icomrade
a551a45092 Duplicates 2016-03-05 22:34:25 -05:00
icomrade
68da397c52 Finish Medical and Sleep to UiSleep 2016-03-05 22:34:25 -05:00
ebaydayz
eadb3566c4 Split hatchback and sedan into separate files
Using 1.8.7 style now. If it was erroring out before it's because Skoda
needed to be defined before hatchback.
2016-03-05 21:04:06 -05:00
icomrade
9d52fb0595 Should be all scope entries 2016-03-05 20:36:07 -05:00
ebaydayz
5cfe47c718 dayz_anim requiredAddon in dayz_sfx
These changes are consistent with the 1.8.7 files.

@icomrade - Why did you change all of the scope = public; to scope = 2;
in dayz_code? They should be identical since that is included in the
basicDefines.hpp above all configs. We should stay consistent with 1.8.7
and use the human readable names if possible.

Also any reason you left out these extra CfgActions?
2016-03-05 18:16:17 -05:00
ebaydayz
155e5e5616 Remove more unused strings
Also add back call to fn_gearMenuChecks
2016-03-05 01:16:30 -05:00
ebaydayz
214a648bc1 Remove unused string and duplicate defines 2016-03-04 22:41:00 -05:00
ebaydayz
28c3f9a937 Remove duplicate and unused includes 2016-03-04 19:21:51 -05:00
icomrade
9863c0765a Pointless merge conflict 2016-03-04 15:23:22 -05:00
ebaydayz
fbedaf9b8d Remove merge conflict markers
@icomrade - I'm going to start reviewing and testing the commits you've
done here. I'll commit any fixes and additional 1.8.7 stuff that is
needed to this 1.8.7-Rebase branch. Once we have it in a functional
state we can merge it into master if that's good with you.

Let me know if you are working on any files in particular so we don't
duplicate efforts. I'll be in discord while I'm working here too.
2016-03-04 14:59:12 -05:00
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
78e193d7c4 Fix DZE_BuildLimit check
NearObjects "All" counts things like local plot markers, weapon holders,
ambient life, etc. We only want to count buildables. The radius should
also start at the plot pole if available, not the player position.

Thanks to Epoch forums user jOoPs for pointing this out. I will fix this
in modular_build.sqf too.

Tested and confirmed working.
2016-03-02 17:03:47 -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
ebaydayz
ca44e9d8b1 Sensible combat log knockout timer
A five minute knockout timer for combat logging is far too long. Most
players will just leave the server and join another. Two and a half
minutes is more bearable.
2016-03-01 17:02:27 -05:00
ebaydayz
44b9b68fd7 Remove 6.Dingor mission
This is identical to the lingor mission. The only change is "ibr_dingor"
added in mission.sqm. Admins can use the lingor files for dingor. The
two maps are the same apart from the desert skin. There are currently no
servers running dingor at the time of writing this.
2016-03-01 16:45:06 -05:00
ebaydayz
e15a913809 Remove 18.Sara mission
This is an exact duplicate of the smd_sahrani_A2 mission. The only
difference is the "oac_core" addon in mission.sqm. That addon is no
longer used in any of the current versions of the map.
2016-03-01 16:19:15 -05:00
ebaydayz
813803cf4b Remove template mission
This is basically a duplicate of Chernarus11. People can use that as a
template.
2016-03-01 14:49:52 -05:00
ebaydayz
ca1a508417 Add old files to TraderCitySources for reference
I put all the old trader city mission.sqf files from
dayz_server\missions\ in the TraderCitySources folder for reference. I
renamed the folders to instanceNumber.mapName to be more organized.
2016-03-01 01:08:23 -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
ebaydayz
b970b28e40 Remove the now unused missions folder
This folder is no longer needed. All files have been moved to
dayz_server\traders and dayz_code\system\mission.
2016-02-29 23:48:45 -05:00
ebaydayz
7b0253debc Spawn trader city objects locally on each machine
Also move dynamic_vehicle.sqf to the dayz_server\system folder
2016-02-29 23:43:12 -05:00
ebaydayz
bd5921cc2d Add server files for local trader cities
Trader agents are still spawned on the server machine only.
2016-02-29 22:45:06 -05:00
ebaydayz
075336008e Add files for local trader cities
I've loaded and checked each of these on their respective map in the
editor. I've also tested both Chernarus ones on my test server.
2016-02-29 22:32:16 -05:00
icomrade
a3dac45061 Some small changes 2016-02-29 11:53:49 -05:00
icomrade
b667d01c1c Actions Done 2016-02-29 10:45:53 -05:00
icomrade
a47c3dc137 Fixes 2016-02-29 01:20:37 -05:00
icomrade
84eb6f815a Missing Files 2016-02-29 00:55:29 -05:00
icomrade
64c251d95d Chernarus Mission File 2016-02-29 00:37:03 -05:00
icomrade
58acf95dc7 Server Done I Think 2016-02-29 00:29:23 -05:00
icomrade
b96cd2d971 Update compiles - 2 more files to do
fn_selfActions.sqf
player_updateGui.sqf
2016-02-29 00:26:12 -05:00
icomrade
a83909b918 System is done (i think) 2016-02-28 15:28:59 -05:00
icomrade
c034f43d0b Additional Folders/Files in System 2016-02-27 22:34:50 -05:00
icomrade
3ba3781432 Traps and Utill Folders/Files 2016-02-27 22:31:43 -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
icomrade
18c9e72e15 Some compiles, start separation of blood system 2016-02-27 09:56:53 -05:00
icomrade
61cbd16de1 Merge remote-tracking branch 'upstream/master' 2016-02-27 09:01:02 -05:00
ebaydayz
f9bec452a5 Consolidate dynamic_vehicle to one file
The only difference between them is the water maps include boats.
2016-02-26 13:29:28 -05:00
icomrade
dde3215f9a CFGLoot should be done
Make sure there's no attachments or NEW _DZ weapons that support
attachments!!!!
2016-02-26 11:24:20 -05:00
icomrade
43b9da7c17 I hate loot tables 2016-02-25 13:23:15 -05:00
icomrade
0309e1de40 re-add mil-industrial 2016-02-25 13:08:45 -05:00
icomrade
6c550faf27 move includes to CfgBuildingPos
for consistency with old releases
2016-02-25 11:59:34 -05:00
icomrade
71d045875b BuildingPos Done and Separated/Sorted 2016-02-25 11:43:55 -05:00
icomrade
a118851ca8 Loot Defines done, need to do building loot now
Add legacy loot defines, needs new blood bags if server wants to use
bloodtype system.
2016-02-25 09:49:29 -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
ff4a227a1d Prevent duplicate objectUIDs
See #1504 for the details
2016-02-24 12:31:13 -05:00
icomrade
3b272776b3 Ammo still, and needs to implement weapon groups 2016-02-24 10:02:15 -05:00
icomrade
468accce2a Tents config magazine 2016-02-24 09:04:21 -05:00
icomrade
71956df248 CfgLootSmall Done, left off at tents[] in CfgLoot 2016-02-23 10:39:33 -05:00
ebaydayz
9bbeb1e43e Use nearEntities for empty drivable vehicles
NearEntities is faster and works fine for empty drivable vehicles that
are not destroyed.
2016-02-22 16:52:39 -05:00
icomrade
ea948c7e0d Merge pull request #1674 from Adaptivity/master
Russian localization update, safe localization
2016-02-22 15:53:12 -05:00
Adaptivity
dd40bae42f Russian localization update, safe localization
Fix quotes
2016-02-22 23:50:09 +03:00
icomrade
8cdc8e6e36 CfgMagazines - still need script tweaks for buldables 2016-02-22 13:31:14 -05:00
icomrade
ab2976f98c CfgAmmo Update 2016-02-22 10:58:33 -05:00
icomrade
7f4f17421c one more duplicate string
ArmA 2 OA has some duplicate strings itself
2016-02-22 10:51:03 -05:00
icomrade
1f8118c1cb Remove RedRyder from Required Addons 2016-02-22 10:41:43 -05:00
icomrade
812bef4c49 Fix some config errors 2016-02-22 10:41:23 -05:00
icomrade
1710a87297 Update Stringtable to 1.8.7
stringtable is in DayZ_Code now, Epoch and legacy strings remain in
DayZ_Epoch_b
2016-02-22 10:41:09 -05:00
icomrade
46bc08c9a4 cfg fix 2016-02-22 00:09:44 -05:00
icomrade
7365238177 Wrong addon required 2016-02-21 23:58:48 -05:00
ebaydayz
9311ac4479 Add waitUntil in lockVault and unlockVault
Wait for response from server to verify safe was saved and logged before
proceeding with deleting safe object.

Tested and confirmed this solves #1413. Most likely helps with #1503
too.
2016-02-21 21:31:09 -05:00
icomrade
186bc48231 Move Waves to CfgWorlds 2016-02-21 18:12:57 -05:00
icomrade
dc3d042726 Merge remote-tracking branch 'origin/master'
# Conflicts:
#	SQF/dayz_code/Configs/CfgVehicles/Car/M113.hpp
#	SQF/dayz_code/config.cpp
2016-02-21 13:20:28 -05:00
icomrade
accb9e9032 Dup strings note 2016-02-21 13:16:20 -05:00
icomrade
dffcb01efa Stringtable - Needs to be merged with DayZ_Epoch 2016-02-21 13:16:17 -05:00
icomrade
0503b206d1 more 2016-02-21 13:16:15 -05:00
icomrade
744d2e43a3 one more 2016-02-21 13:16:13 -05:00
icomrade
fc6bb2cfb7 moved to /configs/CfgVehicles/CfgVehicles.hpp 2016-02-21 13:16:11 -05:00
icomrade
f885e06c2a CfgVehicles and Scope issues done 2016-02-21 13:14:03 -05:00
icomrade
fd4bd5a5a1 Fix a bunch of errors 2016-02-21 13:13:00 -05:00
icomrade
558a99472e Update DayZ_SFX to 1.8.7 2016-02-21 13:09:24 -05:00
icomrade
2cab04a9e2 Update DayZ_anim 2016-02-21 13:09:22 -05:00
icomrade
74361c1a8f Update DayZ pbo to 1.8.7 2016-02-21 13:09:20 -05:00
icomrade
86273a4d53 Faces 2016-02-21 13:09:18 -05:00
icomrade
dfb7bba743 CFG WEAPONS DONE 2016-02-21 13:09:16 -05:00
icomrade
9ce4b77537 Dup strings note 2016-02-21 13:07:28 -05:00
ebaydayz
81d5976031 Fix toilet paper dupe exploit when building outhouse
See #1599
2016-02-20 23:09:18 -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
9876819da5 Add waves during stormy weather
See #974
2016-02-20 19:15:22 -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
742b493ab7 Update change log 2016-02-20 13:44:47 -05:00
icomrade
0380e2b09b Update Changelog 2016-02-20 09:00:00 -05:00
icomrade
6c1520b94a Fix #1440 2016-02-20 08:56:11 -05:00
ebaydayz
8e8cb55bd9 Fix M113_DZE no entry config errors and gunner seat not working
See #1514
2016-02-20 00:01:10 -05:00
ebaydayz
174e11dfdb Remove unused string from #1313 2016-02-19 17:52:24 -05:00
ebaydayz
9d1185409c Fix combine mags not working for M1911 and Revolver
See #1313
2016-02-19 17:37:52 -05:00
icomrade
3117310d32 Stringtable - Needs to be merged with DayZ_Epoch 2016-02-19 15:58:38 -05:00
ebaydayz
59d853ebc9 Add handling of full toolbelt
Tested and confirmed working in all cases with both copy key and
sledgehammer crafting.
2016-02-19 15:20:53 -05:00
icomrade
68e5d76504 more 2016-02-19 11:22:13 -05:00
icomrade
ef0cc67232 one more 2016-02-19 11:18:33 -05:00
icomrade
c4538cded5 moved to /configs/CfgVehicles/CfgVehicles.hpp 2016-02-19 10:53:13 -05:00
icomrade
4a1699865e CfgVehicles and Scope issues done 2016-02-19 10:52:34 -05:00
icomrade
48218bca50 Update CHANGE LOG 1.0.6.txt 2016-02-19 00:29:23 -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
icomrade
11dd17cb8f Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch 2016-02-18 22:42:13 -05:00
icomrade
da59f314a0 Fix Timeout Display for Real 2016-02-18 22:40:34 -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
ebaydayz
4f18f1c884 Update change log 2016-02-18 20:39:00 -05:00
icomrade
1702b297bb Fix a bunch of errors 2016-02-18 19:47:08 -05:00
ebaydayz
65c2a7e6b4 Fix opening supply crate over water
See #1558
2016-02-18 19:38:23 -05:00
icomrade
1a5c5fe766 Update DayZ_SFX to 1.8.7 2016-02-18 18:40:37 -05:00
icomrade
2a5ea30479 Update DayZ_anim 2016-02-18 18:28:27 -05:00
icomrade
b9612af942 Update DayZ pbo to 1.8.7 2016-02-18 18:25:50 -05:00
ebaydayz
7a1058cb6d Block local script execution bug
See:
<pre>https://dev.arma3.com/post/spotrep-00045
Fixed: Exploit with inGameUISetEventHandler granted a menu hack
possibility</pre>
Still not fixed in A20A as of 1.63.131129
2016-02-18 14:16:47 -05:00
icomrade
d7e51a5018 Faces 2016-02-18 13:59:12 -05:00
icomrade
0b72b05e89 CFG WEAPONS DONE 2016-02-18 13:58:02 -05:00
icomrade
76f018393d Add Sauerland Winter to Missions 2016-02-18 09:16:22 -05:00
icomrade
277d87fa3b Some more position fixes 2016-02-18 09:16:20 -05:00
icomrade
6ec324cf10 should fix #1564 2016-02-18 08:25:22 -05:00
icomrade
ecea4662fb Math is hard 2016-02-18 00:45:15 -05:00
icomrade
254fbff602 Fix #1274 2016-02-18 00:24:50 -05:00
icomrade
e2b47f2459 Fix #1313 2016-02-18 00:14:10 -05:00
icomrade
e423c81483 needs testing, but should fix #1558 2016-02-17 22:58:08 -05:00
icomrade
7151e455c9 Should Fix #1559 2016-02-17 22:48:31 -05:00
icomrade
0e0fa0925a Should Fix #1622 2016-02-17 16:49:02 -05:00
icomrade
c039644745 Undefined Var 2016-02-17 15:14:41 -05:00
icomrade
9362b5c6f9 Missed Some 2016-02-17 14:31:20 -05:00
ebaydayz
ad2928659e Update CHANGE LOG 1.0.6.txt 2016-02-17 14:22:37 -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
icomrade
acbe103ebd Update Test Build 2016-02-16 22:47:21 -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
23179c079f Merge pull request #1629 from Mikeeeyy/patch-13
Update bandage.sqf
2016-02-16 21:19:50 -05:00
ebaydayz
ac45895802 Merge pull request #1672 from ebaydayz/description-update
Update description.ext to DayZ Mod 1.8.x format
2016-02-16 19:14:30 -05:00
ebaydayz
ecfb59016d Update CHANGE LOG 1.0.6.txt 2016-02-16 17:40:24 -05:00
ebaydayz
698a50a3ef Merge pull request #1667 from ebaydayz/patch-2
Add strings for sledgehammer crafting fix
2016-02-16 17:36:54 -05:00
ebaydayz
1ade44eb35 Fix for crafting multiple SledgeHammers
Revision of https://github.com/EpochModTeam/DayZ-Epoch/pull/1567

Thanks @Namindu
2016-02-16 17:23:57 -05:00
ebaydayz
74f06a2562 Fix Russian translation 2016-02-16 15:42:23 -05:00
ebaydayz
21a8e678bc Update CHANGE LOG 1.0.6.txt 2016-02-16 14:50:37 -05:00
ebaydayz
508a6e75fc Add upgraded ArmoredSUV classes
Thanks @McKeighan https://github.com/EpochModTeam/DayZ-Epoch/pull/1518
2016-02-16 14:47:34 -05:00
ebaydayz
d17eb651a3 Merge pull request #1538 from McKeighan/patch-12
Add upgraded Kamaz classes
2016-02-16 14:18:32 -05:00
ebaydayz
8421ad0394 Reveal new vehicle class after upgrade
Fixes not being able to access the vehicle immediately after upgrading.
2016-02-16 14:00:07 -05:00
icomrade
cc426c7e4f Merge pull request #1669 from Mikeeeyy/patch-19
Fix for fix bypass
2016-02-16 13:53:36 -05:00
ebaydayz
05b2f15e93 Fix upgraded VWGolf maxSpeed
Thanks @McKeighan https://github.com/vbawol/DayZ-Epoch/pull/1530
2016-02-16 12:44:02 -05:00
ebaydayz
0753b27341 Fix upgraded Lada fuelCapacity
Thanks @McKeighan https://github.com/vbawol/DayZ-Epoch/pull/1529
2016-02-16 12:27:48 -05:00
icomrade
1907dfbfe4 Hide autojoin text after first load in 2016-02-14 11:43:02 -05:00
ebaydayz
edf9b71e12 Update description.ext to 1861 format
Tested with current 106 files without issue.
2016-02-12 17:41:23 -05:00
icomrade
1435f41420 Remake Test Zip 2016-02-12 11:06:46 -05:00
icomrade
b6cb07d482 update test build 2015-12-29 19:08:41 -05:00
icomrade
47b039de74 unused code 2015-12-29 18:02:30 -05:00
icomrade
cdd49d787a Merge remote-tracking branch 'origin/master'
# Conflicts:
#	CHANGE LOG 1.0.6.txt
2015-12-29 18:01:17 -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
icomrade
a6e1f687a6 Update CHANGE LOG 1.0.6.txt 2015-12-19 16:56:40 -05:00
icomrade
f2bb5e8862 Update test build 2015-12-18 14:04:04 -05:00
icomrade
41ff819f13 Remove Fixed Files 2015-12-18 13:16:10 -05:00
icomrade
76148fd83d Fixed in EOL 2015-12-18 13:15:13 -05:00
icomrade
6c4f0685c8 Hostname Update 2015-12-18 13:12:30 -05:00
icomrade
63bbf6bae3 Update Required Build to EOL Patch 2015-12-18 13:11:12 -05:00
icomrade
9c4c43ecc7 Update ReadMe.md 2015-12-13 16:54:11 -05:00
icomrade
90fe1af3d8 Upload Test Build 2015-12-13 16:51:58 -05:00
icomrade
dd173432f2 RedRyder fixes - still needs work
When binarizing with BinPBO the .RVMAT files cannot be found, there are
also some warnings regarding normal size and other things
2015-12-13 16:28:37 -05:00
icomrade
53fb0b11b6 Duplicate loot entry 2015-12-13 16:27:00 -05:00
icomrade
d69b2e6d04 Mission fixes 2015-12-13 16:26:49 -05:00
vbawol
24c8930a62 Merge pull request #1670 from Mikeeeyy/patch-20
Fix blood over maximum
2015-09-11 20:30:42 -05:00
Mikeeeyy
249f8e543d Update medTransfuse.sqf 2015-09-12 02:29:34 +01:00
Mikeeeyy
a71f15bdc4 Update medTransfuse.sqf 2015-09-12 01:44:32 +01:00
Mikeeeyy
749d740adf Fix blood over maximum
Gives more blood, false positive on anti-hack and bad practice.
2015-09-12 01:43:38 +01:00
Mikeeeyy
3c474e0ba2 Fix for fix bypass
Players can get around this by getting another player to lock the vehicle as they're getting out. The action command only works if the vehicle is unlocked, using the moveInX commands it moves them instantly back in with no animation (better imo) and works if the vehicle is locked.
2015-09-03 17:38:11 +01:00
ebaydayz
62bf26ace3 Add strings for sledgehammer crafting fix
See https://github.com/vbawol/DayZ-Epoch/pull/1567
2015-07-22 17:00:40 -04:00
Zupa
78f611bdbb Merge pull request #1666 from Utomnia/patch-2
updated variables.sqf with Isla Duala trees
2015-07-15 17:41:36 +02:00
Utomnia
97cfe73926 updated variables.sqf with Isla Duala trees
found typo during testing - corrected.
2015-07-15 16:31:03 +01:00
Zupa
b456fcf316 Merge pull request #1664 from Utomnia/patch-1
Added Isla Duala trees to variables.sqf
2015-07-10 19:08:00 +02:00
Utomnia
dc907623fc Added Isla Duala trees to variables.sqf 2015-07-10 14:36:54 +01:00
Zupa
43cf40729d Merge pull request #1624 from Mikeeeyy/patch-10
Add Toggle Slow Zombies
2015-07-03 00:04:05 +02:00
Zupa
9396105d9a Merge pull request #1649 from Mikeeeyy/patch-18
[FIX] Inventory wiping on login.
2015-07-02 23:42:01 +02:00
Zupa
4ca26e09bd Merge pull request #1625 from Mikeeeyy/patch-11
Persistent Name Tag Setting when changing skins.
2015-07-01 23:53:57 +02:00
Zupa
f701affda8 Merge pull request #1548 from githubmil/master
Fix UAZ Cargo Upgrade & Balance Armor Upgrades & Fix L85A2 Price in config traders.
2015-07-01 23:49:54 +02:00
Zupa
be8a9c9acc Merge pull request #1655 from ebaydayz/patch-6
Update version numbers to 1.0.6 for next release.
2015-07-01 23:44:22 +02:00
ebaydayz
8565bc78be Rename CHANGE LOG 1.0.5.2.txt to CHANGE LOG 1.0.6.txt 2015-04-18 15:32:30 -04:00
ebaydayz
0aa91b082f Update version number 2015-04-18 15:32:01 -04:00
ebaydayz
cfdab56f7e Update version number 2015-04-18 15:31:13 -04:00
ebaydayz
f64986afad Update Readme.txt 2015-04-18 15:29:24 -04:00
ebaydayz
1e5df7d0dc Update config.cfg 2015-04-18 15:28:20 -04:00
ebaydayz
5d9f8edcaf Update config.cfg 2015-04-18 15:27:58 -04:00
ebaydayz
c9272c02c6 Update config.cfg 2015-04-18 15:27:43 -04:00
ebaydayz
b5f1d612bd Update config.cfg 2015-04-18 15:27:30 -04:00
ebaydayz
94ed59c059 Update config.cfg 2015-04-18 15:27:10 -04:00
ebaydayz
3ac1f269af Update config.cfg 2015-04-18 15:26:50 -04:00
ebaydayz
c7ba666245 Update config.cfg 2015-04-18 15:26:37 -04:00
ebaydayz
a689c01933 Update config.cfg 2015-04-18 15:26:23 -04:00
ebaydayz
47f5840b99 Update config.cfg 2015-04-18 15:26:07 -04:00
ebaydayz
a80e73240f Update config.cfg 2015-04-18 15:25:54 -04:00
ebaydayz
9544f086e1 Update config.cfg 2015-04-18 15:25:39 -04:00
ebaydayz
462bdedeb3 Update config.cfg 2015-04-18 15:25:02 -04:00
ebaydayz
25335eae33 Update config.cfg 2015-04-18 15:24:49 -04:00
ebaydayz
b203302083 Update config.cfg 2015-04-18 15:24:33 -04:00
ebaydayz
6dc08a88e0 Update config.cfg 2015-04-18 15:24:19 -04:00
ebaydayz
4430c01e32 Update config.cfg 2015-04-18 15:23:51 -04:00
ebaydayz
6fb8e43608 Update config.cfg 2015-04-18 15:22:44 -04:00
ebaydayz
f2974593f9 Update version number 2015-04-18 15:22:31 -04:00
ebaydayz
b4f9b19946 Update version number 2015-04-18 15:22:06 -04:00
ebaydayz
a5c1402975 Update version number 2015-04-18 15:20:49 -04:00
ebaydayz
66a674ad31 Update version number 2015-04-18 15:19:17 -04:00
ebaydayz
3162cf2eff Update version number 2015-04-18 15:15:29 -04:00
Mikeeeyy
b6784a645d Update player_spawn_2.sqf 2015-04-07 19:30:57 +01:00
Mikeeeyy
6827f393db Fix undefined error
Sanitize the variable before using it.
2015-04-07 19:04:42 +01:00
Mikeeeyy
fb189ddca2 Update player_spawn_2.sqf 2015-04-06 00:47:33 +01:00
Mikeeeyy
52a881b20d [FIX] Inventory wiping
dayz_Magazines isn't always set before syncing the character, and especially considering this is just on a loop makes it very unreliable. If you input an empty array to the server_playerSync then it will wipe your backpack and weapons aswell. Noticed this bug when players were complaining about it since I switched completely over to extDB. I've taken a look at the HiveExt.dll source and I'm pretty sure I found a check in there to see if the array is empty, which is still a hacky fix for this. I honestly wonder what the devs of DayZ were doing when they made this mod, honestly the coding is horrendous. I honestly just feel like making my own version of it from scratch sometimes. Rant over... sorry lol. Back on topic, using magazines player won't record the clip count in a magazine, but the only time that actually seems to be saved is when the gear dialog is closed because that's the only time you can record it using the gearIDC commands.
2015-04-05 19:05:12 +01:00
vbawol
f0782d9c89 Merge pull request #1648 from seb3sec/patch-5
Correct output for deconstruction round bagfence
2015-04-03 22:58:28 -05:00
vbawol
5790d1e129 Merge pull request #1633 from seb3sec/patch-3
Add BAF_L110A1_Aim_DZE
2015-04-03 22:58:18 -05:00
vbawol
386ce924a2 Merge pull request #1627 from SplenectomY/patch-2
Add female coughing sounds
2015-04-03 22:53:51 -05:00
vbawol
3156e02b3f Merge pull request #1641 from Mikeeeyy/patch-17
Update server_updateObject.sqf
2015-04-03 22:53:17 -05:00
vbawol
01536b7515 Merge pull request #1647 from Markokil321/patch-7
Remove useless setting
2015-04-03 22:50:12 -05:00
vbawol
c343541bb4 Merge pull request #1638 from seb3sec/patch-4
Remove hiddenSelections restrictions
2015-04-03 22:49:54 -05:00
vbawol
8d3239ad93 Merge pull request #1636 from Mikeeeyy/patch-15
Update Ammo.hpp
2015-04-03 22:49:25 -05:00
vbawol
444fd125d0 Merge pull request #1632 from seb3sec/patch-2
Fix for compile error "Item listed twice..."
2015-04-03 22:14:27 -05:00
vbawol
31c9f589af Merge pull request #1631 from seb3sec/patch-1
Fix for "Undefined base class" with FN FAL
2015-04-03 22:14:18 -05:00
seb3sec
d2bacf367e Correct output for deconstruction round bagfence 2015-03-18 12:32:08 +01:00
Marko
94601f3139 Update config.cfg 2015-03-13 18:07:46 +01:00
Marko
16639d9741 Update config.cfg 2015-03-13 18:07:30 +01:00
Marko
6e5beb409d Update config.cfg 2015-03-13 18:07:15 +01:00
Marko
e1d6f38ab5 Update config.cfg 2015-03-13 18:06:59 +01:00
Marko
04c933b318 Update config.cfg 2015-03-13 18:06:38 +01:00
Marko
db97941418 Update config.cfg 2015-03-13 18:06:21 +01:00
Marko
86b83a1843 Update config.cfg 2015-03-13 18:06:06 +01:00
Marko
26407165ac Update config.cfg 2015-03-13 18:05:46 +01:00
Marko
f734cb078f Update config.cfg 2015-03-13 18:05:25 +01:00
Marko
011c88d076 Update config.cfg 2015-03-13 18:05:04 +01:00
Marko
492caf6390 Update config.cfg 2015-03-13 18:04:49 +01:00
Marko
fa4bbc9f00 Update config.cfg 2015-03-13 18:04:34 +01:00
Marko
c398a419db Update config.cfg 2015-03-13 18:04:22 +01:00
Marko
be260bf4ea Update config.cfg 2015-03-13 18:03:52 +01:00
Marko
93f8b61f58 Update config.cfg 2015-03-13 18:03:29 +01:00
Marko
2938f08723 Update config.cfg 2015-03-13 18:03:12 +01:00
Marko
69ffe8f31c Update config.cfg 2015-03-13 18:02:58 +01:00
Marko
d41ee6b5de Update config.cfg 2015-03-13 18:02:30 +01:00
Marko
33b9fcffdb Update config.cfg
This option is deprecated and useless since OA STEAM update.

[10:10:19 | Edited 10:10:49] David Foltyn: secureID was deprecated and replaced with STEAMid, so imho that setting is now void
2015-03-13 18:01:39 +01:00
vbawol
ff77466cbf Merge pull request #1640 from deannreid/patch-2
Edited change-log to add loading fix
2015-03-04 16:52:24 -06:00
[VB]AWOL
342072177c push test build of redryder pbo 2015-03-04 09:17:23 -06:00
vbawol
ccd98e3a4c Merge pull request #1643 from arma2WillRobinson/rrpatch2
RedRyder post-server testing fixes
2015-03-04 08:55:52 -06:00
armaWillRobinson
10003f4ebf update 2015-03-03 19:43:17 -08:00
armaWillRobinson
5d36d84cb2 prefix change 2015-03-02 18:19:13 -08:00
armaWillRobinson
c8ded9b38d patch 2015-03-02 18:07:17 -08:00
arma2WillRobinson
8e5ad427b8 Merge pull request #2 from vbawol/master
updating my git
2015-03-02 17:56:44 -08:00
arma2WillRobinson
ade7d3f36d Merge pull request #1 from arma2WillRobinson/patch5
Patch5
2015-03-02 17:15:18 -08:00
armaWillRobinson
b165cade29 update 2015-03-02 17:12:32 -08:00
Mikeeeyy
fea1013a1c Update server_updateObject.sqf 2015-03-01 04:08:04 +00:00
Mikeeeyy
4814c4fd04 Update server_updateObject.sqf
Better formatting and some fixes, one major fix involving the saving of inventory. It was using format which has a limit. That could be a problem with a vehicle that can hold a lot of cargo with a ton of unique mags/weapons in it.
2015-02-28 01:30:09 +00:00
Dean Reid
3451892dab Edited change-log to add loading fix
#1610
2015-02-23 16:34:18 +00:00
vbawol
420df74924 Merge pull request #1639 from arma2WillRobinson/patch4
RedRyder added missing files
2015-02-22 14:44:04 -06:00
armaWillRobinson
96c3471d11 updated 2015-02-21 12:28:53 -08:00
seb3sec
e8430a49c5 removed hiddenSelections definition 2015-02-21 02:56:25 +01:00
seb3sec
70f232e0ff remove hiddenSelection definition 2015-02-21 02:55:25 +01:00
seb3sec
49d702b6b8 Keep hiddenSelections for armed Mi17
hiddenSelections = {}; removes the option to use custom textures on the armed version. The civilian one has these hiddenSelections.
2015-02-21 02:33:05 +01:00
Mikeeeyy
2e8fb3bd17 Update Ammo.hpp 2015-02-19 21:16:34 +00:00
seb3sec
3e62064a06 Rename BAF_L110A1_Aim to BAF_L110A1_Aim.hpp 2015-02-19 13:37:28 +01:00
seb3sec
4d141b17b1 Add variant which does not drop the backpack 2015-02-19 13:36:24 +01:00
seb3sec
ede660d09b Added include for BAF_L110A1_Aim.hpp 2015-02-19 13:33:51 +01:00
seb3sec
4ed8769e93 Fix for compile error "Item listed twice..."
The type attribute was defined twice for ItemHempPlant
2015-02-19 13:16:44 +01:00
seb3sec
5850efb0c6 Fix for "Undefined base class" with FN FAL 2015-02-19 12:21:52 +01:00
Mikeeeyy
e24d2bad51 Update bandage.sqf 2015-02-18 23:07:07 +00:00
SplenectomY
192f255257 Add cough sound effects 2015-02-09 14:14:57 -05:00
SplenectomY
1dd9e0cb91 Update CfgSounds.hpp 2015-02-09 13:57:48 -05:00
SplenectomY
700ab86781 Update object_speak.sqf 2015-02-09 13:56:33 -05:00
SplenectomY
4c4b7133be Update object_speak.sqf 2015-02-09 11:21:08 -05:00
SplenectomY
9dc196d8bd Update CfgSounds.hpp 2015-02-09 11:17:28 -05:00
vbawol
86551302de Merge pull request #1626 from Mikeeeyy/patch-12
Fix rare occasion of gear not updating
2015-02-08 08:26:13 -06:00
Mikeeeyy
9623809d5b Update player_gearSync.sqf 2015-02-08 05:46:42 +00:00
Mikeeeyy
acaaa29f39 Persistent Name Tag Setting
When changing skins you'd have to select whether or not you want to display your name again, this fixed that. Unless it was intentional ofc.
2015-02-08 00:38:06 +00:00
Mikeeeyy
9d3890cce5 Update zombie_agent.fsm 2015-02-08 00:28:53 +00:00
Mikeeeyy
ece508a8d2 Update zombie_agent.fsm 2015-02-08 00:26:55 +00:00
Mikeeeyy
75e674aeed Toggle Slow Zombies 2015-02-08 00:23:55 +00:00
Mikeeeyy
aa6dad1c42 Toggle Slow Zombies 2015-02-08 00:20:41 +00:00
vbawol
7fcb7ff657 Merge pull request #1610 from deannreid/patch-1
Fixed Black Screen on Loading
2015-02-06 09:31:05 -06:00
vbawol
d472450062 Merge pull request #1621 from ebaydayz/patch-7
[FIXED] Trader menu expected array error
2015-02-05 10:15:03 -06:00
vbawol
1c87cac11a Merge pull request #1620 from ebaydayz/patch-6
Fix trader menu expected array error
2015-02-05 10:14:55 -06:00
vbawol
0efa8ea37b Merge pull request #1619 from ebaydayz/patch-5
Fix trader menu expected array error
2015-02-05 10:14:48 -06:00
vbawol
cdb0399f19 Merge pull request #1618 from ebaydayz/patch-4
Fix trader menu expected array error
2015-02-05 10:14:37 -06:00
vbawol
a664da7b3e Merge pull request #1611 from Mikeeeyy/patch-9
Update server_updateObject.sqf
2015-02-05 10:12:02 -06:00
vbawol
172b9e21c7 Merge pull request #1615 from ebaydayz/patch-2
Update CHANGE LOG 1.0.5.2.txt
2015-02-05 10:10:27 -06:00
vbawol
23791fc1d8 Merge pull request #1614 from ebaydayz/patch-1
Compact mission.sqm port from DayZ Mod 1.8.3
2015-02-05 10:09:59 -06:00
ebaydayz
5b2949c33d [FIXED] Trader menu expected array error
[FIXED] Trader menu expected array error #1618-1620 @ebaydayz
2015-02-04 14:16:50 -05:00
ebaydayz
7151f6859f Fix trader menu expected array error
TraderItemList and TraderCatList should be initialized as arrays, not numbers. Fixes this error:
```
Error in expression < 0;
if (_index < 0) exitWith {};
while {count TraderItemList < 1} do { sleep 1; >
  Error position: <count TraderItemList < 1} do { sleep 1; >
  Error count: Type Number, expected Array,Config entry
File z\addons\dayz_code\compile\player_traderMenuHive.sqf, line 174
```
See: https://github.com/vbawol/DayZ-Epoch/issues/1616

Tested buying and selling to all the stary and base traders as well as the boat dealer with these changes. No more error or problems.
2015-02-04 14:13:08 -05:00
ebaydayz
3623b68112 Fix trader menu expected array error
TraderItemList and TraderCatList should be initialized as arrays, not numbers. Fixes this error:
```
Error in expression < 0;
if (_index < 0) exitWith {};
while {count TraderItemList < 1} do { sleep 1; >
  Error position: <count TraderItemList < 1} do { sleep 1; >
  Error count: Type Number, expected Array,Config entry
File z\addons\dayz_code\compile\player_traderMenuHive.sqf, line 174
```
See: https://github.com/vbawol/DayZ-Epoch/issues/1616

Tested buying and selling to all the stary and base traders as well as the boat dealer with these changes. No more error or problems.
2015-02-04 14:11:47 -05:00
ebaydayz
de4f50dad0 Fix trader menu expected array error
TraderItemList and TraderCatList should be initialized as arrays, not numbers. Fixes this error:
```
Error in expression < 0;
if (_index < 0) exitWith {};
while {count TraderItemList < 1} do { sleep 1; >
  Error position: <count TraderItemList < 1} do { sleep 1; >
  Error count: Type Number, expected Array,Config entry
File z\addons\dayz_code\compile\player_traderMenuHive.sqf, line 174
```
See: https://github.com/vbawol/DayZ-Epoch/issues/1616

Tested buying and selling to all Stary and Bash traders as well as the boat dealer with these changes. No more error or problems.
2015-02-04 14:09:16 -05:00
ebaydayz
13578d07ad Update CHANGE LOG 1.0.5.2.txt 2015-01-29 13:39:25 -05:00
ebaydayz
fd2eaaaa56 Update mission.sqm 2015-01-29 13:19:45 -05:00
ebaydayz
e3d57adbae Update mission.sqm 2015-01-29 13:19:21 -05:00
ebaydayz
720f50f443 Update mission.sqm 2015-01-29 13:18:54 -05:00
ebaydayz
ed575c818b Update mission.sqm 2015-01-29 13:18:16 -05:00
ebaydayz
dfb99cc867 Update mission.sqm 2015-01-29 13:17:40 -05:00
ebaydayz
737fd45f26 Update mission.sqm 2015-01-29 13:16:59 -05:00
ebaydayz
a1ae300b92 Update mission.sqm 2015-01-29 13:16:30 -05:00
ebaydayz
909ca991cd Update mission.sqm 2015-01-29 13:16:01 -05:00
ebaydayz
5d0b141b60 Update mission.sqm 2015-01-29 13:15:30 -05:00
ebaydayz
9ac6611ceb Update mission.sqm 2015-01-29 13:14:31 -05:00
ebaydayz
362fa9bbed Update mission.sqm 2015-01-29 13:14:02 -05:00
ebaydayz
d183859167 Update mission.sqm 2015-01-29 13:13:19 -05:00
ebaydayz
b204a23af6 Update mission.sqm 2015-01-29 13:12:50 -05:00
ebaydayz
282348c189 Update mission.sqm 2015-01-29 13:12:19 -05:00
ebaydayz
479cd0354a Update mission.sqm 2015-01-29 13:11:42 -05:00
ebaydayz
c13deff6aa Update mission.sqm 2015-01-29 13:10:58 -05:00
ebaydayz
3f04dbd243 Update mission.sqm 2015-01-29 13:10:25 -05:00
ebaydayz
4853b8db65 Update mission.sqm 2015-01-29 13:09:50 -05:00
ebaydayz
19a2e98d01 Update mission.sqm 2015-01-29 13:09:15 -05:00
ebaydayz
3683b72527 Update mission.sqm 2015-01-29 13:08:45 -05:00
ebaydayz
2df849403e Update mission.sqm 2015-01-29 13:08:01 -05:00
ebaydayz
a69bae2126 Update mission.sqm 2015-01-29 13:07:34 -05:00
ebaydayz
009a6c1c25 Update mission.sqm 2015-01-29 13:06:36 -05:00
ebaydayz
32096ce3a8 Update mission.sqm 2015-01-29 13:05:46 -05:00
ebaydayz
260c22af71 Update mission.sqm 2015-01-29 13:05:17 -05:00
ebaydayz
fc62f1076b Compact mission.sqm port from DayZ Mod 1.8.3 2015-01-29 13:03:21 -05:00
Mikeeeyy
5c88e790f4 Update server_updateObject.sqf 2015-01-21 20:15:10 +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
vbawol
26f51ad9f9 Merge pull request #1609 from Namindu/patch-32
Update CHANGE LOG 1.0.5.2.txt
2015-01-18 16:26:04 -06:00
Namindu
8ccc1e723b Update CHANGE LOG 1.0.5.2.txt 2015-01-18 14:25:27 -08:00
vbawol
9f17fe3f18 Merge pull request #1608 from deadeye2/patch-4
Update CHANGE LOG 1.0.5.2.txt
2015-01-18 12:56:40 -06:00
deadeye2
e0294796bc Update CHANGE LOG 1.0.5.2.txt 2015-01-18 12:04:14 -05:00
vbawol
ed0234139e Merge pull request #1457 from Namindu/patch-8
Added RedRyder BB Gun Ammo to Loot Table
2015-01-18 00:44:18 -06:00
vbawol
9c70f0f2d4 Merge pull request #1456 from Namindu/patch-7
Added RedRyder BB Gun to Loot Table
2015-01-18 00:44:11 -06:00
vbawol
dc772e7384 Merge pull request #1581 from Jamie-Booth/master
Add the _ to the Land and escape the character
2015-01-18 00:42:16 -06:00
[VB]AWOL
b21afc8d0a red ryder model path changes 2015-01-18 00:45:00 -06:00
vbawol
196a8b2e94 Merge pull request #1600 from BangL/master
custom CfgVehicles? i dont think so
2015-01-18 00:37:17 -06:00
vbawol
32bcb8515b Merge pull request #1592 from raginruffalo/patch-1
Fixed a sound error and organized file more
2015-01-18 00:36:31 -06:00
vbawol
010c164d22 Merge pull request #1589 from Markokil321/patch-5
Update HiveExt.ini
2015-01-18 00:36:17 -06:00
vbawol
665de9d917 Merge pull request #1580 from deadeye2/patch-3
DZE_MissionLootTable fix
2015-01-18 00:35:02 -06:00
vbawol
4c62c1a55e Merge pull request #1582 from Geodar/master
Another batch of czech
2015-01-18 00:34:38 -06:00
vbawol
54f4cc5024 Merge pull request #1561 from ebaydayz/patch-1
Delete old group after changing clothes
2015-01-18 00:33:57 -06:00
vbawol
21098f9b73 Merge pull request #1556 from raginruffalo/patch-3
Should fix #1555
2015-01-18 00:33:10 -06:00
vbawol
211a74a645 Merge pull request #1540 from deadeye2/patch-2
Update player_drink.sqf
2015-01-18 00:32:38 -06:00
vbawol
a5e8aae13b Merge pull request #1539 from deadeye2/patch-1
undefined variable _itemtodrop     fixes #1535
2015-01-18 00:31:54 -06:00
vbawol
1187207dcf Merge pull request #1606 from Mikeeeyy/patch-8
Update server_updateObject.sqf
2015-01-18 00:26:58 -06:00
Mikeeeyy
4ad1a72db2 Update server_updateObject.sqf 2015-01-18 04:28:04 +00:00
BangL
d0a1463425 custom CfgVehicles? i dont think so 2014-12-12 13:19:37 +01:00
Wargog
d8105936e5 Added RedRyder to loot 2014-11-25 09:08:13 -05:00
Wargog
92a14789ae Create $PBOPREFIX$ 2014-11-25 09:02:26 -05:00
Wargog
6af912a200 Fixed a sound error and organized file more 2014-11-25 09:00:13 -05:00
Skaronator.com
2f196bb146 Include FN_FAL_ANPVS4 #1587 2014-11-22 22:40:54 +01:00
Skaronator.com
aedaf4a558 Fix Typo 2014-11-22 22:40:18 +01:00
Marko
f5e80520bb Update HiveExt.ini
Small clarification. Pretty sure i was having issues with cleanups caused by this a long time ago, and have spoken to someone else who was also confused by this.

Please correct me if i'm wrong otherwise i could also do this for all other config examples?
2014-11-14 00:41:41 +01:00
Skaronator.com
62b711ecd8 Fix typo 2014-11-09 18:00:33 +01:00
Geodar
666b0fd7b2 Another batch of Czech
Fix not showing Bought vehicles in Czech language
2014-11-06 13:40:12 +01:00
Geodar
348e102ef0 Another batch of czech for latest commits 2014-11-01 20:55:20 +01:00
Geodar
af8382a5e6 Czech for latest commits 2014-11-01 20:19:10 +01:00
Jamie Booth
6902efa63a Add the _ to the Land and escape the character
LandRover vehicles are being ignored with this script.  If you escape the '_' with '\' it will only look for the '_' character used with all build able land objects.  Currently LandRover vehicles will not be unlocked or deleted, as they are ignored with the current 'Land%' match.
2014-10-30 17:33:26 +11:00
deadeye2
7345f46fed DZE_MissionLootTable fix
Fixes a zombie loot error when using loot tables in mission file.
2014-10-22 10:20:42 -04:00
vbawol
e8c0f6da6a Merge pull request #1574 from RimBlock/master
Minor DB dump batch file change.
2014-10-12 18:31:01 -05:00
vbawol
4bac499c74 Merge pull request #1578 from Markokil321/patch-5
Update add_recommended_mysql_events.sql
2014-10-12 18:30:42 -05:00
Marko
03e0087f54 Update add_recommended_mysql_events.sql
Added 2 objects which were forgotten to this array. Would result in CharacterID 0 being set for these objects, which is not the point.
2014-10-13 01:16:35 +02:00
RimBlock
4976e7965f Added DB dump batch file options to dump events and triggers as well as doing a quick (row level streaming) dump. 2014-10-06 10:06:27 +08:00
vbawol
d8dd028c5f Merge pull request #1572 from MadHatter05/patch-1
OCD update to init.sqf - 11.chernarus
2014-10-01 16:43:24 -05:00
vbawol
76000d59f9 Merge pull request #1573 from MadHatter05/patch-2
OCD update to description.ext - 11.chernarus
2014-10-01 16:43:14 -05:00
MadHatter05
8f37e9c106 OCD update to description.ext 2014-10-01 17:30:59 -04:00
MadHatter05
d4028afa65 OCD update to init.sqf - 11.chernarus 2014-10-01 17:28:40 -04:00
vbawol
b0ae579875 Update spawn_loot_small.sqf 2014-09-22 13:23:56 -05:00
ebaydayz
77d9951f23 Delete old group after changing clothes
The deleteGroup command requires the group to be local to the machine executing it:
https://community.bistudio.com/wiki/deleteGroup

When a player changes clothes a new group is created. The player is switched into a new unit in the new group, and then his old group is left empty. Because the old group is local to the player, it will not be deleted by server_cleanupGroups until he disconnects and it is transferred to the server. 

We should delete the old group immediately rather than wait for the player to disconnect. This will prevent the excessive accumulation of empty groups when players change clothes a lot. It will help with the seagull spawn issue which happens when there are more than 144 groups on side WEST:
https://community.bistudio.com/wiki/createGroup
2014-09-05 14:12:04 -04:00
Wargog
0c3173826e Done, pull please. 2014-09-03 09:40:36 -04:00
Skaronator.com
f7144334ea Merge pull request #1557 from raymix/master
rare bug with snap
2014-08-31 04:40:24 +02:00
Wargog
1c2511bc55 Maybe? 2014-08-30 12:24:02 -04:00
Wargog
5a54f26c4d I didn't do that 2014-08-30 12:20:54 -04:00
raymix
d59c5b8278 rare bug 2014-08-30 12:55:58 +01:00
Wargog
6bddf7513e Fixed AWOL's pointer 2014-08-28 14:17:43 -04:00
Wargog
064d50778a Should fix #1555 2014-08-28 13:59:22 -04:00
vbawol
b7e2462188 Merge pull request #1552 from raginruffalo/patch-3
Fixed a ton of errors
2014-08-28 11:03:10 -05:00
vbawol
1e8f146860 Merge pull request #1553 from ADK-DAYZMOD-EPOCH/master
UPDATED rotate_logs.bat
2014-08-28 11:02:50 -05:00
raziel23x
420f832210 added missing echo info 2014-08-28 11:45:00 -04:00
raziel23x
5c1833fc99 Removed extra variable used in debug testing 2014-08-28 10:04:43 -04:00
raziel23x
37234e5209 UPDATED rotate_logs.bat
Tweaked rotate_logs.bat to incorporate the day of the week for better
organization
2014-08-28 10:01:30 -04:00
vbawol
d52eb620e6 Merge pull request #1541 from raymix/master
code optimization, bugs, improvements
2014-08-28 00:28:20 -05:00
vbawol
9762dad8ee Merge pull request #1543 from Beefheart/master
Update player_onPause.sqf
2014-08-28 00:28:09 -05:00
Wargog
1c839f47fd Fixed a ton of errors
Made it look nicer as well, separated some lines and vars and values.
2014-08-27 14:48:54 -04:00
vbawol
6f58a882aa Merge pull request #1544 from arma2WillRobinson/master
Corrected all Red Ryder paths
2014-08-27 11:04:58 -05:00
vbawol
727a2d211a Merge pull request #1551 from Uro1/master
Update CfgServerTrader to match #1508
2014-08-27 11:01:36 -05:00
Uro1
b3246ec80d Update CfgServerTraders to match #1508
Updated the CfgServerTrader to match my changes in dynamic_vehicles &
SQL changes.
2014-08-27 16:40:33 +01:00
githubmil
309655a89b Update NeutralAssaultRifle.hpp
Fixed typo making L85A2 Holo 90 gold to buy.
2014-08-26 04:08:10 -06:00
githubmil
7b6d565b54 Update FriendlyAssaultRifle.hpp 2014-08-26 04:06:15 -06:00
githubmil
ff5c55cc13 Update FriendlyAssaultRifle.hpp
Fixed typo making L85A2 Holo 90 gold to buy.
2014-08-26 04:01:01 -06:00
Beefheart
f3c0b582b4 Update player_onPause.sqf 2014-08-26 10:22:47 +02:00
githubmil
1015e8a206 Update hilux.hpp
Armor Upgrade balance
2014-08-26 01:32:11 -06:00
githubmil
9efd265a95 Update datsun.hpp
Armor Upgrade balance
2014-08-26 01:30:43 -06:00
githubmil
b65a0cd189 Update Volha.hpp
Armor Upgrade balance
2014-08-26 01:28:28 -06:00
githubmil
1ba1cc29eb Update VWGolf.hpp
Armor Upgrade balance
2014-08-26 01:26:04 -06:00
githubmil
7e020760ed Update UAZ.hpp
Cargo Upgrade fix, Armor Upgrade balance
2014-08-26 01:23:53 -06:00
githubmil
52ea5110f9 Update Skoda.hpp
Armor Upgrade balance
2014-08-26 01:20:54 -06:00
githubmil
d7b55d59af Update SUV.hpp
Balanced armor upgrade
2014-08-26 01:17:02 -06:00
githubmil
f4291a5b1f Update Pickup_PK.hpp 2014-08-26 01:11:39 -06:00
githubmil
753cc19e75 Update Offroad_DSHKM.hpp
Balanced armor
2014-08-26 01:09:04 -06:00
githubmil
106b05f1ef Update Lada.hpp
Balanced armor upgrade
2014-08-26 01:01:52 -06:00
githubmil
a607f77906 Update UAZ.hpp
Corrected pack upgrade to be consistent with other vehicle upgrades.
2014-08-25 21:16:58 -06:00
McKeighan
0701e5b818 Update Kamaz.hpp
Updated the logic of the fuel capacity since Epoch currently only uses the one variable for Refuel Trucks.
2014-08-25 11:18:42 -04:00
raymix
efca644b46 fix for db ATL limitation 2014-08-23 19:02:49 +01:00
Uro1
9984923462 Merge pull request #13 from vbawol/master
merge
2014-08-22 20:56:27 +01:00
McKeighan
69b9e84e99 Update Kamaz.hpp
Updated fuel ocurrences in upgraded models of the Kamaz Refuel truck. Also corrected it's fuel tank capacity for refilling other vehicles.
2014-08-22 14:59:16 -04:00
arma2WillRobinson
e35e5e326b Update config.cpp 2014-08-22 10:34:51 -07:00
Beefheart
9cdae44069 Update player_onPause.sqf
fixes players logging out in selfmade no-building-zones
2014-08-22 08:31:33 +02:00
raymix
903f5d8572 code optimization, bugs, improvements 2014-08-21 06:23:42 +01:00
deadeye2
5b4d53d3b9 Update player_drink.sqf
eliminate redundant declaring of _itemtodrop and change to match player_eat.sqf
2014-08-20 19:58:43 -04:00
deadeye2
e4982dc313 fixes #1535
After eating in a vehicle that should drop an empty can, client RPT would show:

Error Undefined variable in expression: _itemtodrop
2014-08-20 19:41:06 -04:00
McKeighan
ca87ef1a1f Update Kamaz.hpp
Updated Kamaz / KamazOpen / KamazRefuel for integration of vehicle upgrades.

Added more component requirements (then normal) to fuel tank size, armor amount, and cargo expansion.
2014-08-20 17:42:12 -04:00
Uro1
dccbb19131 Merge pull request #12 from vbawol/master
merge
2014-08-15 22:51:54 +01:00
Uro1
d1b40385a9 Merge pull request #11 from vbawol/master
pull from epoch master
2014-08-11 14:32:19 +01:00
Namindu
cb6ed37846 Added RedRyder BB Gun Ammo to Loot Table
Forgot to add the ammo.

Added ammo to "hunter", "generic" and "office". Chance of spawn is 0.05

Classname: "350Rnd_BB_Magazine"
2014-07-25 14:55:12 -07:00
Namindu
1693b33d42 Added RedRyder BB Gun to Loot Table
Available as "farmweapons" and "shotgunsingleshot". Chance of spawn is 0.06.
2014-07-25 14:48:35 -07:00
1945 changed files with 142885 additions and 139413 deletions

View File

@@ -1,35 +0,0 @@
[NEW] RedRyder BB Gun by @arma2WillRobinson
[NEW] DB Backup script. @RimBlock
[NEW] Use DayZ_UseSteamID = false; in your init.sqf to use the old PlayerUID, instead of SteamID @icomrade
[NEW] UI Update - Graphical and code changes, enable using Dayz_Dark_UI = true; in init.sqf. @hogscraper http://epochmod.com/forum/index.php?/topic/13654-proposed-ui-change/
[NOTE] It's recommend to convert to the new SteamID system if possible, new servers should not use DayZ_UseSteamID = false;
[NEW] Snap building (disabled by default), use DZE_modularBuild = true; in your init.sqf to enable. @raymix
[NEW] Modular/Function based player_build for addon makers and modders. @raymix (more info and concepts - http://epochmod.com/forum/index.php?/topic/14628-modular-function-based-player-buildsqf/ )
[CHANGED] An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade
[CHANGED] Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev
[CHANGED] Tweaked fuel capacity variables for vehicles. @RimBlock
[FIXED] Backpack wipes when changing clothes. #1361 @icomrade
[FIXED] CH53 gear when locked #1364 @icomrade
[FIXED] Infinite loop when crafting ore into bars #1351 @icomrade
[FIXED] Only first kill showing on death boards #1362 #1124 @vbawol @icomrade
[FIXED] Crossbow quivers not working #1355 @icomrade
[FIXED] Crash_spawner & Supply_drop modules spawning inaccessible loot piles #1408 #1390 @Uro1
[FIXED] Undefined variable "_weapon" in fnc_plyrHit.sqf when killer is driving a vehicle #1420 @ebaydayz
[FIXED] Fire cleanup diag_log error in server_functions.sqf #1421 @ebaydayz
[FIXED] NearestObjects position error in server_playerSync.sqf #1425 @ebaydayz
[FIXED] Corrected ClassName type for CH53_DZE and BAF_Merlin_DZE. @Cinjun
[FIXED] Some counts reverted to forEach - count loops can not be nested inside other count loops #1491-#1495 @ebaydayz
[FIXED] Safes empty when opening after restart #1467 @ebaydayz
[FIXED] Dynamic_vehicle spawning non-upgradable classes of hilux1 & datsun1. @Uro1
[UPDATED] .hpp files updated in dayz_epoch_b CfgLootPos > CfgBuildingPos. @Uro1
[UPDATED] .bat files updated in Config-Examples @Raziel23x
[UPDATED] Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu
[UPDATED] Epoch.sql & 1.0.5_Updates.sql with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1
[INFO] (EXTREMELY IMPORTANT) Server owners MUST update their required build and beta to 125548
[INFO] Server admins should add requiredSecureId = 2; to their server.cfg to prevent uid spoofing.
[INFO] Models/textures by Paul Tomany. @Sequisha.
[INFO] Special thanks to http://verthosting.com for hosting our development server.

120
CHANGE LOG 1.0.6.txt Normal file
View File

@@ -0,0 +1,120 @@
[NEW] Fully updated to DayZ 1.8.7 base @icomrade @ebaydayz
[NEW] 1.8.7 attachments system, community weapons, base objects, traps, tripwires and car bomb
[NEW] 1.8.7 journal and crafting menu are now functional (default 'J' key)
[NEW] 1.8.7 spawn selection, set dayz_spawnselection = 1; in init.sqf (Chernarus only)
[NEW] 1.8.7 infected camps, points of interest and infectious waterholes map additions (Chernarus only)
[NEW] 1.8.7 configurable blood trails, set dayz_bleedingeffect in init.sqf
[NEW] 1.8.7 weapon switching system and hotkeys (1 = primary, 2 = pistol, 3 = melee (or rifle onBack if DZE_TwoPrimaries=2;))
[NEW] Players can carry more than one primary weapon which allows the abillity to hide one on their back, configure using DZE_TwoPrimaries. See configVariables.sqf for details @icomrade
[NEW] Optional news/rules feed on player login, set dayz_enableRules in init.sqf
[NEW] Status UI icons are toggleable between "vanilla","epoch","dark" set DZE_UI in init.sqf @ebaydayz
[NEW] If using the vanilla UI you may enable or disable the combat icon with DZE_VanillaUICombatIcon = true/false; @icomrade
[NEW] Anzio 20mm sniper and RedRyder BB Gun by @arma2WillRobinson
[NEW] Added "RedRyder" and "350Rnd_BB_Magazine" to loot pile. #1456 #1457 @Namindu
[NEW] Added action to lock and unlock vehicles from inside #1103 @pj999 @ebaydayz
[NEW] Autorun hotkey (0 = Toggle auto run) @ebaydayz
[NEW] Lower sound effects volume hotkey (F1) and status UI icon. Automatically disabled when exiting a vehicle.
[NEW] Snap building, use DZE_modularBuild = true; in init.sqf to enable. @raymix
[NEW] Auto login when a player joins the server, default 10 seconds, requires description.ext update in the mission (disable in description.ext by setting defValueParam1 = 31;) @icomrade
[NEW] Many new configuration options are available for admins. See dayz_code\configVariables.sqf and mission\init.sqf for descriptions. @ebaydayz
[NEW] Blood types system is disabled by default. Set dayz_classicBloodBagSystem = false; in init.sqf to enable
[NEW] Dayz_townGenerator = true; in init.sqf can enable vanilla map junk in addition to Epoch DynamicDebris. Only works on Chernarus. @ebaydayz
[NEW] DB Backup script. @RimBlock
[NEW] Use DayZ_UseSteamID = false; in your init.sqf to use the old PlayerUID, instead of SteamID @icomrade
[NOTE] It's recommend to convert to the new SteamID system if possible, new servers should not use DayZ_UseSteamID = false;
[NEW] UI Update - Graphical and code changes, enable using DZE_UI = "dark"; in init.sqf. @hogscraper http://epochmod.com/forum/index.php?/topic/13654-proposed-ui-change/
[NEW] Upgraded (_DZE1,2,3,4) ArmoredSUV and Kamaz classes are now available. #1518 #1538 @McKeighan
[NEW] Added waves effect during stormy weather #974 @FramedYannick @ebaydayz
[NEW] Optional variable to prevent stealing from backpacks by non-friendlies at traders. Set DZE_BackpackAntiTheft = true; in init.sqf @ebaydayz
[NEW] Zupa's Advanced Trading v2.1+ is now included as part of the Epoch Code, enabled with DZE_advancedTrading = true; NOT COMPATIBLE WITH DATABASE TRADERS @icomrade @Windmolders
[NEW] With config based traders categories can be reused by setting the duplicate=#; value. # is the category number to copy. @ebaydayz
[NEW] Gems are now treated as variable value currency (Advanced Trading only). Configure gem values using DZE_GemWorthArray =[]; see configVariables.sqf for more info @icomrade
[NEW] Gem rarity is now configurable for mining using DZE_GemOccurance =[]; See configVariables.sqf for more info @icomrade
[NEW] A Plot For Life v2.5 by RimBlock is now included and enabled by default with variable DZE_permanentPlot, see configVariables.sqf @RimBlock @icomrade
[NEW] Build Vectors v4 by Striker is now included, only enabled with Snap building. Note there is no option to turn off Vector Building with Snap Building enabled @strikerforce @icomrade
[NEW] Door Management v3.0 by Zupa is now included and enabled by default with variable DZE_doorManagement, see configVariables.sqf @DevZupa @Bruce-LXXVI @ebaydayz
[NEW] Plot Management v2.1 by Zupa is now included and enabled by default with variable DZE_permanentPlot, see configVariables.sqf @DevZupa @Bruce-LXXVI @icomrade
[NEW] Precise Base Building v1.0.5 by Mikeeeyy is now included. @Mikeeeyy @icomrade @ebaydayz
[NEW] You may toggle vehicle destruction effects to prevent damage from vehicle explosions (useful to prevent griefing from ramming) use DZE_NoVehicleExplosions = true; to enable #1198 @icomrade
[NEW] Temperature factors are now configurable with DZE_TempVars see configVariables.sqf for more info @icomrade
[NEW] Weather effects are now configurable with DZE_WeatherVariables See DynamicWeatherEffects.sqf for info on these values @icomrade
[NEW] Full height cinderblock wall kits are now in game, classname "full_cinder_wall_kit" #1172 @icomrade
[NEW] You can exclude built items from the god mode base function using DZE_GodModeBaseExclude = []; which is an array of item classnames
[NEW] Fuel stations now have limited amount of fuel each restart. Configurable with dayz_randomMaxFuelAmount in init.sqf
[NEW] More possible causes of death added to study body: fell, ran over, shot, melee hit, zombie hit @ebaydayz
[NEW] Player-list no longer shows who's in lobby or ingame.
[CHANGED] Combattimeout now uses diag_tickTime instead of time.
[CHANGED] AmmoBoxSmall_556/762 is replaced with DZ_AmmoBoxUS/RU/EU/CZ and MedBox0 is replaced with DZ_MedBox (new model)
[CHANGED] UH60Wreck and UH1Wreck are replaced with CrashSite_EU/UN/US/RU (new models)
[CHANGED] An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade
[CHANGED] Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev
[CHANGED] Tweaked fuel capacity variables for vehicles. @RimBlock
[CHANGED] Tweaked rotate_logs.bat to incorporate the day of the week for better organization @Raziel23x
[CHANGED] All instances of sleep were replaced with the more reliable uiSleep where possible. @icomrade
[CHANGED] Several getPosATL changed to call FNC_GetPos for water compatibility @icomrade
[CHANGED] Trader city objects are now spawned locally on each machine with simulation disabled for better performance. Admins can still override with custom cities in init.sqf. @ebaydayz
[CHANGED] Player zombies are no longer attacked by other zombies. The respawn button is now enabled for them if they wish to suicide. @ebaydayz
[CHANGED] With R3Fweight on overburdened players are now forced to move slowly instead of being knocked out. The scream was also removed. #1145 @icomrade @ebaydayz
[CHANGED] Abort and respawn are now disabled immediately in the pause menu onLoad to compensate for low fps delay. @ebaydayz
[CHANGED] Player_onPause is now customizable by admins along with the new unscheduled fn_pauseMenuChecks. #1340 @Rimblock @ebaydayz
[FIXED] Zombies now target and attack players correctly with 1.8.7 code
[FIXED] Server position sync bug after falling unconscious #1522 @ebaydayz
[FIXED] Character sometimes failing to sync after changing clothes #1545
[FIXED] Backpack wipes when changing clothes. #1361 @icomrade
[FIXED] CH53 gear when locked #1364 @icomrade
[FIXED] Infinite loop when crafting ore into bars #1351 @icomrade
[FIXED] Only first kill showing on death boards #1362 #1124 @vbawol @icomrade
[FIXED] Crossbow quivers not working #1355 @icomrade
[FIXED] Crash_spawner & Supply_drop modules spawning inaccessible loot piles #1408 #1390 @Uro1
[FIXED] Fire cleanup diag_log error in server_functions.sqf #1421 @ebaydayz
[FIXED] NearestObjects position error in server_playerSync.sqf #1425 @ebaydayz
[FIXED] Corrected ClassName type for CH53_DZE and BAF_Merlin_DZE. @Cinjun
[FIXED] Some counts reverted to forEach. Count loops can not be nested inside other count loops #1491-#1495 @ebaydayz
[FIXED] Dynamic_vehicle spawning non-upgradable classes of hilux1 & datsun1. @Uro1
[FIXED] Eating while inside a vehicle did not drop empty can @deadeye2
[FIXED] Zombie loot error when using loot tables in mission file @deadeye2
[FIXED] Trader menu expected array error #1618-1620 @ebaydayz
[FIXED] Loading screen issue where you can walk around and see a black screen #1610 @deanreid
[FIXED] Crafting a sledgehammer with one already in your toolbelt no longer eats your parts. #1567 #1667 @Namindu
[FIXED] Copy key failing when player doesn't have a backpack @ebaydayz
[FIXED] DarkUI hunger and thirst inconsistency with vanilla UI and health system @SplenectomY @icomrade #1622
[FIXED] Fire barrels not being detected over water @pj999 @icomrade #1559 #1564
[FIXED] Opening supply crates over water no longer drops the items on the sea floor @pj999 @icomrade #1558
[FIXED] Plot pole required message not updating to reflect DZE_PlotPole radius @mathewjknott @icomrade #1274
[FIXED] Slow login timer and incorrect loading screen message when login times out @icomrade
[FIXED] Combine mags not working for Revolver and M1911 ammo @Terrien @ebaydayz #1313
[FIXED] M113_DZ,_DZE variants config errors and gunner seat not working @McKeighan @ebaydayz #1514
[FIXED] Smoke countermeasures are now visible @Markokil321 @icomrade #1440
[FIXED] Keyboard input is now disabled properly while unconscious @skynetdev @ebaydayz #1613
[FIXED] Toilet paper dupe exploit when building outhouse @Markokil321 @ebaydayz #1599
[FIXED] Safes and lockboxes wiped when opening after restart and locking not being logged to RPT @ebaydayz #1413 #1503
[FIXED] Greatly optimized safe gear handling. Safe inventories are no longer sent to all machines over the network on server startup and each lock. @ebaydayz
[FIXED] User input is disabled and then gear dialog is closed during safe lock/unlock/pack to block various duping methods. #1341 @RimBlock @ebaydayz
[FIXED] Duplicate objectUIDs occasionally causing vehicles to swap classes or be deleted across restarts @ebaydayz @icomrade #1504
[FIXED] DZE_BuildingLimit now counts buildables only instead of all object types. Thanks jOoPs @ebaydayz
[FIXED] Reworked death messages. Fixed messages not always showing, undefined errors and wrong distance bug. Added bled out, killed by zombie, etc. MPHit event handler (fnc_plyrHit) is no longer needed. @ebaydayz
[FIXED] Player no longer hears radiation sound when changing clothes. @ebaydayz
[FIXED] Ponds and lakes are now detected correctly in player_goFishing. #1678 @ebaydayz
[FIXED] Players are now ejected and killed when their vehicle is destroyed (Fix applies to all types of vehicles). @icomrade
[NOTE] Servers that use trader safezones must configure the variable DZE_SafeZonePosArray with their safezone posisitons and radii, otherwise passangers of vehicles in safezones will be killed upon destruction of their vehicle
[FIXED] Players are no longer able to brute force doors or safes by the method described in #1187 @icomrade
[FIXED] Fix some items not displaying removal option #1135 @icomrade
[FIXED] Study body message saying his/he on female players. @ebaydayz
[UPDATED] .hpp files updated in dayz_code\Configs\CfgLoot\CfgBuildingPos. @Uro1
[UPDATED] .bat files updated in Config-Examples @Raziel23x
[UPDATED] Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu
[UPDATED] Epoch.sql, 1.0.6_Updates.sql & CfgServerTraders with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1
[INFO] Server owners must update to the new Hive DLL included in the 1.0.6 release, changes in the soruce code can be found here: https://github.com/vbawol/DayZhiveEpoch/pull/13
[INFO] Many weapon, item and tool classnames changed. Admins must run SQL\1.0.6_Updates and update their config traders (see dayz_code\Configs\CfgServerTrader) @ebaydayz
[INFO] Many duplicate functions and variables were renamed. See Documents\1.0.6 Variable Name Changes.txt @ebaydayz
[INFO] New loot table format is incompatible with old loot tables. Admins see CfgLoot\README.txt
[INFO] If you use any community mods included in this release (Advanced Trading, Build Vectors, Door or Plot Management, Snap Build Pro, A Plot For Life) you MUST uninstall them from your mission. The mods have been improved and many bugs have been fixed, get up-to-date copies from https://github.com/EpochModTeam/DayZ-Epoch
[INFO] Amphibious pook and cessna (pook_h13_amphib,GNT_C185E,GNT_C185F) confirmed to have FPS issues. Using them is not recommended. #1612 @bleeding- @Markokil321
[INFO] Auto login does not force a player who aborted from the game, back to the lobby, to login
[INFO] Server owners and players should use the stable branch of ArmA 2 OA
[INFO] Models/textures by Paul Tomany. @Sequisha.
[INFO] Special thanks to http://verthosting.com for hosting our development server.

View File

@@ -0,0 +1,56 @@
1.0.5.1 --> 1.0.6 Variable Name Changes:
- Duplicate functions have been renamed:
- dayz_HungerThirst --> dayz_NutritionSystem
- dayz_objectUID3 --> dayz_objectUID2
- DZE_getModelName --> fn_getModelName
- fnc_usec_playerBleed --> fnc_usec_playerHandleBlood
- object_handleServerKilled --> vehicle_handleServerKilled
- object_setFixServer --> fnc_veh_setFixServer
- vehicle_handleDamage --> fnc_veh_handleDam
- vehicle_handleKilled --> fnc_veh_handleKilled
- Duplicate global variables have been renamed:
- dayz_allowedObjects --> DayZ_SafeObjects
- dayz_CLBase --> dz_loot_groups (similar not identical)
- dayz_CLChances --> dz_loot_weighted (similar not identical)
- dayz_combat --> no longer exists use (player getVariable["combattimeout",0] >= diag_tickTime)
- dayz_fullMoonNights --> dayz_ForcefullmoonNights
- dayz_updateObjects --> DayZ_GearedObjects
- DZE_CanPickup --> canPickup
- DZE_trees --> dayz_trees
- freeTarget --> OpenTarget
- PVDZE_serverObjectMonitor --> dayz_serverObjectMonitor
- Duplicate public variables have been renamed:
- dayzPlayerLogin --> PVCDZ_plr_Login
- dayzPlayerLogin2 --> PVCDZ_plr_Login2
- norrnRaDrag --> PVDZ_drg_RaDrag
- norrnRaLW --> PVDZ_drg_RaLW
- norrnRLact --> PVDZ_drg_RLact
- PVDZE_obj_Delete --> PVDZ_obj_Destroy (PVDZ_obj_Delete is used for plants and blood trails)
- PVDZE_obj_Fire --> PVDZ_obj_Fire
- PVDZE_obj_Publish --> PVDZ_obj_Publish
- PVDZE_plr_Died --> PVDZ_plr_Death
- PVDZE_plr_GutBody --> PVCDZ_obj_GutBody
- PVDZE_plr_HideBody --> PVCDZ_obj_HideBody
- PVDZE_plr_HumanityChange --> PVCDZ_plr_Humanity
- PVDZE_plr_Login --> PVDZ_plr_Login1
- PVDZE_plr_Login2 --> PVDZ_plr_Login2
- PVDZE_plr_LoginRecord --> PVDZ_plr_LoginRecord
- PVDZE_plr_Save --> PVDZ_plr_Save Note: 2nd param is now a nested array (was array) 4th param is now achievements array (was bool)
- PVDZE_plr_SetDate --> dayzSetDate
- PVDZE_send --> PVDZ_send
- PVDZE_Server_Simulation --> PVDZ_Server_Simulation
- PVDZE_serverStoreVar --> PVDZ_serverStoreVar
- PVCDZE_vehSH --> PVCDZ_veh_SH
- PVDZE_veh_SFix --> PVDZ_veh_SF
- PVDZE_veh_SFuel --> PVCDZ_veh_SetFuel
- PVDZE_veh_Update --> PVDZ_veh_Save
- usecBandage --> PVCDZ_hlt_Bandage
- usecBleed --> PVDZ_hlt_Bleed
- usecBreakLegs --> PVCDZ_plr_Legs
- usecEpi --> PVCDZ_hlt_Epi
- usecMorphine --> PVCDZ_hlt_Morphine
- usecPainK --> PVCDZ_hlt_PainK
- usecTransfuse --> PVCDZ_hlt_Transfuse

View File

@@ -28,6 +28,8 @@ Included Custom Addons
* Bell 47/H-13 Helicopter by hcpookie - http://www.armaholic.com/page.php?id=22143
* USEC CH53 by Rocket - http://dayz.com
* More enterable buildings - Dayzero - https://zombies.nu/
* Anzio 20mm Rifle by WillRobinson - http://www.armaholic.com/page.php?id=30175
* RedRyder BB Gun by WillRobinson - https://github.com/arma2WillRobinson/Red-Ryder
--------------------------
Included Custom Islands
@@ -59,8 +61,10 @@ GitHub Collaborators (In order of most commits)
* dayz10k - https://github.com/dayz10k
* Skaronator - https://github.com/Skaronator
* icomrade - https://github.com/icomrade
* ebaydayz - https://github.com/ebaydayz
* Axles - https://github.com/Axles
* Armifer - https://github.com/Armifer
* Zupa - https://github.com/Windmolders
--------------------------
GitHub Contributors (In order of most commits)
@@ -74,12 +78,19 @@ GitHub Contributors (In order of most commits)
* zabn - https://github.com/zabn
* eltexonline - https://github.com/eltexonline
* icomrade - https://github.com/icomrade
* ebaydayz - https://github.com/ebaydayz
* Namindu - https://github.com/Namindu
* raginruffalo - https://github.com/raginruffalo
* Markokil321 - https://github.com/Markokil321
* Mikeeeyy - https://github.com/Mikeeeyy
* Adaptivity - https://github.com/Adaptivity
* RimBlock - https://github.com/RimBlock
* raymix - https://github.com/raymix
* arma2WillRobinson - https://github.com/arma2WillRobinson
* facoptere - https://github.com/facoptere
* ctcDNightmare - https://github.com/ctcDNightmare
* SGanthony - https://github.com/SGanthony
* githubmil - https://github.com/githubmil
* Geodar - https://github.com/Geodar
* Sandbird - https://github.com/Sandbird
* krazey - https://github.com/krazey
@@ -96,7 +107,11 @@ GitHub Contributors (In order of most commits)
* nahkiss - https://github.com/nahkiss
* BlackLA - https://github.com/BlackLA
* Hogscraper - https://github.com/hogscraper
* Bruce-LXXVI - https://github.com/Bruce-LXXVI
* oiad - https://github.com/oiad
* AirwavesMan - https://github.com/AirwavesMan
* Raziel23x - https://github.com/Raziel23x
* strikerforce - https://github.com/strikerforce
--------------------------
Special thanks

View File

@@ -1 +0,0 @@
dayz

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

File diff suppressed because it is too large Load Diff

View File

@@ -1 +0,0 @@
Musical Sound Samples Dan Oberbauer http://www.freesound.org/people/DJ%20Chronos/

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -0,0 +1,245 @@
class CfgAmmo {
class FakeAmmo;
class MissileCore: FakeAmmo {};
class BombCore: FakeAmmo {};
class LaserBombCore: FakeAmmo {};
class RocketCore: FakeAmmo {};
class ArtilleryRocketCore: FakeAmmo {};
//class BulletCore: FakeAmmo {};
//class ShotgunCore: FakeAmmo {};
class ShellCore: FakeAmmo {};
//class GrenadeCore: FakeAmmo {};
//class TimeBombCore: FakeAmmo {};
//class PipeBombCore: FakeAmmo {};
//class MineCore: FakeAmmo {};
//class FlareCore: FakeAmmo {};
//class SmokeShellCore: FakeAmmo {};
//class FakeAmmo: FakeAmmo {};
//class BulletBase: FakeAmmo {};
//class FlareBase: FakeAmmo {};
//class B_9x18_Ball: FakeAmmo {};
//class B_9x18_SD: FakeAmmo {};
//class B_9x19_Ball: FakeAmmo {};
//class B_9x19_SD: FakeAmmo {};
//class B_45ACP_Ball: FakeAmmo {};
//class B_545x39_Ball: FakeAmmo {};
//class B_545x39_SD: FakeAmmo {};
//class B_556x45_Ball: FakeAmmo {};
//class B_556x45_SD: FakeAmmo {};
//class B_9x39_SP5: FakeAmmo {};
//class B_12Gauge_74Slug: FakeAmmo {};
//class B_762x39_Ball: FakeAmmo {};
//class B_762x51_Ball: FakeAmmo {};
//class B_762x51_3RndBurst: FakeAmmo {};
//class B_762x51_noTracer: FakeAmmo {};
//class B_762x54_Ball: FakeAmmo {};
//class B_762x54_noTracer: FakeAmmo {};
//class B_77x56_Ball: FakeAmmo {};
//class B_127x99_Ball: FakeAmmo {};
//class B_127x99_Ball_noTracer: FakeAmmo {};
//class B_127x107_Ball: FakeAmmo {};
//class B_127x108_Ball: FakeAmmo {};
class B_127x108_APHE: FakeAmmo {};
class B_145x115_AP: FakeAmmo {};
class B_20mm_AP: FakeAmmo {};
class B_20mm_AA: FakeAmmo {};
class B_23mm_AA: FakeAmmo {};
class B_23mm_HE: FakeAmmo {};
class B_23mm_AP: FakeAmmo {};
class B_23mm_APHE: FakeAmmo {};
class B_25mm_HE: FakeAmmo {};
class B_25mm_HEI: FakeAmmo {};
class B_25mm_APDS: FakeAmmo {};
class B_30mm_AP: FakeAmmo {};
class B_30mmA10_AP: FakeAmmo {};
class B_30mm_HE: FakeAmmo {};
class B_30mm_AA: FakeAmmo {};
//class GrenadeBase: FakeAmmo {};
//class G_30mm_HE: FakeAmmo {};
//class G_40mm_HE: FakeAmmo {};
//class F_40mm_White: FakeAmmo {};
//class F_40mm_Green: FakeAmmo {};
//class F_40mm_Red: FakeAmmo {};
//class F_40mm_Yellow: FakeAmmo {};
class ShellBase: FakeAmmo {};
class Sh_105_HE: FakeAmmo {};
class Sh_100_HE: FakeAmmo {};
class Sh_120_HE: FakeAmmo {};
class Sh_120_SABOT: FakeAmmo {};
class Sh_122_HE: FakeAmmo {};
class Sh_125_HE: FakeAmmo {};
class Sh_125_SABOT: FakeAmmo {};
class Sh_85_HE: FakeAmmo {};
class Sh_85_AP: FakeAmmo {};
class RocketBase: FakeAmmo {};
class G_Camel_HE: FakeAmmo {};
class R_Hydra_HE: FakeAmmo {};
class R_57mm_HE: FakeAmmo {};
class R_80mm_HE: FakeAmmo {};
class R_S8T_AT: FakeAmmo {};
//class R_M136_AT: FakeAmmo {};
class R_RPG18_AT: FakeAmmo {};
class R_PG7V_AT: FakeAmmo {};
class R_PG7VL_AT: FakeAmmo {};
class R_PG7VR_AT: FakeAmmo {};
class R_OG7_AT: FakeAmmo {};
class R_PG9_AT: FakeAmmo {};
class R_OG9_HE: FakeAmmo {};
class R_SMAW_HEDP: FakeAmmo {};
class R_SMAW_HEAA: FakeAmmo {};
class R_GRAD: FakeAmmo {};
class R_MLRS: FakeAmmo {};
class MissileBase: FakeAmmo {};
class M_Javelin_AT: FakeAmmo {};
class M_Stinger_AA: FakeAmmo {};
class M_Sidewinder_AA: FakeAmmo {};
class M_Sidewinder_AA_F35: FakeAmmo {};
class M_Strela_AA: FakeAmmo {};
class M_Igla_AA: FakeAmmo {};
class M_AT5_AT: FakeAmmo {};
class M_AT13_AT: FakeAmmo {};
class M_TOW_AT: FakeAmmo {};
class M_TOW2_AT: FakeAmmo {};
class M_AT10_AT: FakeAmmo {};
class M_AT11_AT: FakeAmmo {};
class M_Hellfire_AT: FakeAmmo {};
class M_Vikhr_AT: FakeAmmo {};
class M_Maverick_AT: FakeAmmo {};
class M_R73_AA: FakeAmmo {};
class M_Ch29_AT: FakeAmmo {};
class M_AT2_AT: FakeAmmo {};
class M_AT6_AT: FakeAmmo {};
class M_AT9_AT: FakeAmmo {};
class M_9M311_AA: FakeAmmo {};
class Bo_GBU12_LGB: FakeAmmo {};
class Bo_GBU12_LGB_F35: FakeAmmo {};
class Bo_FAB_250: FakeAmmo {};
class Bo_Mk82: FakeAmmo {};
/*
class Grenade: FakeAmmo {};
class GrenadeHand: FakeAmmo {};
class GrenadeHandTimedWest: FakeAmmo {};
class GrenadeHandTimedEast: FakeAmmo {};
class GrenadeHand_stone: FakeAmmo {};
class SmokeShell: FakeAmmo {};
class G_40mm_Smoke: FakeAmmo {};
class G_40mm_SmokeRed: FakeAmmo {};
class G_40mm_SmokeGreen: FakeAmmo {};
class G_40mm_SmokeYellow: FakeAmmo {};
class SmokeShellRed: FakeAmmo {};
class SmokeShellGreen: FakeAmmo {};
class SmokeShellYellow: FakeAmmo {};
class SmokeShellPurple: FakeAmmo {};
class SmokeShellBlue: FakeAmmo {};
class SmokeShellOrange: FakeAmmo {};
class SmokeShellVehicle: FakeAmmo {};
class FlareCountermeasure: FakeAmmo {};
*/
//class TimeBomb: FakeAmmo {};
//class PipeBomb: FakeAmmo {};
//class Mine: FakeAmmo {};
//class MineE: FakeAmmo {};
//class FuelExplosion: FakeAmmo {};
//class Laserbeam: FakeAmmo {};
//class HelicopterExploSmall: FakeAmmo {};
//class HelicopterExploBig: FakeAmmo {};
//class SmallSecondary: FakeAmmo {};
//class SmokeLauncherAmmo: FakeAmmo {};
//class FlareLauncherAmmo: FakeAmmo {};
class B_30x113mm_M789_HEDP: FakeAmmo {};
class ARTY_Sh_Base: FakeAmmo {};
class ARTY_Flare_Small: FakeAmmo {};
class ARTY_Flare_Medium: FakeAmmo {};
class ARTY_Sh_Base_NET: FakeAmmo {};
class ARTY_Sh_105_NET: FakeAmmo {};
class ARTY_Sh_105_NET_NOFX: FakeAmmo {};
class ARTY_Sh_105_LASNET: FakeAmmo {};
class ARTY_Sh_122_NET: FakeAmmo {};
class ARTY_Sh_122_NET_NOFX: FakeAmmo {};
class ARTY_Sh_122_LASNET: FakeAmmo {};
class ARTY_Sh_81_NET: FakeAmmo {};
class ARTY_Sh_82_NET: FakeAmmo {};
class ARTY_Sh_120_NET: FakeAmmo {};
class ARTY_Sh_227_NET: FakeAmmo {};
class ARTY_Sh_105_HE: FakeAmmo {};
class ARTY_Sh_105_WP: FakeAmmo {};
class ARTY_Sh_105_SADARM: FakeAmmo {};
class ARTY_Sh_105_LASER: FakeAmmo {};
class ARTY_Sh_105_ILLUM: FakeAmmo {};
class ARTY_Sh_105_SMOKE: FakeAmmo {};
class ARTY_Sh_81_HE: FakeAmmo {};
class ARTY_Sh_81_WP: FakeAmmo {};
class ARTY_Sh_81_ILLUM: FakeAmmo {};
class ARTY_R_227mm_HE_Rocket: FakeAmmo {};
class ARTY_R_227mm_HE: FakeAmmo {};
class ARTY_Sh_122_HE: FakeAmmo {};
class ARTY_Sh_122_WP: FakeAmmo {};
class ARTY_Sh_122_SADARM: FakeAmmo {};
class ARTY_Sh_122_LASER: FakeAmmo {};
class ARTY_Sh_122_ILLUM: FakeAmmo {};
class ARTY_Sh_122_SMOKE: FakeAmmo {};
class ARTY_SADARM_PROJO: FakeAmmo {};
class ARTY_SADARM_NET: FakeAmmo {};
class ARTY_SADARM_BURST: FakeAmmo {};
class ARTY_SmokeShellWhite: FakeAmmo {};
class ARTY_Sh_82_HE: FakeAmmo {};
class ARTY_Sh_82_WP: FakeAmmo {};
class ARTY_Sh_82_ILLUM: FakeAmmo {};
class ARTY_R_120mm_HE_Rocket: FakeAmmo {};
class ARTY_R_120mm_HE: FakeAmmo {};
class Warfare82mmMortar: FakeAmmo {};
//class B_86x70_Ball_noTracer: FakeAmmo {};
//class B_127x99_Ball_noTracer_BAF: FakeAmmo {};
class M_NLAW_AT: FakeAmmo {};
class Sh_40_HE: FakeAmmo {};
class Sh_40_SABOT: FakeAmmo {};
class M_CRV7_AT: FakeAmmo {};
class M_CRV7_HEPD: FakeAmmo {};
class M_CRV7_FAT: FakeAmmo {};
class BAF_ied_v1: FakeAmmo {};
class BAF_ied_v2: FakeAmmo {};
class BAF_ied_v3: FakeAmmo {};
class BAF_ied_v4: FakeAmmo {};
//class B_765x17_Ball: FakeAmmo {};
//class B_762x51_SB_SCAR: FakeAmmo {};
class Sh_100_HEAT: FakeAmmo {};
class Sh_105_HESH: FakeAmmo {};
class Sh_105_APDS: FakeAmmo {};
class R_MEEWS_HEDP: FakeAmmo {};
class R_MEEWS_HEAT: FakeAmmo {};
//class IRStrobeBase: FakeAmmo {};
//class IRStrobe: FakeAmmo {};
//class IR_Strobe_Marker: FakeAmmo {};
//class B_45ACP_noCartridge_Ball: FakeAmmo {};
//class CMflareAmmo: FakeAmmo {};
//class CMflare_Chaff_Ammo: FakeAmmo {};
class ARTY_Sh_120_HE: FakeAmmo {};
class Sh_81_HE: FakeAmmo {};
class Sh_81_WP: FakeAmmo {};
class Sh_81_ILLUM: FakeAmmo {};
class Sh_82_HE: FakeAmmo {};
class Sh_82_WP: FakeAmmo {};
class Sh_82_ILLUM: FakeAmmo {};
class Sh_122_WP: FakeAmmo {};
class Sh_122_SADARM: FakeAmmo {};
class Sh_122_LASER: FakeAmmo {};
class Sh_122_ILLUM: FakeAmmo {};
class Sh_122_SMOKE: FakeAmmo {};
class Sh_105_WP: FakeAmmo {};
class Sh_105_SADARM: FakeAmmo {};
class Sh_105_LASER: FakeAmmo {};
class Sh_105_ILLUM: FakeAmmo {};
class Sh_105_SMOKE: FakeAmmo {};
class 120mmHE_M120: FakeAmmo {};
//class B_303_Ball: FakeAmmo {};
class M_47_AT_EP1: FakeAmmo {};
class PMC_ied_v1: FakeAmmo {};
class PMC_ied_v2: FakeAmmo {};
class PMC_ied_v3: FakeAmmo {};
class PMC_ied_v4: FakeAmmo {};
//class B_12Gauge_Pellets: FakeAmmo {};
class G_30mm_HE_heli: FakeAmmo {};
class B_19mm_HE: FakeAmmo {};
//class B_556x45_Ball_airLock: FakeAmmo {};
};

View File

@@ -0,0 +1,329 @@
class CfgMagazines {
class Default;
class FakeMagazine: Default
{
scope = protected;
ammo = "FakeAmmo";
stopThis = true;
value = 1;
displayName = "";
model = "";
picture = "";
modelSpecial = "";
useAction = 0;
useActionTitle = "";
reloadAction = "ManActReloadMagazine";
count = 0;
type = 256;
initSpeed = 0;
selectionFireAnim = "zasleh";
nameSound = "magazine";
maxLeadSpeed = 0;
};
/*
class 8Rnd_9x18_Makarov: FakeMagazine {};
class 8Rnd_9x18_MakarovSD: FakeMagazine {};
class 15Rnd_9x19_M9: FakeMagazine {};
class 15Rnd_9x19_M9SD: FakeMagazine {};
class 30Rnd_9x19_MP5SD: FakeMagazine {};
class 30Rnd_9x19_MP5: FakeMagazine {};
class 7Rnd_45ACP_1911: FakeMagazine {};
class 30Rnd_545x39_AK: FakeMagazine {}; */
//class 30Rnd_545x39_AKSD: FakeMagazine {}; //unbanned -foxy
/*class 75Rnd_545x39_RPK: FakeMagazine {};
class 30Rnd_762x39_AK47: FakeMagazine {};
class 20Rnd_556x45_Stanag: FakeMagazine {};
class 30Rnd_556x45_Stanag: FakeMagazine {};
class 30Rnd_556x45_StanagSD: FakeMagazine {};
class 30Rnd_556x45_G36: FakeMagazine {};
class 30Rnd_556x45_G36SD: FakeMagazine {};
class 200Rnd_556x45_M249: FakeMagazine {};
*/
class 100Rnd_556x45_BetaCMag: FakeMagazine {};
/*
class 5Rnd_762x51_M24: FakeMagazine {};
class 100Rnd_762x51_M240: FakeMagazine {};
class 10Rnd_762x54_SVD: FakeMagazine {};
class 100Rnd_762x54_PK: FakeMagazine {};*/
class 60Rnd_762x54_DT: FakeMagazine {};
/*class 64Rnd_9x19_Bizon: FakeMagazine {};
class 64Rnd_9x19_SD_Bizon: FakeMagazine {};*/
class 10Rnd_9x39_SP5_VSS: FakeMagazine {};
class 20Rnd_9x39_SP5_VSS: FakeMagazine {};
/*class 8Rnd_B_Saiga12_74Slug: FakeMagazine {};
class 8Rnd_B_Beneli_74Slug: FakeMagazine {};*/
class 5Rnd_127x108_KSVK: FakeMagazine {};
/*class 10Rnd_127x99_m107: FakeMagazine {};
class 1Rnd_HE_M203: FakeMagazine {};
class FlareWhite_M203: FakeMagazine {};
class FlareGreen_M203: FakeMagazine {};
class FlareRed_M203: FakeMagazine {};
class FlareYellow_M203: FakeMagazine {};
class 1Rnd_Smoke_M203: FakeMagazine {};*/
class 1Rnd_SmokeRed_M203: FakeMagazine {};
class 1Rnd_SmokeGreen_M203: FakeMagazine {};
class 1Rnd_SmokeYellow_M203: FakeMagazine {};
//class 1Rnd_HE_GP25: FakeMagazine {}; //unbanned -foxy
/*class FlareWhite_GP25: FakeMagazine {};
class FlareGreen_GP25: FakeMagazine {};
class FlareRed_GP25: FakeMagazine {};
class FlareYellow_GP25: FakeMagazine {};
class 1Rnd_SMOKE_GP25: FakeMagazine {};*/
class 1Rnd_SmokeRed_GP25: FakeMagazine {};
class 1Rnd_SmokeGreen_GP25: FakeMagazine {};
class 1Rnd_SmokeYellow_GP25: FakeMagazine {};
//class CA_LauncherMagazine: FakeMagazine {};
class M136: FakeMagazine {};
class Javelin: FakeMagazine {};
class AT13: FakeMagazine {};
class PG7V: FakeMagazine {};
class PG7VL: FakeMagazine {};
//class PG7VR: FakeMagazine {};
class OG7: FakeMagazine {};
class PG9_AT: FakeMagazine {};
class OG9_HE: FakeMagazine {};
class Stinger: FakeMagazine {};
class 8Rnd_Stinger: FakeMagazine {};
class 2Rnd_Stinger: FakeMagazine {};
class Strela: FakeMagazine {};
class RPG18: FakeMagazine {};
class SMAW_HEDP: FakeMagazine {};
class SMAW_HEAA: FakeMagazine {};
class Igla: FakeMagazine {};
class 2Rnd_Igla: FakeMagazine {};
//class SmokeLauncherMag: FakeMagazine {};
//class FlareLauncherMag: FakeMagazine {};
class 4000Rnd_762x51_M134: FakeMagazine {};
class 2000Rnd_762x51_M134: FakeMagazine {};
class 1200Rnd_762x51_M240: FakeMagazine {};
class 1500Rnd_762x54_PKT: FakeMagazine {};
class 2000Rnd_762x54_PKT: FakeMagazine {};
class 200Rnd_762x54_PKT: FakeMagazine {};
class 250Rnd_762x54_PKT_T90: FakeMagazine {};
class 500Rnd_TwinVickers: FakeMagazine {};
class 100Rnd_127x99_M2: FakeMagazine {};
class 250Rnd_127x99_M3P: FakeMagazine {};
class 50Rnd_127x107_DSHKM: FakeMagazine {};
class 150Rnd_127x107_DSHKM: FakeMagazine {};
class 150Rnd_127x108_KORD: FakeMagazine {};
class 50Rnd_127x108_KORD: FakeMagazine {};
class 1470Rnd_127x108_YakB: FakeMagazine {};
class 500Rnd_145x115_KPVT: FakeMagazine {};
class 750Rnd_M197_AH1: FakeMagazine {};
class 2100Rnd_20mm_M168: FakeMagazine {};
class 2000Rnd_23mm_AZP85: FakeMagazine {};
class 40Rnd_23mm_AZP85: FakeMagazine {};
class 1000Rnd_23mm_2A14_HE: FakeMagazine {};
class 1000Rnd_23mm_2A14_AP: FakeMagazine {};
class 520Rnd_23mm_GSh23L: FakeMagazine {};
class 300Rnd_25mm_GAU12: FakeMagazine {};
class 210Rnd_25mm_M242_HEI: FakeMagazine {};
class 210Rnd_25mm_M242_APDS: FakeMagazine {};
class 29Rnd_30mm_AGS30: FakeMagazine {};
class 400Rnd_30mm_AGS17: FakeMagazine {};
class 230Rnd_30mmHE_2A42: FakeMagazine {};
class 250Rnd_30mmHE_2A42: FakeMagazine {};
class 150Rnd_30mmHE_2A42: FakeMagazine {};
class 230Rnd_30mmAP_2A42: FakeMagazine {};
class 250Rnd_30mmAP_2A42: FakeMagazine {};
class 150Rnd_30mmAP_2A42: FakeMagazine {};
class 250Rnd_30mmHE_2A72: FakeMagazine {};
class 250Rnd_30mmAP_2A72: FakeMagazine {};
class 1904Rnd_30mmAA_2A38M: FakeMagazine {};
class 1350Rnd_30mmAP_A10: FakeMagazine {};
class 180Rnd_30mm_GSh301: FakeMagazine {};
class 750Rnd_30mm_GSh301: FakeMagazine {};
class 48Rnd_40mm_MK19: FakeMagazine {};
class 6Rnd_Grenade_Camel: FakeMagazine {};
class 30Rnd_105mmHE_M119: FakeMagazine {};
class 20Rnd_120mmHE_M1A2: FakeMagazine {};
class 20Rnd_120mmSABOT_M1A2: FakeMagazine {};
class 30Rnd_122mmHE_D30: FakeMagazine {};
class 22Rnd_125mmHE_T72: FakeMagazine {};
class 22Rnd_100mm_HE_2A70: FakeMagazine {};
class 23Rnd_125mmSABOT_T72: FakeMagazine {};
class 33Rnd_85mmHE: FakeMagazine {};
class 10Rnd_85mmAP: FakeMagazine {};
class 8Rnd_AT5_BMP2: FakeMagazine {};
class 5Rnd_AT5_BRDM2: FakeMagazine {};
class 4Rnd_AT9_Mi24P: FakeMagazine {};
class 4Rnd_AT6_Mi24V: FakeMagazine {};
class 4Rnd_AT2_Mi24D: FakeMagazine {};
class 8Rnd_AT10_BMP3: FakeMagazine {};
class 5Rnd_AT11_T90: FakeMagazine {};
class 6Rnd_AT13: FakeMagazine {};
class 6Rnd_TOW_HMMWV: FakeMagazine {};
class 2Rnd_TOW: FakeMagazine {};
class 6Rnd_TOW2: FakeMagazine {};
class 2Rnd_TOW2: FakeMagazine {};
class 8Rnd_Hellfire: FakeMagazine {};
class 12Rnd_Vikhr_KA50: FakeMagazine {};
class 4Rnd_Sidewinder_AV8B: FakeMagazine {};
class 2Rnd_Sidewinder_F35: FakeMagazine {};
class 2Rnd_Sidewinder_AH1Z: FakeMagazine {};
class 14Rnd_FFAR: FakeMagazine {};
class 28Rnd_FFAR: FakeMagazine {};
class 38Rnd_FFAR: FakeMagazine {};
class 40Rnd_80mm: FakeMagazine {};
class 80Rnd_80mm: FakeMagazine {};
class 40Rnd_GRAD: FakeMagazine {};
class 12Rnd_MLRS: FakeMagazine {};
class 40Rnd_S8T: FakeMagazine {};
class 80Rnd_S8T: FakeMagazine {};
class 64Rnd_57mm: FakeMagazine {};
class 128Rnd_57mm: FakeMagazine {};
class 192Rnd_57mm: FakeMagazine {};
class 6Rnd_GBU12_AV8B: FakeMagazine {};
class 2Rnd_GBU12: FakeMagazine {};
class 4Rnd_GBU12: FakeMagazine {};
class 2Rnd_FAB_250: FakeMagazine {};
class 4Rnd_FAB_250: FakeMagazine {};
class 6Rnd_Mk82: FakeMagazine {};
class 3Rnd_Mk82: FakeMagazine {};
class 4Rnd_R73: FakeMagazine {};
class 2Rnd_R73: FakeMagazine {};
class 4Rnd_Ch29: FakeMagazine {};
class 6Rnd_Ch29: FakeMagazine {};
class 2Rnd_Maverick_A10: FakeMagazine {};
class 8Rnd_9M311: FakeMagazine {};
/*
class TimeBomb: FakeMagazine {};*/
class Mine: FakeMagazine {};
class MineE: FakeMagazine {};
/*class PipeBomb: FakeMagazine {};
class HandGrenade: FakeMagazine {};
class HandGrenade_Stone: FakeMagazine {};
class HandGrenade_West: FakeMagazine {};
class HandGrenade_East: FakeMagazine {};
class SmokeShell: FakeMagazine {};
class SmokeShellRed: FakeMagazine {};
class SmokeShellGreen: FakeMagazine {};
class SmokeShellYellow: FakeMagazine {};
class SmokeShellPurple: FakeMagazine {};
class SmokeShellBlue: FakeMagazine {};
class SmokeShellOrange: FakeMagazine {};
class Laserbatteries: FakeMagazine {};
class 20Rnd_762x51_DMR: FakeMagazine {};
class 5x_22_LR_17_HMR: FakeMagazine {};
*/
class 1200Rnd_30x113mm_M789_HEDP: FakeMagazine {};
class 8Rnd_Sidewinder_AH64: FakeMagazine {};
class ARTY_30Rnd_105mmHE_M119: FakeMagazine {};
class ARTY_30Rnd_105mmWP_M119: FakeMagazine {};
class ARTY_30Rnd_105mmSADARM_M119: FakeMagazine {};
class ARTY_30Rnd_105mmLASER_M119: FakeMagazine {};
class ARTY_30Rnd_105mmSMOKE_M119: FakeMagazine {};
class ARTY_30Rnd_105mmILLUM_M119: FakeMagazine {};
class ARTY_8Rnd_81mmHE_M252: FakeMagazine {};
class ARTY_8Rnd_81mmWP_M252: FakeMagazine {};
class ARTY_8Rnd_81mmILLUM_M252: FakeMagazine {};
class ARTY_12Rnd_227mmHE_M270: FakeMagazine {};
class ARTY_30Rnd_122mmHE_D30: FakeMagazine {};
class ARTY_30Rnd_122mmWP_D30: FakeMagazine {};
class ARTY_30Rnd_122mmSADARM_D30: FakeMagazine {};
class ARTY_30Rnd_122mmLASER_D30: FakeMagazine {};
class ARTY_30Rnd_122mmSMOKE_D30: FakeMagazine {};
class ARTY_30Rnd_122mmILLUM_D30: FakeMagazine {};
class ARTY_8Rnd_82mmHE_2B14: FakeMagazine {};
class ARTY_8Rnd_82mmWP_2B14: FakeMagazine {};
class ARTY_8Rnd_82mmILLUM_2B14: FakeMagazine {};
class ARTY_40Rnd_120mmHE_BM21: FakeMagazine {};
class Warfare30Rnd82mmMortar: FakeMagazine {};
class 100Rnd_127x99_L2A1: FakeMagazine {};
//class 5Rnd_127x99_as50: FakeMagazine {};
class 5Rnd_86x70_L115A1: FakeMagazine {};
class NLAW: FakeMagazine {};
class 200Rnd_556x45_L110A1: FakeMagazine {};
//class 200Rnd_762x54_GPMG: FakeMagazine {};
class 32Rnd_40mm_GMG: FakeMagazine {};
class 12Rnd_CRV7: FakeMagazine {};
class 38Rnd_CRV7: FakeMagazine {};
class 6Rnd_CRV7_HEPD: FakeMagazine {};
class 6Rnd_CRV7_FAT: FakeMagazine {};
class 1200Rnd_20mm_M621: FakeMagazine {};
class 200Rnd_40mmHE_FV510: FakeMagazine {};
class 200Rnd_40mmSABOT_FV510: FakeMagazine {};
class 2000Rnd_762x51_L94A1: FakeMagazine {};
//class 200Rnd_762x51_M240: FakeMagazine {};
class BAF_ied_v1: FakeMagazine {};
class BAF_ied_v2: FakeMagazine {};
class BAF_ied_v3: FakeMagazine {};
class BAF_ied_v4: FakeMagazine {};
class BAF_L109A1_HE: FakeMagazine {};
class 21Rnd_100mmHEAT_D10: FakeMagazine {};
class 6RND_105mm_APDS: FakeMagazine {};
class 12RND_105mm_HESH: FakeMagazine {};
class 4Rnd_Hellfire: FakeMagazine {};
class 10Rnd_B_765x17_Ball: FakeMagazine {};
class 20Rnd_B_765x17_Ball: FakeMagazine {};
class 4Rnd_Stinger: FakeMagazine {};
//class 30Rnd_9x19_UZI_SD: FakeMagazine {};
//class 30Rnd_9x19_UZI: FakeMagazine {};
//class 6Rnd_45ACP: FakeMagazine {};
//class 17Rnd_9x19_glock17: FakeMagazine {};
class MAAWS_HEDP: FakeMagazine {};
class MAAWS_HEAT: FakeMagazine {};
class 20Rnd_762x51_B_SCAR: FakeMagazine {};
class 20Rnd_762x51_SB_SCAR: FakeMagazine {};
//class 30Rnd_762x39_SA58: FakeMagazine {};
//class 100Rnd_556x45_M249: FakeMagazine {};
/*class IR_Strobe_Target: FakeMagazine {};
class IR_Strobe_Marker: FakeMagazine {};
class IRStrobe: FakeMagazine {};
class 60Rnd_CMFlareMagazine: FakeMagazine {};
class 120Rnd_CMFlareMagazine: FakeMagazine {};
class 240Rnd_CMFlareMagazine: FakeMagazine {};
class 60Rnd_CMFlare_Chaff_Magazine: FakeMagazine {};
class 120Rnd_CMFlare_Chaff_Magazine: FakeMagazine {};
class 240Rnd_CMFlare_Chaff_Magazine: FakeMagazine {};*/
class 6Rnd_HE_M203: FakeMagazine {};
class 6Rnd_FlareWhite_M203: FakeMagazine {};
class 6Rnd_FlareGreen_M203: FakeMagazine {};
class 6Rnd_FlareRed_M203: FakeMagazine {};
class 6Rnd_FlareYellow_M203: FakeMagazine {};
class 6Rnd_Smoke_M203: FakeMagazine {};
class 6Rnd_SmokeRed_M203: FakeMagazine {};
class 6Rnd_SmokeGreen_M203: FakeMagazine {};
class 6Rnd_SmokeYellow_M203: FakeMagazine {};
class 24Rnd_120mmHE_M120: FakeMagazine {};
class 24Rnd_120mmHE_M120_02: FakeMagazine {};
class 8Rnd_81mmHE_M252: FakeMagazine {};
class 8Rnd_81mmWP_M252: FakeMagazine {};
class 8Rnd_81mmILLUM_M252: FakeMagazine {};
class 8Rnd_82mmHE_2B14: FakeMagazine {};
class 8Rnd_82mmWP_2B14: FakeMagazine {};
class 8Rnd_82mmILLUM_2B14: FakeMagazine {};
class 30Rnd_122mmWP_D30: FakeMagazine {};
class 30Rnd_122mmSADARM_D30: FakeMagazine {};
class 30Rnd_122mmLASER_D30: FakeMagazine {};
class 30Rnd_122mmSMOKE_D30: FakeMagazine {};
class 30Rnd_122mmILLUM_D30: FakeMagazine {};
class 30Rnd_105mmWP_M119: FakeMagazine {};
class 30Rnd_105mmSADARM_M119: FakeMagazine {};
class 30Rnd_105mmLASER_M119: FakeMagazine {};
class 30Rnd_105mmSMOKE_M119: FakeMagazine {};
class 30Rnd_105mmILLUM_M119: FakeMagazine {};
//class 20Rnd_762x51_FNFAL: FakeMagazine {};
//class 10x_303: FakeMagazine {};
class Dragon_EP1: FakeMagazine {};
class PMC_ied_v1: FakeMagazine {};
class PMC_ied_v2: FakeMagazine {};
class PMC_ied_v3: FakeMagazine {};
class PMC_ied_v4: FakeMagazine {};
/*
class 8Rnd_B_Saiga12_Pellets: FakeMagazine {};
class 8Rnd_B_Beneli_Pellets: FakeMagazine {};
*/
class 20Rnd_B_AA12_Pellets: FakeMagazine {};
class 20Rnd_B_AA12_74Slug: FakeMagazine {};
class 20Rnd_B_AA12_HE: FakeMagazine {};
class 29Rnd_30mm_AGS30_heli: FakeMagazine {};
class 100Rnd_556x45_BetaCMag_airLock: FakeMagazine {};
class 14Rnd_57mm: FakeMagazine {};
class 6Rnd_HE_M203_heli: FakeMagazine {};
class 150Rnd_23mm_GSh23L: FakeMagazine {};
};

View File

@@ -0,0 +1,176 @@
class CfgMarkers {
class Empty;
class Faction_US: Empty {};
class Faction_USMC: Empty {};
class Faction_CDF: Empty {};
class Faction_RU: Empty {};
class Faction_INS: Empty {};
class Faction_GUE: Empty {};
class Faction_USA_EP1: Empty {};
class Faction_CzechRepublic_EP1: Empty {};
class Faction_Germany_EP1: Empty {};
class Faction_TKA_EP1: Empty {};
class Faction_TKG_EP1: Empty {};
class Faction_TKM_EP1: Empty {};
class Faction_NATO_EP1: Empty {};
class Faction_UNO_EP1: Empty {};
class Faction_BLUFOR_EP1: Empty {};
class Faction_OPFOR_EP1: Empty {};
class Faction_INDFOR_EP1: Empty {};
class Faction_ION_black_PMC: Empty {};
class Faction_ION_white_PMC: Empty {};
class Flag: Empty {};
class Flag1: Empty {};
class Dot: Empty {};
class Destroy: Empty {};
class Start: Empty {};
class End: Empty {};
class Warning: Empty {};
class Join: Empty {};
class Pickup: Empty {};
class Unknown: Empty {};
class Marker: Empty {};
class Arrow: Empty {};
class mil_objective: Empty {};
class mil_marker: Empty {};
class mil_flag: Empty {};
class mil_arrow: Empty {};
class mil_arrow2: Empty {};
class mil_ambush: Empty {};
class mil_destroy: Empty {};
class mil_start: Empty {};
class mil_end: Empty {};
class mil_pickup: Empty {};
class mil_join: Empty {};
class mil_warning: Empty {};
class mil_unknown: Empty {};
class mil_circle: Empty {};
class mil_dot: Empty {};
class mil_box: Empty {};
class mil_triangle: Empty {};
class hd_objective: Empty {};
class hd_flag: Empty {};
class hd_arrow: Empty {};
class hd_ambush: Empty {};
class hd_destroy: Empty {};
class hd_start: Empty {};
class hd_end: Empty {};
class hd_pickup: Empty {};
class hd_join: Empty {};
class hd_warning: Empty {};
class hd_unknown: Empty {};
class hd_dot: Empty {};
class Select: Empty {};
class SC_flag_0_east: Empty {};
class SC_flag_0_west: Empty {};
class SC_flag_1_east: Empty {};
class SC_flag_1_west: Empty {};
class NATO_base: Empty {};
class b_empty: Empty {};
class o_empty: Empty {};
class n_empty: Empty {};
class b_unknown: Empty {};
class o_unknown: Empty {};
class n_unknown: Empty {};
class b_inf: Empty {};
class o_inf: Empty {};
class n_inf: Empty {};
class b_motor_inf: Empty {};
class o_motor_inf: Empty {};
class n_motor_inf: Empty {};
class b_mech_inf: Empty {};
class o_mech_inf: Empty {};
class n_mech_inf: Empty {};
class b_armor: Empty {};
class o_armor: Empty {};
class n_armor: Empty {};
class b_recon: Empty {};
class o_recon: Empty {};
class n_recon: Empty {};
class b_air: Empty {};
class o_air: Empty {};
class n_air: Empty {};
class b_plane: Empty {};
class o_plane: Empty {};
class n_plane: Empty {};
class b_uav: Empty {};
class o_uav: Empty {};
class n_uav: Empty {};
class b_med: Empty {};
class o_med: Empty {};
class n_med: Empty {};
class b_art: Empty {};
class o_art: Empty {};
class n_art: Empty {};
class x_art: Empty {};
class b_mortar: Empty {};
class o_mortar: Empty {};
class n_mortar: Empty {};
class x_mortar: Empty {};
class b_hq: Empty {};
class o_hq: Empty {};
class n_hq: Empty {};
class b_support: Empty {};
class o_support: Empty {};
class n_support: Empty {};
class b_maint: Empty {};
class o_maint: Empty {};
class n_maint: Empty {};
class b_service: Empty {};
class o_service: Empty {};
class n_service: Empty {};
class group_0: Empty {};
class group_1: Empty {};
class group_2: Empty {};
class group_3: Empty {};
class group_4: Empty {};
class group_5: Empty {};
class group_6: Empty {};
class group_7: Empty {};
class group_8: Empty {};
class group_9: Empty {};
class group_10: Empty {};
class group_11: Empty {};
class waypoint: Empty {};
class selector_selectable: Empty {};
class selector_selectedEnemy: Empty {};
class selector_selectedFriendly: Empty {};
class selector_selectedMission: Empty {};
class HQ: Empty {};
class FOB: Empty {};
class Airport: Empty {};
class Heliport: Empty {};
class Artillery: Empty {};
class AntiAir: Empty {};
class City: Empty {};
class Strongpoint: Empty {};
class Depot: Empty {};
class FireMission: Empty {};
class AirTeam: Empty {};
class CommandTeam: Empty {};
class Headquarters: Empty {};
class HeavyTeam: Empty {};
class InfantryTeam: Empty {};
class LightTeam: Empty {};
class Attack: Empty {};
class Move: Empty {};
class Defend: Empty {};
class Vehicle: Empty {};
class DestroyedVehicle: Empty {};
class RepairVehicle: Empty {};
class SalvageVehicle: Empty {};
class SupplyVehicle: Empty {};
class Town: Empty {};
class Camp: Empty {};
class Tank: Empty {};
class Man: Empty {};
class Air: Empty {};
class Car: Empty {};
class Boat: Empty {};
class TownDefense0Supply4: Empty {};
class TownDefense1Supply3: Empty {};
class TownDefense2Supply2: Empty {};
class TownDefense3Supply1: Empty {};
class TownDefense4Supply0: Empty {};
class Faction_BritishArmedForces_BAF: Empty {};
};

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,364 @@
class CfgWeapons {
//class Default: FakeWeapon {};
//class PistolCore: FakeWeapon {};
//class RifleCore: FakeWeapon {};
//class MGunCore: FakeWeapon {};
//class LauncherCore: FakeWeapon {};
//class GrenadeCore: FakeWeapon {};
//class CannonCore: FakeWeapon {};
class RifleCore;
class FakeWeapon: RifleCore
{
scope = protected;
stopThis = true;
type = 0;
cursor = "";
cursoraim = "";
sound[] = {};
magazines[] = {"FakeMagazine"};
};
//class MGun: FakeWeapon {};
//class Pistol: FakeWeapon {};
//class M9: FakeWeapon {};
//class M9SD: FakeWeapon {};
//class Makarov: FakeWeapon {};
//class MakarovSD: FakeWeapon {};
//class GrenadeLauncher: FakeWeapon {};
//class Rifle: FakeWeapon {};
//class M16_base: FakeWeapon {};
//class M16A2: FakeWeapon {};
//class M16A2GL: FakeWeapon {};
//class m16a4: FakeWeapon {};
//class m16a4_acg: FakeWeapon {};
//class M16A4_GL: FakeWeapon {};
//class M16A4_ACG_GL: FakeWeapon {};
//class M24: FakeWeapon {};
//class M40A3: FakeWeapon {};
//class M240: FakeWeapon {};
//class Mk_48: FakeWeapon {};
//class M249: FakeWeapon {};
//class M4A1: FakeWeapon {};
//class M4A1_Aim: FakeWeapon {};
//class M4A1_Aim_camo: FakeWeapon {};
//class M4SPR: FakeWeapon {};
//class M4A1_RCO_GL: FakeWeapon {};
//class M4A1_AIM_SD_camo: FakeWeapon {};
//class M4A1_HWS_GL_SD_Camo: FakeWeapon {};
//class M4A1_HWS_GL: FakeWeapon {};
//class M4A1_HWS_GL_camo: FakeWeapon {};
//class MP5SD: FakeWeapon {};
//class MP5A5: FakeWeapon {};
//class PK: FakeWeapon {};
class Pecheneg: FakeWeapon {};
//class SVD: FakeWeapon {};
//class SVD_CAMO: FakeWeapon {};
//class Launcher: FakeWeapon {};
class ksvk: FakeWeapon {};
class M136: FakeWeapon {};
class Javelin: FakeWeapon {};
class Stinger: FakeWeapon {};
class RPG7V: FakeWeapon {};
class Strela: FakeWeapon {};
class Igla: FakeWeapon {};
class MetisLauncher: FakeWeapon {};
//class Binocular: FakeWeapon {};
class Laserdesignator: FakeWeapon {};
class Laserdesignator_mounted: FakeWeapon {};
//class NVGoggles: FakeWeapon {};
//class Throw: FakeWeapon {};
//class HandGunBase: FakeWeapon {};
//class Put: FakeWeapon {};
//21sept // class TimeBomb: FakeWeapon {};
class Mine: FakeWeapon {};
class MineE: FakeWeapon {};
//class PipeBomb: FakeWeapon {};
//class SmokeLauncher: FakeWeapon {};
//class FlareLauncher: FakeWeapon {};
class M134: FakeWeapon {};
class M134_2: FakeWeapon {};
class TwinM134: FakeWeapon {};
//class M240_veh: FakeWeapon {};
//class M240_veh_2: FakeWeapon {};
//class M240_veh_MG_Nest: FakeWeapon {};
class PKT: FakeWeapon {};
class PKT_MG_Nest: FakeWeapon {};
class PKT_veh: FakeWeapon {};
class DT_veh: FakeWeapon {};
class TwinVickers: FakeWeapon {};
class M2: FakeWeapon {};
class M3P: FakeWeapon {};
class DSHKM: FakeWeapon {};
class KORD: FakeWeapon {};
class KPVT: FakeWeapon {};
class M168: FakeWeapon {};
class M197: FakeWeapon {};
class AZP85: FakeWeapon {};
class 2A14: FakeWeapon {};
class GAU12: FakeWeapon {};
class 2A42: FakeWeapon {};
class 2A72: FakeWeapon {};
class M242: FakeWeapon {};
class YakB: FakeWeapon {};
class GSh23L: FakeWeapon {};
class GSh302: FakeWeapon {};
class GAU8: FakeWeapon {};
class 2A38M: FakeWeapon {};
class AGS30: FakeWeapon {};
class AGS17: FakeWeapon {};
class MK19: FakeWeapon {};
class M119: FakeWeapon {};
class M256: FakeWeapon {};
class D30: FakeWeapon {};
class D81: FakeWeapon {};
class ZiS_S_53: FakeWeapon {};
class 2A46M: FakeWeapon {};
class RocketPods: FakeWeapon {};
class FFARLauncher: FakeWeapon {};
class FFARLauncher_14: FakeWeapon {};
class CamelGrenades: FakeWeapon {};
class 57mmLauncher: FakeWeapon {};
class 57mmLauncher_64: FakeWeapon {};
class 57mmLauncher_128: FakeWeapon {};
class 80mmLauncher: FakeWeapon {};
class S8Launcher: FakeWeapon {};
class MissileLauncher: FakeWeapon {};
class SidewinderLaucher: FakeWeapon {};
class SidewinderLaucher_F35: FakeWeapon {};
class SidewinderLaucher_AH1Z: FakeWeapon {};
class AT5Launcher: FakeWeapon {};
class AT5LauncherSingle: FakeWeapon {};
class 2A46MRocket: FakeWeapon {};
class AT10LauncherSingle: FakeWeapon {};
class AT11LauncherSingle: FakeWeapon {};
class AT13LauncherSingle: FakeWeapon {};
class TOWLauncher: FakeWeapon {};
class TOWLauncherSingle: FakeWeapon {};
class HellfireLauncher: FakeWeapon {};
class VikhrLauncher: FakeWeapon {};
class BombLauncher: FakeWeapon {};
class BombLauncherF35: FakeWeapon {};
class BombLauncherA10: FakeWeapon {};
//class SEARCHLIGHT: FakeWeapon {};
//class CarHorn: FakeWeapon {};
//class BikeHorn: FakeWeapon {};
//class TruckHorn: FakeWeapon {};
//class TruckHorn2: FakeWeapon {};
//class SportCarHorn: FakeWeapon {};
//class MiniCarHorn: FakeWeapon {};
class GSh301: FakeWeapon {};
class R73Launcher: FakeWeapon {};
class R73Launcher_2: FakeWeapon {};
class Ch29Launcher: FakeWeapon {};
class Ch29Launcher_Su34: FakeWeapon {};
class 2A70Rocket: FakeWeapon {};
class 2A70: FakeWeapon {};
class AT6Launcher: FakeWeapon {};
class AT9Launcher: FakeWeapon {};
class AT2Launcher: FakeWeapon {};
class HeliBombLauncher: FakeWeapon {};
class AirBombLauncher: FakeWeapon {};
class Mk82BombLauncher: FakeWeapon {};
class Mk82BombLauncher_6: FakeWeapon {};
class StingerLaucher: FakeWeapon {};
class StingerLauncher_twice: FakeWeapon {};
class AALauncher_twice: FakeWeapon {};
class Igla_twice: FakeWeapon {};
class MaverickLauncher: FakeWeapon {};
class 9M311Laucher: FakeWeapon {};
class SPG9: FakeWeapon {};
class GRAD: FakeWeapon {};
class MLRS: FakeWeapon {};
class WeaponExplosive: FakeWeapon {};
//class ItemCore: FakeWeapon {};
class Kostey_photos: FakeWeapon {};
class Kostey_map_case: FakeWeapon {};
class Kostey_notebook: FakeWeapon {};
class CDF_dogtags: FakeWeapon {};
class Moscow_Bombing_File: FakeWeapon {};
class Cobalt_File: FakeWeapon {};
//class ItemWatch: FakeWeapon {};
//class ItemCompass: FakeWeapon {};
//class ItemGPS: FakeWeapon {};
//class ItemRadio: FakeWeapon {};
//class ItemMap: FakeWeapon {};
class EvPhoto: FakeWeapon {};
//class EvMap: FakeWeapon {};
class EvMoscow: FakeWeapon {};
class EvKobalt: FakeWeapon {};
class EvMoney: FakeWeapon {};
class EvDogTags: FakeWeapon {};
//class AK_BASE: FakeWeapon {};
//class AKS_BASE: FakeWeapon {};
//class AK_107_BASE: FakeWeapon {};
//class AK_47_M: FakeWeapon {};
//class AK_47_S: FakeWeapon {};
class AKS_GOLD: FakeWeapon {};
//class AK_74: FakeWeapon {};
//class AK_74_GL: FakeWeapon {};
//class AK_107_kobra: FakeWeapon {};
//class AK_107_GL_kobra: FakeWeapon {};
class AK_107_GL_pso: FakeWeapon {};
//class AK_107_pso: FakeWeapon {};
//class AKS_74_kobra: FakeWeapon {};
//class AKS_74_pso: FakeWeapon {};
//class AKS_74_U: FakeWeapon {};
//class AKS_74_UN_kobra: FakeWeapon {};
//class RPK_74: FakeWeapon {};
//class bizon: FakeWeapon {};
//class bizon_silenced: FakeWeapon {};
//class Colt1911: FakeWeapon {};
//class DMR: FakeWeapon {};
//class M1014: FakeWeapon {};
class m107: FakeWeapon {}; //old .50cal
class M252: FakeWeapon {};
class 2B14: FakeWeapon {};
class Saiga12K: FakeWeapon {};
class VSS_vintorez: FakeWeapon {};
class PMC_documents: FakeWeapon {};
class m8_base: FakeWeapon {};
class m8_carbine: FakeWeapon {};
class m8_carbineGL: FakeWeapon {};
class m8_compact: FakeWeapon {};
class m8_sharpshooter: FakeWeapon {};
class m8_SAW: FakeWeapon {};
//class huntingrifle: FakeWeapon {};
class RPG18: FakeWeapon {};
class SMAW: FakeWeapon {};
//class PKT_2: FakeWeapon {};
class PKT_3: FakeWeapon {};
class SidewinderLaucher_AH64: FakeWeapon {};
class M230: FakeWeapon {};
//class BAF_L2A1: FakeWeapon {};
//class BAF_M240_veh: FakeWeapon {};
//class BAF_L7A2: FakeWeapon {};
//class BAF_L94A1: FakeWeapon {};
//class BAF_static_GMG: FakeWeapon {};
//class BAF_GMG: FakeWeapon {};
class CTWS: FakeWeapon {};
class CRV7_PG: FakeWeapon {};
class CRV7_HEPD: FakeWeapon {};
class CRV7_FAT: FakeWeapon {};
class M621: FakeWeapon {};
class BAF_AS50_scoped: FakeWeapon {}; //old .50cal
class BAF_AS50_TWS: FakeWeapon {};
class BAF_LRR_scoped: FakeWeapon {};
class BAF_LRR_scoped_W: FakeWeapon {};
class BAF_NLAW_Launcher: FakeWeapon {};
class BAF_L17_40mm: FakeWeapon {};
//class L85A2_base_BAF: FakeWeapon {};
//class BAF_L85A2_RIS_Holo: FakeWeapon {};
class BAF_L85A2_UGL_Holo: FakeWeapon {};
//class BAF_L85A2_RIS_SUSAT: FakeWeapon {};
class BAF_L85A2_UGL_SUSAT: FakeWeapon {};
class BAF_L85A2_RIS_ACOG: FakeWeapon {};
class BAF_L85A2_UGL_ACOG: FakeWeapon {};
class BAF_L85A2_RIS_CWS: FakeWeapon {};
class BAF_L86A2_ACOG: FakeWeapon {};
class BAF_L110A1: FakeWeapon {};
//class BAF_L110A1_Aim: FakeWeapon {};
class BAF_L7A2_GPMG: FakeWeapon {};
class BAF_ied_v1: FakeWeapon {};
class BAF_ied_v2: FakeWeapon {};
class BAF_ied_v3: FakeWeapon {};
class BAF_ied_v4: FakeWeapon {};
class M68: FakeWeapon {};
class D10: FakeWeapon {};
class PKTBC: FakeWeapon {};
class PKTBC_veh: FakeWeapon {};
class SGMT: FakeWeapon {};
class HellfireLauncher_AH6: FakeWeapon {};
class StingerLaucher_4x: FakeWeapon {};
class CMFlareLauncher: FakeWeapon {};
//class M242BC: FakeWeapon {};
//class M240BC_veh: FakeWeapon {};
class M2BC: FakeWeapon {};
class MK19BC: FakeWeapon {};
class M120: FakeWeapon {};
//class Sa61_EP1: FakeWeapon {};
//class UZI_EP1: FakeWeapon {};
class UZI_SD_EP1: FakeWeapon {};
//class revolver_EP1: FakeWeapon {};
class revolver_gold_EP1: FakeWeapon {};
//class glock17_EP1: FakeWeapon {};
//class M60A4_EP1: FakeWeapon {};
//class Mk_48_DES_EP1: FakeWeapon {};
//class M249_EP1: FakeWeapon {};
class M249_TWS_EP1: FakeWeapon {};
class M249_m145_EP1: FakeWeapon {};
//class M24_des_EP1: FakeWeapon {};
//class SVD_des_EP1: FakeWeapon {};
//class SVD_NSPU_EP1: FakeWeapon {};
//class Sa58P_EP1: FakeWeapon {};
//class Sa58V_EP1: FakeWeapon {};
//class Sa58V_RCO_EP1: FakeWeapon {};
//class Sa58V_CCO_EP1: FakeWeapon {};
//class M4A3_CCO_EP1: FakeWeapon {};
//class M4A3_RCO_GL_EP1: FakeWeapon {};
//class Binocular_Vector: FakeWeapon {};
//class AK_74_GL_kobra: FakeWeapon {};
//class AKS_74: FakeWeapon {};
class MK_12: FakeWeapon {};
class AKS_74_NSPU: FakeWeapon {};
class AKS_74_GOSHAWK: FakeWeapon {};
//class FN_FAL: FakeWeapon {};
//class FN_FAL_ANPVS4: FakeWeapon {};
class G36C_camo: FakeWeapon {};
class G36_C_SD_camo: FakeWeapon {};
class G36A_camo: FakeWeapon {};
class G36K_camo: FakeWeapon {};
//class G36C: FakeWeapon {};
//class G36_C_SD_eotech: FakeWeapon {};
class G36a: FakeWeapon {};
class G36K: FakeWeapon {};
class MG36: FakeWeapon {};
class MG36_camo: FakeWeapon {};
class GrenadeLauncher_EP1: FakeWeapon {};
class M32_EP1: FakeWeapon {};
class M79_EP1: FakeWeapon {};
class Mk13_EP1: FakeWeapon {};
//class LeeEnfield: FakeWeapon {};
class m107_TWS_EP1: FakeWeapon {};
class M110_TWS_EP1: FakeWeapon {};
class M110_NVG_EP1: FakeWeapon {};
//class M14_EP1: FakeWeapon {};
//class m240_scoped_EP1: FakeWeapon {};
class M47Launcher_EP1: FakeWeapon {};
class MAAWS: FakeWeapon {};
class SCAR_Base: FakeWeapon {};
class SCAR_L_Base: FakeWeapon {};
class SCAR_L_CQC: FakeWeapon {};
class SCAR_L_CQC_Holo: FakeWeapon {};
class SCAR_L_STD_Mk4CQT: FakeWeapon {};
class SCAR_L_STD_EGLM_RCO: FakeWeapon {};
class SCAR_L_CQC_EGLM_Holo: FakeWeapon {};
class SCAR_L_STD_EGLM_TWS: FakeWeapon {};
class SCAR_L_STD_HOLO: FakeWeapon {};
class SCAR_L_CQC_CCO_SD: FakeWeapon {};
class SCAR_H_Base: FakeWeapon {};
class SCAR_H_CQC_CCO: FakeWeapon {};
class SCAR_H_CQC_CCO_SD: FakeWeapon {};
class SCAR_H_STD_EGLM_Spect: FakeWeapon {};
class SCAR_H_LNG_Sniper: FakeWeapon {};
class SCAR_H_LNG_Sniper_SD: FakeWeapon {};
class SCAR_H_STD_TWS_SD: FakeWeapon {};
class PKT_high_AI_dispersion: FakeWeapon {};
class PKT_high_AI_dispersion_tank: FakeWeapon {};
class AGS30_heli: FakeWeapon {};
class M32_heli: FakeWeapon {};
class AA12_PMC: FakeWeapon {};
class PMC_AS50_scoped: FakeWeapon {};
class PMC_AS50_TWS: FakeWeapon {};
class m8_carbine_pmc: FakeWeapon {};
class m8_compact_pmc: FakeWeapon {};
class m8_holo_sd: FakeWeapon {};
class m8_tws_sd: FakeWeapon {};
class m8_tws: FakeWeapon {};
class GSh23L_L39: FakeWeapon {};
};

File diff suppressed because one or more lines are too long

Binary file not shown.

Before

Width:  |  Height:  |  Size: 14 KiB

After

Width:  |  Height:  |  Size: 2.7 KiB

View File

@@ -1,38 +1,160 @@
class CfgActions {
class None; // External class reference
class Rearm : None {
show = 0;
};
class Heal : None {
show = 0;
};
class HealSoldier : None {
show = 0;
};
class FirstAid : None {
show = 0;
};
class TakeBag : None {
show = 0;
};
class Rearm : None { show = 0; };
class Heal : None { show = 0; };
class HealSoldier : None { show = 0; };
class FirstAid : None { show = 0; };
class TakeBag : None { show = 0; };
class Take : None { show = 0; };
//class LoadMagazine : None { show = 0; };
//class LoadOtherMagazine : LoadMagazine { show = 0; };
//class LoadEmptyMagazine : LoadMagazine { show = 0; };
class FireInflame : None { show = 0; };
class FirePutDown : None { show = 0; };
class Repair : None { show = 0; };
class Refuel : None { show = 0; };
class TakeWeapon : None { show = 0; };
//class TakeMagazine : None { show = 0; };
//class OpenBag : None { show = 0; };
class PutBag : None { show = 0; };
class DropBag : None { show = 0; };
class AddBag : None { show = 0; };
//class TakeMine : None { show = 0; };
class DropWeapon : None { show = 0; };
class PutWeapon : None { show = 0; };
class DropMagazine : None { show = 0; };
class PutMagazine : None { show = 0; };
class DeactivateMine : None { show = 0; };
/*
"None"
"GetInCommander"
"GetInDriver"
"GetInPilot"
"GetInGunner"
"GetInCargo"
"GetInTurret"
"Heal"
"HealSoldier"
"RepairVehicle"
"FirstAid"
"Repair"
"Refuel"
"Rearm"
"GetOut"
"LightOn"
"LightOff"
"GunLightOn"
"GunLightOff"
"ArtilleryComputer"
"EngineOn"
"EngineOff"
"SwitchWeapon"
"SwitchMagazine"
"HideWeapon"
"UseWeapon"
"LoadMagazine"
"LoadOtherMagazine"
"LoadEmptyMagazine"
"TakeWeapon"
"TakeDropWeapon"
"TakeMagazine"
"TakeDropMagazine"
"TakeFlag"
"ReturnFlag"
"TurnIn"
"TurnOut"
"WeaponInHand"
"WeaponOnBack"
"SitDown"
"Land"
"CancelLand"
"Eject"
"MoveToDriver"
"MoveToPilot"
"MoveToGunner"
"MoveToCommander"
"MoveToCargo"
"MoveToTurret"
"HideBody"
"TouchOff"
"SetTimer"
"StartTimer"
"Deactivate"
"NVGoggles"
"NVGogglesOff"
"ManualFire"
"ManualFireCancel"
"AutoHover"
"AutoHoverCancel"
"StrokeFist"
"StrokeGun"
"LadderUp"
"LadderDown"
"LadderOnDown"
"LadderOnUp"
"LadderOff"
"FireInflame"
"FirePutDown"
"LandGear"
"LandGearUp"
"FlapsDown"
"FlapsUp"
"Salute"
"ScudLaunch"
"ScudStart"
"ScudCancel"
"User"
"DropWeapon"
"PutWeapon"
"DropMagazine"
"PutMagazine"
"UserType"
"HandGunOn"
"HandGunOnStand"
"HandGunOff"
"HandGunOffStand"
"TakeMine"
"DeactivateMine"
"UseMagazine"
"IngameMenu"
"CancelTakeFlag"
"CancelAction"
"MarkEntity"
"MarkWeapon"
"TeamSwitch"
"Gear"
"OpenBag"
"TakeBag"
"PutBag"
"DropBag"
"AddBag"
"IRLaserOn"
"IRLaserOff"
"Assemble"
"DisAssemble"
"Talk"
"Tell"
"Surrender"
"GetOver"
"Take"
*/
};
class CfgLoadingTexts {
titlesDefault[] = {""};
};
class CfgAISkill {
aimingaccuracy[] = {0, 0, 1, 1};
aimingshake[] = {0, 0, 1, 1};
aimingspeed[] = {0, 0, 1, 1};
commanding[] = {0, 0, 1, 1};
courage[] = {0, 1, 1, 1};
endurance[] = {0, 0, 1, 1};
general[] = {0, 0, 1, 1};
courage[] = {0, 5, 10, 10};
endurance[] = {0, 0, 1, 0.1};
general[] = {0, 0, 1, 0.1};
reloadspeed[] = {0, 0, 1, 1};
spotdistance[] = {0, 0, 1, 0.6};
spottime[] = {0, 0, 1, 1};
spottime[] = {0, 0, 1, 0.1};
};
class CfgLoadingTexts {
titlesDefault[] = {""};
};
class CfgInGameUI
@@ -43,8 +165,8 @@ class CfgInGameUI
cueFriendlyColor[] = {0,0,0,0};
cueEnemyColor[] = {0,0,0,0};
};
class IslandMap
class IslandMap
{
colorFriendly[] = {0,0.5,0,0}; //{0,0.5,0,1};
colorEnemy[] = {0.5,0,0,0}; //{0.5,0,0,1};
@@ -71,6 +193,7 @@ class CfgInGameUI
colorGrid[] = {0.05,0.1,0,0.6};
colorGridMap[] = {0.05,0.1,0,0.4};
};
class MPTable
{
@@ -144,43 +267,106 @@ class CfgInGameUI
};
};
class CfgVoice {
class NoVoice {
protocol = "RadioProtocolBase";
variants[] = {1};
directories[] = {"", ""};
identityTypes[] = {"Default", "Zombie1", "Zombie2", "Zombie3"};
};
};
class CfgIdentities {
class PZombie1
{
name = "PZombie";
face = "PZombie1";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class PZombie2
{
name = "PZombie";
face = "PZombie2";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie1 {
name = "Zombie";
face = "Zombie1";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie2 {
name = "Zombie";
face = "Zombie2";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie3 {
name = "Zombie";
face = "Zombie3";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
};
class CfgMissions
{
class Cutscenes
{
class DayZModIntro1
{
directory = "z\addons\dayz_code\Configs\CfgWorlds\intro.dayzmod";
};
};
};
class CfgSurvival {
class Inventory {
class Default {
RandomMagazines = 3;
//weapons[] = {"Makarov"};
magazines[] = {"ItemBandage","ItemPainkiller"};
weapons[] = {"ItemFlashlight"};
//GuaranteedMagazines[] = {"ItemBandage","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov","HandRoadFlare"};
GuaranteedMagazines[] = {"ItemBandage","HandRoadFlare"};
RandomPossibilitieMagazines[] = {"ItemBandage","ItemPainkiller"};
backpackWeapon = "";
backpack = "DZ_Patrol_Pack_EP1";
//backpack = "DZ_Patrol_Pack_EP1";
};
};
class Meat {
class Default {
yield = 2;
rawfoodtype = "FoodmeatRaw";
//rawfoodtype = "FoodmeatRaw"; //This magazine does not exist
};
class Cow: Default {
yield = 6;
rawfoodtype = "FoodbeefRaw";
};
class Cow01: Cow{};
class Cow02: Cow{};
class Cow03: Cow{};
class Cow04: Cow{};
class Cow01_EP1: Cow{};
class Cow01: Cow {};
class Cow02: Cow {};
class Cow03: Cow {};
class Cow04: Cow {};
class Cow01_EP1: Cow {};
class Goat: Default {
yield = 4;
rawfoodtype = "FoodmuttonRaw";
rawfoodtype = "FoodgoatRaw";
};
class Goat01_EP1: Goat{};
class Goat02_EP1: Goat{};
class Goat01_EP1: Goat {};
class Goat02_EP1: Goat {};
class Sheep: Default {
yield = 4;
rawfoodtype = "FoodmuttonRaw";
};
class Sheep01_EP1: Sheep{};
class Sheep02_EP1: Sheep{};
class Sheep01_EP1: Sheep {};
class Sheep02_EP1: Sheep {};
class WildBoar: Default {
yield = 4;
rawfoodtype = "FoodbaconRaw";
@@ -189,14 +375,14 @@ class CfgSurvival {
yield = 2;
rawfoodtype = "FoodchickenRaw";
};
class Cock: Hen{};
class Cock: Hen {};
class DZ_Fin: Default {
yield = 0;
rawfoodtype = "FoodSteakRaw";
rawfoodtype = "FoodDogRaw";
};
class DZ_Pastor: DZ_Fin{};
class DZ_Pastor: DZ_Fin {};
class Rabbit: Default {
yield = 1;
yield = 2;
rawfoodtype = "FoodrabbitRaw";
};
@@ -354,7 +540,6 @@ class CfgSurvival {
sex = "male";
playerModel = "Soldier_Bodyguard_AA12_PMC_DZ";
};
class Skin_FR_OHara_DZ: Default
{
sex = "male";
@@ -374,13 +559,11 @@ class CfgSurvival {
{
sex = "male";
playerModel = "Graves_Light_DZ";
};
};
class Skin_Drake_Light_DZ: Default {
sex = "male";
playerModel = "Drake_Light_DZ";
};
};
class Skin_CZ_Special_Forces_GL_DES_EP1_DZ: Default {
sex = "male";
playerModel = "CZ_Special_Forces_GL_DES_EP1_DZ";
@@ -389,15 +572,11 @@ class CfgSurvival {
class Skin_TK_INS_Soldier_EP1_DZ: Default {
sex = "male";
playerModel = "TK_INS_Soldier_EP1_DZ";
};
};
class Skin_TK_INS_Warlord_EP1_DZ: Default {
sex = "male";
playerModel = "TK_INS_Warlord_EP1_DZ";
};
};
class Skin_TK_Special_Forces_MG_EP1_DZ: Default {
sex = "male";
playerModel = "TK_Special_Forces_MG_EP1_DZ";

View File

@@ -0,0 +1,21 @@
class CfgConstruction {
class Recipe {
displayName = "Generic Recipe";
input[] = {}; //Items consumed during crafting
required[] = {}; //Items needed for but not consumed during crafting
};
class Blueprint_woodenFence : Recipe {
displayName = "WoodenFence Foundation";
input[] =
{
{"ItemLog","CfgMagazines",2},
{"ItemStone","CfgMagazines",3}
};
toolsRequired[] =
{
{"ItemEtool","CfgWeapons",1}
};
orignalclass = "ItemDIY_wood";
};
};

View File

@@ -0,0 +1,48 @@
class CfgCrafting {
class Recipe {
displayName = "Generic Recipe";
input[] = {}; //Items consumed during crafting
output[] = {}; //Items created from crafting
required[] = {}; //Items needed for but not consumed during crafting
failChance = 0;
};
//Completed
//Weapons
#include "Recipes\Weapons\NailedBaseballBat.hpp"
#include "Recipes\Weapons\BaseBallBatBarbed.hpp"
#include "Recipes\Weapons\Crossbow.hpp"
//Not Ready
/*
#include "Recipes\Weapons\M9SD.hpp"
#include "Recipes\Weapons\M4A1_AIM.hpp"
#include "Recipes\Weapons\MAKAROVSD.hpp"
#include "Recipes\Weapons\bizonSD.hpp"
#include "Recipes\Weapons\SVD_CAMO.hpp"
#include "Recipes\Weapons\M4A1_Aim_CAMO.hpp"
#include "Recipes\Weapons\M4A1_HWS_GL_CAMO.hpp"
#include "Recipes\Weapons\G36C_camo.hpp"
#include "Recipes\Weapons\G36A_camo.hpp"
#include "Recipes\Weapons\G36K_camo.hpp"
*/
//Medical
#include "Recipes\Medical\Bandage.hpp"
#include "Recipes\Medical\sepsisBandage.hpp"
#include "Recipes\Medical\woodensplint.hpp"
#include "Recipes\Medical\HerbalDrink.hpp"
//ammo
#include "Recipes\Ammo\WoodenArrow.hpp"
//other
#include "Recipes\Other\woodencrate.hpp"
#include "Recipes\Other\nails.hpp"
#include "Recipes\Other\BackPack.hpp"
//#include "Recipes\Other\woodenCraftTable.hpp"
//Traps
#include "Recipes\Traps\TrapBearTrapFlare.hpp"
#include "Recipes\Traps\TrapBearTrapSmoke.hpp"
#include "Recipes\Traps\TrapTripwireCans.hpp"
#include "Recipes\Traps\TrapTripwireFlare.hpp"
#include "Recipes\Traps\TrapTripwireGrenade.hpp"
#include "Recipes\Traps\TrapTripwireSmoke.hpp"
};

View File

@@ -0,0 +1,16 @@
class Wooden_Arrow : Recipe {
displayName = $STR_ITEMWOODENARROW_CODE_NAME;
input[] =
{
{"PartWoodPile","CfgMagazines",1},
{"equip_feathers","CfgMagazines",2}
};
output[] =
{
{"WoodenArrow","CfgMagazines",4}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,33 @@
class Blueprint_Bandage : Recipe {
displayName = $STR_CRAFT_NAME_Bandage;
input[] =
{
{"equip_rag","CfgMagazines",1},
{"equip_gauze","CfgMagazines",1},
{"equip_string","CfgMagazines",1}
};
output[] =
{
{"ItemBandage","CfgMagazines",2}
};
required[] =
{
};
};
class Blueprint_Bandage_Packaged : Recipe {
displayName = $STR_CRAFT_NAME_Bandage;
input[] =
{
{"equip_rag","CfgMagazines",1},
{"equip_gauzepackaged","CfgMagazines",1},
{"equip_string","CfgMagazines",1}
};
output[] =
{
{"ItemBandage","CfgMagazines",2}
};
required[] =
{
};
};

View File

@@ -0,0 +1,16 @@
class Blueprint_HerbalDrink : Recipe {
displayName = $STR_CRAFT_NAME_HerbalDrink;
descriptionShort = $STR_CRAFT_DESC_herbalDrink;
input[] =
{
{"ItemWaterBottleBoiled","CfgMagazines",1},
{"equip_herb_box","CfgMagazines",1}
};
output[] =
{
{"ItemWaterBottleHerbal","CfgMagazines",1}
};
required[] =
{
};
};

View File

@@ -0,0 +1,35 @@
class Blueprint_SepsisBandage : Recipe {
displayName = $STR_CRAFT_NAME_SepsisBandage;
input[] =
{
{"ItemBandage","CfgMagazines",1},
{"equip_comfreyleafs","CfgMagazines",1}
};
output[] =
{
{"ItemSepsisBandage","CfgMagazines",1}
};
required[] =
{
};
};
/*
class Blueprint_SepsisBandage_Packaged : Recipe {
displayName = $STR_CRAFT_NAME_SepsisBandage;
input[] =
{
{"equip_rag","CfgMagazines",1},
{"equip_gauzepackaged","CfgMagazines",1},
{"equip_comfreyleafs","CfgMagazines",1},
{"equip_string","CfgMagazines",1}
};
output[] =
{
{"ItemSepsisBandage","CfgMagazines",2}
};
required[] =
{
};
};
*/

View File

@@ -0,0 +1,16 @@
class Blueprint_woodensplint : Recipe {
displayName = $STR_ITEM_NAME_WOODENSPLINT;
input[] =
{
{"ItemPlank","CfgMagazines",1},
{"equip_string","CfgMagazines",1},
{"equip_duct_tape","CfgMagazines",1}
};
output[] =
{
{"equip_woodensplint","CfgMagazines",1} // Only need one splint to fix legs
};
required[] =
{
};
};

View File

@@ -0,0 +1,16 @@
class Blueprint_PatrolPack : Recipe {
displayName = $STR_ITEM_MAKESHIFTBACKPACK;
input[] =
{
{"equip_rag","CfgMagazines",5},
{"PartWoodPile","CfgMagazines",1},
{"equip_string","CfgMagazines",3}
};
output[] =
{
{"DZ_Assault_Pack_EP1","CfgVehicles",1}
};
required[] =
{
};
};

View File

@@ -0,0 +1,16 @@
class Blueprint_BodgedWaterbottle : Recipe {
displayName = "Broken Watter Bottle.";
descriptionShort = "Patch a broken water bottle.";
input[] =
{
{"equip_duct_tape","CfgMagazines",1},
{"ItemWaterBottleDmg","CfgMagazines",1}
};
output[] =
{
{"ItemBodgedWaterbottle","CfgMagazines",1}
};
required[] =
{
};
};

View File

@@ -0,0 +1,15 @@
class Blueprint_nails : Recipe {
displayName = "Metal Nails";
input[] =
{
{"equip_metal_sheet","CfgMagazines",1}
};
output[] =
{
{"equip_nails","CfgMagazines",10}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,16 @@
class Blueprint_woodenCraftTable : Recipe {
displayName = $STR_ITEM_NAME_WOODENCRAFTTABLE;
input[] =
{
{"PartWoodPile","CfgMagazines",1}
//{"equip_nails","CfgMagazines",1}
};
output[] =
{
{"ItemcraftTable","CfgMagazines",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,16 @@
class Blueprint_woodenFence : Recipe {
displayName = $STR_ITEM_NAME_equip_crate;
input[] =
{
{"ItemLog","CfgMagazines",2},
{"ItemStone","CfgMagazines",3}
};
output[] =
{
{"equip_crate","CfgMagazines",1}
};
required[] =
{
{"ItemEtool","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,16 @@
class Blueprint_crate : Recipe {
displayName = $STR_ITEM_NAME_equip_crate;
input[] =
{
{"PartWoodPile","CfgMagazines",6},
{"equip_nails","CfgMagazines",1}
};
output[] =
{
{"equip_crate","CfgMagazines",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,20 @@
class Blueprint_TrapBearTrapFlare : Recipe {
displayName = $STR_ITEM_NAME_BEAR_TRAP_FLARE;
descriptionShort = $STR_ITEM_DESC_BEAR_TRAP_FLARE;
input[] =
{
{"equip_string","CfgMagazines",1},
{"TrapBear","CfgMagazines",1},
{"PartWoodPile","CfgMagazines",1},
{"equip_duct_tape","CfgMagazines",1},
{"HandRoadFlare","CfgMagazines",1}
};
output[] =
{
{"ItemTrapBearTrapFlare","CfgMagazines",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,22 @@
class Blueprint_TrapBearTrapSmoke : Recipe {
displayName = $STR_ITEM_NAME_BEAR_TRAP_SMOKE;
descriptionShort = $STR_ITEM_DESC_BEAR_TRAP_SMOKE;
input[] =
{
{"equip_string","CfgMagazines",1},
{"TrapBear","CfgMagazines",1},
{"PartWoodPile","CfgMagazines",1},
{"equip_duct_tape","CfgMagazines",1},
{{"SmokeShell","CfgMagazines",1},
{"SmokeShellRed","CfgMagazines",1},
{"SmokeShellGreen","CfgMagazines",1}}
};
output[] =
{
{"ItemTrapBearTrapSmoke","CfgMagazines",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,45 @@
class Blueprint_Trap_Cans : Recipe {
displayName = $STR_ITEM_NAME_TRIPWIRE_CANS;
descriptionShort = $STR_ITEM_DESC_TRIPWIRE_CANS;
input[] =
{
{"equip_string","CfgMagazines",1},
{"PartWoodPile","CfgMagazines",1},
{{"TrashTinCan","CfgMagazines",1},
// {"FoodCanLongSpratsEmpty","CfgMagazines",1},
{"FoodCanBeefEmpty","CfgMagazines",1},
{"FoodCanPotatoesEmpty","CfgMagazines",1},
{"FoodCanGriffEmpty","CfgMagazines",1},
{"FoodCanBadguyEmpty","CfgMagazines",1},
{"FoodCanBoneboyEmpty","CfgMagazines",1},
{"FoodCanCornEmpty","CfgMagazines",1},
{"FoodCanCurgonEmpty","CfgMagazines",1},
{"FoodCanDemonEmpty","CfgMagazines",1},
{"FoodCanFraggleosEmpty","CfgMagazines",1},
{"FoodCanHerpyEmpty","CfgMagazines",1},
{"FoodCanDerpyEmpty","CfgMagazines",1},
{"FoodCanOrlokEmpty","CfgMagazines",1},
{"FoodCanPowellEmpty","CfgMagazines",1},
{"FoodCanTylersEmpty","CfgMagazines",1},
{"FoodCanUnlabeledEmpty","CfgMagazines",1},
{"FoodCanRusUnlabeledEmpty","CfgMagazines",1},
{"FoodCanRusStewEmpty","CfgMagazines",1},
{"FoodCanRusPorkEmpty","CfgMagazines",1},
{"FoodCanRusPeasEmpty","CfgMagazines",1},
{"FoodCanRusMilkEmpty","CfgMagazines",1},
{"FoodCanRusCornEmpty","CfgMagazines",1},
{"FoodChipsSulahoopsEmpty","CfgMagazines",1},
{"FoodChipsMysticalesEmpty","CfgMagazines",1},
{"FoodChipsChocolateEmpty","CfgMagazines",1}}
};
output[] =
{
{"ItemTrapTripwireCans","CfgMagazines",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,19 @@
class Blueprint_TrapTripwireFlare : Recipe {
displayName = $STR_ITEM_NAME_TRIPWIRE_FLARE;
descriptionShort = $STR_ITEM_DESC_TRIPWIRE_FLARE;
input[] =
{
{"equip_string","CfgMagazines",1},
{"PartWoodPile","CfgMagazines",1},
{"equip_duct_tape","CfgMagazines",1},
{"HandRoadFlare","CfgMagazines",1}
};
output[] =
{
{"ItemTrapTripwireFlare","CfgMagazines",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,20 @@
class Blueprint_TrapTripwireGrenade : Recipe {
displayName = $STR_ITEM_NAME_TRIPWIRE_GRENADE;
descriptionShort = $STR_ITEM_DESC_TRIPWIRE_GRENADE;
input[] =
{
{"equip_string","CfgMagazines",1},
{"PartWoodPile","CfgMagazines",1},
{"equip_duct_tape","CfgMagazines",1},
{{"HandGrenade_West","CfgMagazines",1},
{"HandGrenade_East","CfgMagazines",1}}
};
output[] =
{
{"ItemTrapTripwireGrenade","CfgMagazines",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,21 @@
class Blueprint_TrapTripwireSmoke : Recipe {
displayName = $STR_ITEM_NAME_TRIPWIRE_SMOKE;
descriptionShort = $STR_ITEM_DESC_TRIPWIRE_SMOKE;
input[] =
{
{"equip_string","CfgMagazines",1},
{"PartWoodPile","CfgMagazines",1},
{"equip_duct_tape","CfgMagazines",1},
{{"SmokeShell","CfgMagazines",1},
{"SmokeShellRed","CfgMagazines",1},
{"SmokeShellGreen","CfgMagazines",1}}
};
output[] =
{
{"ItemTrapTripwireSmoke","CfgMagazines",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,18 @@
class Blueprint_BaseBallBatBarbed : Recipe {
displayName = $STR_CRAFT_NAME_BaseBallBatBarbed;
descriptionShort = $STR_CRAFT_DESC_BaseBallBatBarbed;
input[] =
{
{"MeleeBaseBallBat","CfgWeapons",1},
{"equip_nails","CfgMagazines",1},
{"ItemWire","CfgMagazines",1}
};
output[] =
{
{"MeleeBaseBallBatBarbed","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,16 @@
class Blueprint_Crossbow_Kit : Recipe {
displayName = $STR_WPN_NAME_4;
input[] =
{
{"equip_crossbow_Stock","CfgMagazines",1},
{"equip_Crossbow_Kit","CfgMagazines",1}
};
output[] =
{
{"Crossbow_DZ","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,17 @@
class Blueprint_G36A_camo : Recipe {
displayName = $STR_CRAFT_NAME_G36A_CAMO;
descriptionShort = $STR_CRAFT_DESC_G36A_CAMO;
input[] =
{
{"G36A","CfgWeapons",1},
{"Attachment_CAMO","CfgMagazines",1}
};
output[] =
{
{"G36A_CAMO","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,17 @@
class Blueprint_G36C_camo : Recipe {
displayName = $STR_CRAFT_NAME_G36C_CAMO;
descriptionShort = $STR_CRAFT_DESC_G36C_CAMO;
input[] =
{
{"G36C","CfgWeapons",1},
{"Attachment_CAMO","CfgMagazines",1}
};
output[] =
{
{"G36C_CAMO","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,17 @@
class Blueprint_G36K_camo : Recipe {
displayName = $STR_CRAFT_NAME_G36K_CAMO;
descriptionShort = $STR_CRAFT_DESC_G36K_CAMO;
input[] =
{
{"G36K","CfgWeapons",1},
{"Attachment_CAMO","CfgMagazines",1}
};
output[] =
{
{"G36K_CAMO","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,19 @@
class Blueprint_M4A1_AIM : Recipe {
displayName = $STR_CRAFT_NAME_M4A1_AIM;
descriptionShort = $STR_CRAFT_DESC_M4A1_AIM;
input[] =
{
{"M4A1","CfgWeapons",1},
{"Attachment_AIM","CfgMagazines",1},
{"equip_rail_screws","CfgMagazines",2},
{"equip_weapon_rails","CfgMagazines",1}
};
output[] =
{
{"M4A1_AIM","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,17 @@
class Blueprint_M4A1_Aim_CAMO : Recipe {
displayName = $STR_CRAFT_NAME_M4A1_Aim_CAMO;
descriptionShort = $STR_CRAFT_DESC_M4A1_Aim_CAMO;
input[] =
{
{"M4A1_Aim","CfgWeapons",1},
{"Attachment_CAMO","CfgMagazines",1}
};
output[] =
{
{"M4A1_Aim_CAMO","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,17 @@
class Blueprint_M4A1_HWS_GL_CAMO : Recipe {
displayName = $STR_CRAFT_NAME_M4A1_HWS_GL_CAMO;
descriptionShort = $STR_CRAFT_DESC_M4A1_HWS_GL_CAMO;
input[] =
{
{"M4A1_HWS_GL","CfgWeapons",1},
{"Attachment_CAMO","CfgMagazines",1}
};
output[] =
{
{"M4A1_HWS_GL_CAMO","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,17 @@
class Blueprint_M9SD : Recipe {
displayName = $STR_CRAFT_NAME_M9SD;
descriptionShort = $STR_CRAFT_DESC_M9SD;
input[] =
{
{"M9","CfgWeapons",1},
{"Attachment_Silencer","CfgMagazines",1}
};
output[] =
{
{"M9SD","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,17 @@
class Blueprint_MAKAROVSD : Recipe {
displayName = $STR_CRAFT_NAME_MAKAROVSD;
descriptionShort = $STR_CRAFT_DESC_MAKAROVSD;
input[] =
{
{"Makarov","CfgWeapons",1},
{"Attachment_Silencer","CfgMagazines",1}
};
output[] =
{
{"MakarovSD","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,17 @@
class Blueprint_NailedBaseballBat : Recipe {
displayName = $STR_CRAFT_NAME_NailedBaseballBat;
descriptionShort = $STR_CRAFT_DESC_NailedBaseballBat;
input[] =
{
{"MeleeBaseBallBat","CfgWeapons",1},
{"equip_nails","CfgMagazines",2}
};
output[] =
{
{"MeleeBaseBallBatNails","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,20 @@
class PipeBomb : Recipe {
displayName = $STR_CRAFT_NAME_PipeBomb;
descriptionShort = $STR_CRAFT_DESC_PipeBomb;
input[] =
{
{"equip_1inch_metal_pipe","CfgMagazines",1},
{"equip_2inch_metal_pipe","CfgMagazines",1},
{"equip_metal_sheet","CfgMagazines",1},
{"equip_fuse","CfgMagazines",1},
{"equip_pipecap","CfgMagazines",1],
};
output[] =
{
{"PipeBomb","CfgMagazines",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,18 @@
class Blueprint_SVD_CAMO : Recipe {
displayName = $STR_CRAFT_NAME_SVD_CAMO;
descriptionShort = $STR_CRAFT_DESC_SVD_CAMO;
input[] =
{
{"SVD_DZ","CfgWeapons",1},
{"Skin_Sniper1_DZ","CfgMagazines",1},
{"Attachment_CAMO","CfgMagazines",1}
};
output[] =
{
{"SVD_CAMO_DZ","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -0,0 +1,17 @@
class Blueprint_bizonSD : Recipe {
displayName = $STR_CRAFT_NAME_bizonSD;
descriptionShort = $STR_CRAFT_DESC_bizonSD;
input[] =
{
{"bizon","CfgWeapons",1},
{"Attachment_Silencer","CfgMagazines",1}
};
output[] =
{
{"bizon_silenced","CfgWeapons",1}
};
required[] =
{
{"ItemToolbox","CfgWeapons",1}
};
};

View File

@@ -170,8 +170,8 @@ class SnapBuilding {
{0,0,0,"Pivot"},
{0,-2.33,0.130,"Back"},
{0,2.33,0.130,"Front"},
{-2.45,0,0.130,"Left"},
{2.45,0,0.130,"Right"}
{-2.495,0,0.130,"Left"},
{2.495,0,0.130,"Right"}
};
radius = 10;
};
@@ -242,24 +242,40 @@ class SnapBuilding {
class Cinder_DZE: FloorsWallsStairs { //All cinder walls and doors
points[] = {
{0,0,0,"Pivot"},
{-2.752, 0, 1.5,"Left"},
{2.752, 0, 1.5,"Right"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 3.37042,"Top"}
};
radius = 10;
};
class CinderWall_Preview_DZ: Cinder_DZE {};
class CinderWall_Preview_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 0,"Left"},
{2.64, 0, 0,"Right"},
{0, 0, 1.685,"Top"},
{0,0,-1.685,"Bottom"}
};
};
class CinderWallDoorway_Preview_DZ: Cinder_DZE {};
class CinderWallSmallDoorway_Preview_DZ: Cinder_DZE {};
class CinderWallHalf_Preview_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.752, 0, 1.5,"Left"},
{2.752, 0, 1.5,"Right"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 1.5,"Top"}
};
};
class CinderWall_DZ: Cinder_DZE {};
class CinderWall_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 3.37042,"Top"},
{0,0,-1.685,"Bottom"}
};
};
class CinderWallDoorway_DZ: Cinder_DZE {};
class CinderWallDoorLocked_DZ: Cinder_DZE {};
class CinderWallDoor_DZ: Cinder_DZE {};
@@ -268,35 +284,34 @@ class SnapBuilding {
class CinderWallHalf_DZ: Cinder_DZE {
points[] = {
{0,0,0,"Pivot"},
{-2.752, 0, 1.5,"Left"},
{2.752, 0, 1.5,"Right"},
{0, 0, 1.5,"Top"}
{-2.64, 0, 1.685,"Left"},
{2.64, 0, 1.685,"Right"},
{0, 0, 1.685,"Top"}
};
};
class CinderWallDoorSmall_DZ: Cinder_DZE {};
class MetalFloor_Preview_DZ: FloorsWallsStairs { //fix for broken offsets in ghost
class MetalFloor_Preview_DZ: FloorsWallsStairs {
points[] = {
{0,0,0.011,"Pivot"},
{0, -2.64, 0.009,"Back"},
{0, 2.64, 0.009,"Front"},
{-2.64, 0, 0.009,"Left"},
{2.64, 0, 0.009,"Right"}
{0, -2.64, 0.025,"Back"},
{0, 2.64, 0.025,"Front"},
{-2.64, 0, 0.025,"Left"},
{2.64, 0, 0.025,"Right"}
};
radius = 12;
};
class MetalFloor_DZ: FloorsWallsStairs{
points[] = {
{0,0,0,"Pivot"},
{0, -2.64, 0.15,"Back"},
{0, 2.64, 0.15,"Front"},
{-2.64, 0, 0.15,"Left"},
{2.64, 0, 0.15,"Right"}
{0, -2.64, 0.166,"Back"},
{0, 2.64, 0.166,"Front"},
{-2.64, 0, 0.166,"Left"},
{2.64, 0, 0.166,"Right"}
};
radius = 12;
};
//Non essential Items that only snap to themselves, do whitelist inheritance if you want these to snap
class WoodCrate_DZ {
snapTo[] = {

View File

@@ -0,0 +1,86 @@
class CfgGrid {
class Grid0 {
position[] = {10416.695, 4198.4634};
size = 1500;
};
class Grid1 {
position[] = {7982.2563, 1419.8256};
size = 1500;
};
class Grid2 {
position[] = {10795.93, 1419.8263};
size = 1500;
};
class Grid3 {
position[] = {7966.083, 4088.7463};
size = 1500;
};
class Grid4 {
position[] = {9259.7266, 2746.1985};
size = 1500;
};
class Grid5 {
position[] = {5200.5234, 3915.3274};
size = 1500;
};
class Grid6 {
position[] = {6494.1665, 2572.7798};
size = 1500;
};
class Grid7 {
position[] = {5216.6968, 1246.407};
size = 1500;
};
class Grid8 {
position[] = {2564.7244, 3915.3296};
size = 1500;
};
class Grid9 {
position[] = {3858.3674, 2572.782};
size = 1500;
};
class Grid10 {
position[] = {2580.8977, 1246.4092};
size = 1500;
};
class Grid11 {
position[] = {13398.995, 4400.5874};
size = 1500;
};
class Grid12 {
position[] = {12242.025, 2948.3196};
size = 1500;
};
class Grid13 {
position[] = {13551.842, 1832.2257};
size = 1500;
};
class Grid14 {
position[] = {14870.512, 3009.5117};
size = 1500;
};
class Grid15 {
position[] = {-178.19415, 1062.4478};
size = 1500;
};
class Grid16 {
position[] = {1099.2754, 2388.8206};
size = 1500;
};
class Grid17 {
position[] = {-194.36755, 3731.3679};
size = 1500;
};
class Grid18 {
position[] = {10394.215, 8322.1719};
size = 1500;
};
class Grid19 {
position[] = {7959.7759, 5543.5342};
size = 1500;
};
class Grid20 {
position[] = {10773.449, 5543.5342};
size = 1500;
};
};

View File

@@ -1,42 +0,0 @@
class CfgIdentities
{
class PZombie1
{
name = "PZombie";
face = "PZombie1";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class PZombie2
{
name = "PZombie";
face = "PZombie2";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie1 {
name = "Zombie";
face = "Zombie1";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie2 {
name = "Zombie";
face = "Zombie2";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
class Zombie3 {
name = "Zombie";
face = "Zombie3";
glasses = "None";
speaker = "NoVoice";
pitch = 1;
};
};

View File

@@ -0,0 +1,21 @@
class Land_Nav_Boathouse : Default
{
lootChance = 0.2;
zedPos[] = {{-2.92236,9.2002,3.6665},{7.09473,7.79883,3.6665},{7.18164,-2.03223,3.66864},{1.68994,7.5166,3.67276},{5.49609,0.106445,3.67358},{-5.63037,-1.27246,3.67407},{5.27588,5.51953,3.69006},{-5.03564,6.19141,3.6907},{-6.98779,5.52539,3.69113}};
lootPos[] = {
//{5.28,5.52,3.73},{5.5,0.11,3.71},{1.69,7.52,3.71},{-5.04,6.19,3.71},{-5.63,-1.27,3.69},{-6.99,5.53,3.71},{-2.92,9.2,3.67},{7.09,7.8,3.69},{7.18,-2.03,3.69},{2.8,7.37,6.33},{-2.81,7.41,6.32},
{-5.24414,-2.32715,3.67999},{-5.43994,7.17676,3.67548},{6.13232,0.615234,3.6694},{-1.00439,6.89355,3.68311}
};
lootPosSmall[] = {{5.2002,7.64746,6.30902},{-1.88623,7.55762,6.30902},{4.75781,-2.49121,3.67984},{-0.398438,4.61914,3.61755},{2.91797,8.50293,3.67038}};
lootGroup = Boat;
};
class Land_BoatSmall_2b : Default
{
zombieChance = 0;
maxRoaming = 0;
// zedPos[] = {{0.00390625,-0.250977,-0.348389}};
lootChance = 0.1;
lootPos[] = {{0.00390625,-0.250977,-0.348389}};
lootGroup = Boat;
};

View File

@@ -0,0 +1,50 @@
class Castle : Default
{
zombieClass[] = {"z_new_villager2","z_new_villager3","z_new_villager4"};
lootChance = 0.2;
lootGroup = Castle;
};
class Land_A_Castle_Bergfrit: Castle {
zedPos[] = {{1.19141,-1.43848,-2.81638},{0.0595703,2.04785,-2.79636},{-2.19482,4.12305,-0.63858},{2.36133,3.86816,1.83972},{2.64746,-3.5459,3.85541},{-2.09473,-3.44922,6.29901},{-0.540039,-2.35254,8.76691},{-1.15918,3.13867,8.76691},{1.74707,1.26855,8.76691},{-1.62207,-4.28027,13.4801},{1.67578,-0.825195,16.8505},{-2.23047,4.82422,16.856}};
//lootPos[] = {{0.0595703,2.04785,-2.79636},{1.19141,-1.43848,-2.81638},{-2.19482,4.12305,-0.63858},{2.36133,3.86816,1.83972},{2.64746,-3.5459,3.85541},{-2.09473,-3.44922,6.29901},{-1.15918,3.13867,8.76691},{1.74707,1.26855,8.76691},{-0.540039,-2.35254,8.76691},{-1.62207,-4.28027,13.4801},{-2.23047,4.82422,16.856},{1.67578,-0.825195,16.8505}};
lootPos[] = {{0.0185547,1.91602,-2.8364},{1.19141,-1.43848,-2.8364},{-2.36816,3.32275,-0.628571},{2.36133,3.86768,1.83972},{2.48438,-3.20557,3.85541},{-2.09473,-3.44873,6.31903},{-1.15918,3.13867,8.76691},{1.74707,1.26807,8.76691},{-0.540039,-2.35254,8.76691},{-1.62207,-4.27979,13.4801},{-2.23047,4.82471,16.856},{1.67578,-0.825195,16.8505}};
};
class Land_A_Castle_Stairs_A: Castle {
zedPos[] = {{0.693604,-1.79297,0.703918},{8.42188,0.878906,0.889343},{8.11035,1.47949,7.01178}};
//lootPos[] = {{0.693604,-1.79297,0.703918},{8.42188,0.878906,0.889343},{8.11035,1.47949,7.01178}};
lootPos[] = {{0.697998,-1.79395,0.726929},{8.3938,0.890625,0.875122},{8.17261,1.48926,7.02588}};
};
class Land_A_Castle_Gate: Castle {
zedPos[] = {{0.244141,-4.48486,-3.14362},{-1.25293,2.98779,-3.07028},{4.50684,-3.31152,-2.94885},{4.55176,3.29834,-2.94858},{7.94824,1.4082,-2.91003}};
lootChance = 0.7;
//lootPos[] = {{0.24,-4.49,-3.14},{-1.25,2.99,-3.07},{4.51,-3.31,-2.95},{4.71,2.71,-2.95},{7.76,0.51,-2.91}};
lootPos[] = {{0.244141,-4.48486,-3.14362},{-1.25293,2.98779,-3.07028},{4.50684,-3.31152,-2.94885},{4.55176,3.29834,-2.94858},{7.94824,1.4082,-2.91003}};
};
class Land_A_Castle_Wall2_End_2: Castle {
lootChance = 0.4;
lootPos[] = {{-4.66,0.52,-5.91},{1.51,0.07,-4.61}};
};
class Land_A_Castle_WallS_End: Castle {
lootChance = 0.4;
lootPos[] = {{-0.53,-1.95,-1.06}};
};
class Land_A_Castle_Wall2_30: Castle {
lootChance = 0.4;
lootPos[] = {{-7.18,-0.58,-5.89},{-0.94,-0.38,-4.58}};
};
class Land_A_Castle_WallS_10: Castle {
lootChance = 0.4;
lootPos[] = {{2.72,-2.57,-0.41},{-1.37,-1.28,-0.41}};
};
class Land_A_Castle_Donjon: Castle {
lootChance = 0.5;
lootPos[] = {{-2.14,2.22,12.5},{3.25,3.36,12.6},{0.92,0.93,12.53},{4,0.33,12.49},{-0.07,4.13,12.52},{-2.86,5.47,12.48}};
};

View File

@@ -0,0 +1,171 @@
class Church : Default
{
zombieChance = 0.3;
minRoaming = 1;
maxRoaming = 3;
zombieClass[] = {"z_priest","z_priest","z_priest"};
lootChance = 0.3;
lootGroup = Church;
};
class Land_Church_01 : Church
{
zedPos[] =
{
{-6.92,-0.38,-4.21}
};
lootPos[] =
{
/*
{-6.92,-0.38,-4.21},
{-6.87,-0.44,-6.47},
*/
{-6.92822,0.516602,-4.2191}
};
lootPosSmall[] =
{
{-7.27332,-1.16895,-4.22726}
};
};
class Land_Church_03 : Church
{
zedPos[] =
{
{-0.0263672,-2.98438,-14.3021},
{5.15332,-6.96875,-14.3021},
{-6.56641,-4.58887,-14.3021},
{-1.7915,-7.67969,-14.302},
{5.38916,3.40527,-14.302},
{5.49902,7.20508,-14.302},
{-0.00341797,2.02539,-14.3019},
{3.23633,2.76172,-14.3019},
{-7.64111,4.81348,-14.3019},
{-1.51074,7.66406,-14.2919},
{9.93262,-3.85156,-13.7587},
{9.55225,2.22461,-13.7487}
};
lootPos[] =
{
/*
{5.15332,-6.96875,-14.3021},
{-1.7915,-7.67969,-14.302},
{-0.0263672,-2.98438,-14.3021},
{-0.00341797,2.02539,-14.3019},
{5.49902,7.20508,-14.302},
{5.38916,3.40527,-14.302},
{3.23633,2.76172,-14.3019},
{-1.51074,7.66406,-14.2919},
{-7.64111,4.81348,-14.3019},
{-6.56641,-4.58887,-14.3021},
{9.55225,2.22461,-13.7487},
{9.93262,-3.85156,-13.7587},
*/
{-0.665527,-3.02832,-14.3021},
{2.90771,3.07422,-14.3021},
{9.75342,0.0117188,-13.7588},
{4.74609,8.1582,-14.3021},
{-2.41943,1.72168,-14.3049}
};
lootPosSmall[] =
{
{-0.791992,2.21191,-13.7321},
{2.93945,-1.59766,-13.7349},
{6.21191,3.48535,-13.7321},
{6.56787,-3.55176,-14.3021},
{-0.741211,-8.75684,-14.3021},
{-0.126465,5.94434,-14.3021},
{-1.14893,-3.6416,-14.3021},
{-2.71484,-1.56055,-13.7349}
};
hangPos[] = {{1.72168,-8.39771,-0.172569},{2.08838,-14.4236,-0.27536},{-13.7158,-10.4808,-0.795174},{-12.9072,-16.4105,-0.895065}};
};
class Land_Church_02 : Church
{
maxRoaming = 2;
zedPos[] =
{
{-11.1528,1.47168,-11.6733},
{9.87158,-6.6582,-11.6733}
};
lootPos[] =
{
{-11.15,1.47,-11.67},
{9.87,-6.66,-11.67},
{-3.6,7.18,-11.68},
{-1.09,-6.54,-11.68},
{-3.24,-4.54,-11.68}
};
};
class Land_Church_02a : Church
{
maxRoaming = 2;
zedPos[] =
{
{10.0615,-6.90723,-11.5681},
{-11.043,0.833984,-11.5681}
};
lootPos[] =
{
{10.0615,-6.90723,-11.5681},
{-11.043,0.833984,-11.5681}
};
};
class Land_Church_05R : Church
{
maxRoaming = 2;
zedPos[] =
{
{15.7012,3.20898,-7.99365},
{-2.32617,-2.29297,-7.99365},
{8.19385,-1.83301,-7.99365},
{-4.9165,-5.66113,-7.79202},
{10.3711,9.00293,-7.78201}
};
lootPos[] =
{
{-2.33,-2.29,-7.99},
{8.19,-1.83,-7.99},
{15.7,3.21,-7.99},
{10.37,9,-7.78},
{-4.92,-5.66,-7.79},
{5.49,7.9,-8},
{3.32,-6.43,-8},
{7.66,-6.82,-8},
{-4.85,8.19,-8}
};
};
//DZE ADDED BELOW
class land_kostelik_final_2122: Church {
lootPos[] = {{5.41992,-3.45703,-5.57918},{-0.963379,4.74414,-5.57919},{1.09082,-2.79297,-5.57919},{-1.39063,-5.18555,-5.57918}};
};
class Land_A_Mosque_big_hq_EP1: Church {
lootPos[] = {{4.06592,-6.90674,-9.31999},{5.25195,4.07666,-9.31999},{5.70264,7.5376,-4.04752},{-4.78857,-7.00684,-4.04753},{3.93262,9.41846,0.567287},{0.882324,-0.134766,-9.31999}};
};
class Land_A_Mosque_big_addon_EP1: Church {
lootPos[] = {{-5.10791,-1.75098,-6.4124},{6.30908,-3.39795,-6.38554},{6.87109,2.81934,-6.38554},{2.14111,-4.38086,-6.35463},{4.86475,4.65576,-6.38554},{-4.72021,-10.5127,-1.15605}};
};
class Land_A_Mosque_big_wall_EP1: Church {
lootPos[] = {{2.81543,3.9458,-2.02844},{-4.94531,3.60645,5.18165}};
};
class Land_A_Mosque_small_1_EP1: Church
{
lootPos[] = {
{ 2.45117,3.39063,-2.04604 },
{ 0.183105,0.826172,-2.04605 },
{ 6.66406,4.11719,-1.9437 },
{ 0.49707,-1.33301,-1.69603 }};
};
class Land_A_Mosque_small_2_EP1: Church
{
lootPos[] = {
{ 1.33496,-0.726074,-2.48535 },
{ -0.794922,-1.74414,-2.48538 }};
};

View File

@@ -0,0 +1,44 @@
class Construction : Default
{
zombieChance = 0.2;
maxRoaming = 1;
zombieClass[] =
{
"z_worker1",
"z_worker2",
"z_worker3"
};
lootChance = 0.4;
lootGroup = Construction;
};
class Land_wagon_box : Construction
{
zedPos[] = {{0.542969,-3.89453,-0.776679},{0.47998,-0.608398,-0.776638},{0.515381,3.03857,-0.776592}};
lootPos[] = {{0.542969,-3.89453,-0.776679},{0.47998,-0.608398,-0.776638},{0.515381,3.03857,-0.776592}};
};
class Land_transport_cart_EP1 : Construction
{
lootPos[] = {{-0.01,0.24,0.16}};
};
class Land_wagon_flat : Construction
{
lootPos[] = {{0.02,6.44,0.28},{0.12,4.54,0.28},{0.22,2.57,0.28},{0.32,0.68,0.28},{0.43,-1.48,0.28},{0.54,-3.85,0.28},{0.03,-6.13,0.28}};
};
class Land_wagon_tanker : Construction
{
lootPos[] = {{0.05,4.78,-0.73},{-0.05,-4.71,-0.73}};
};
class MAP_Misc_Greenhouse : Construction
{
lootPos[] = {{0.73,-0.1,-0.73},{0,-0.1,-0.74},{-1.84,-0.02,-0.8}};
};
class Misc_Cargo1Bo_military : Construction
{
lootPos[] = {{0.35,-1.66,-1.09},{-0.06,0.27,-1.09},{-0.34,1.84,-1.09}};
};

View File

@@ -0,0 +1,12 @@
class CrashSite : Default
{
zombieChance = 1;
minRoaming = 4;
maxRoaming = 8;
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
};
class CrashSite_RU : CrashSite {};
class CrashSite_US : CrashSite {};
class CrashSite_EU : CrashSite {};
class CrashSite_UN : CrashSite {};

View File

@@ -0,0 +1,97 @@
class Farm : Default
{
zombieChance = 0.3;
maxRoaming = 3;
zombieClass[] = {"zZombie_Base","z_hunter","z_hunter","z_hunter","z_villager1","z_villager2","z_villager3","z_new_villager2","z_new_villager3","z_new_villager4"};
lootChance = 0.5;
lootGroup = Farm;
};
class Land_stodola_old_open: Farm {
zedPos[] = {{-2.58887,-5.9209,-5.08057},{-3.06787,8.63086,-5.08057},{2.52539,10.5234,-5.08044},{4.11035,-10.9307,-5.07043},{-2.62793,-6.55762,-0.99585},{-2.79443,10.2344,-0.993469},{4.62646,10.498,-0.993408},{4.76807,5.00781,-0.993408},{0.749023,-10.5703,2.96448},{1.09131,10.6787,2.96448}};
lootPos[] = {
//{-3.07,8.63,-5.08},{2.53,10.52,-5.08},{4.77,5.01,-0.99},{-2.79,10.23,-0.99},{4.63,10.5,-0.99},{1.09,10.68,2.96},{-2.59,-5.92,-5.08},{4.11,-10.93,-5.07},{-2.63,-6.56,-1},{0.75,-10.57,2.96},{2.16,-3.54,-5.08},{-2.74,-10.6,-5.08},{2.88,3.69,-5.08},{3.77,-5.79,-0.03},{4.4,-10.93,-1},
{2.5437,-10.6599,2.96444},{-0.4021,-10.6228,2.96444},{-2.56641,-10.8538,-0.995487},{4.6665,3.45386,-5.08055},{-2.24414,10.396,-5.08055},{3.08691,9.24976,-5.08055},{-1.12744,10.5359,-0.993513},{-1.27563,10.6184,2.96444},{2.99268,10.7668,2.96444},{4.35425,-10.5923,-5.08055},{-2.47363,-5.49194,-5.08055}
};
lootPosSmall[] = {{2.7832,-9.15698,-4.13055},{-1.83765,7.05908,-4.13055},{3.73218,-5.77075,-0.0403633},{0.913818,-11.1099,2.96444},{5.14795,-10.01,-0.997503},{-2.89819,7.21069,-5.08055},{1.79053,8.75171,-5.08055},{5.07788,9.51514,-0.993513},{3.65845,10.1985,2.96444},{0.85498,-3.37793,-4.13055}};
hangPos[] = {{-1.50537,5.34473,-5.08813},{0.494141,9.42725,-5.09016},{2.59473,-6.21191,-5.08055},{-1.74854,-2.39844,-1.14301}};
};
class Land_Farm_Cowshed_a: Farm {
zedPos[] = {{7.87988,2.94141,-3.08789},{9.74023,-2.48633,-3.08771},{-1.06836,-5.92188,-3.08765},{-1.32764,5.61426,-3.08765},{2.88428,-2.34473,-3.08765},{4.81982,5.72852,-3.08765},{8.83936,-5.60254,-3.06757}};
lootPos[] = {
//{-1.06836,-5.92188,-3.08765},{8.83936,-5.60254,-3.06757},{9.74023,-2.48633,-3.08771},{2.88428,-2.34473,-3.08765},{7.87988,2.94141,-3.08789},{4.81982,5.72852,-3.08765},{-1.32764,5.61426,-3.08765},
{-1.06836,-5.92163,-3.08763},{1.69043,-4.91089,-3.08763},{5.8833,-6.15381,-3.08763},{8.83984,-5.60278,-3.08763},{9.74023,-2.48657,-3.08763},{2.88428,-2.34546,-3.08763},{7.88037,2.94214,-3.08763}
};
lootPosSmall[] = {{-6.74829,-2.98145,-3.03766},{1.34399,3.79199,-3.03766}};
};
class Land_stodola_open: Farm {
zedPos[] = {{-2.58228,-0.526367,-4.17346},{-0.0480957,-4.88965,-4.13593},{-2.60376,5.31641,-4.12805},{0.98291,6.20508,-4.11121}};
lootPos[] = {
//{-2.60376,5.31641,-4.12805},{-2.58228,-0.526367,-4.17346},{-0.0480957,-4.88965,-4.13593},{0.98291,6.20508,-4.11121},
{-3.77881,6.2478,-4.11348},{1.59106,6.31494,-4.10928},{-3.94727,-1.95605,-4.15359},{-0.440918,-3.91187,-4.1938}
};
lootPosSmall[] = {{-4.22217,-6.12866,-3.32453}};
hangPos[] = {{-0.932617,-3.35962,-4.16446},{-2.01563,-0.115112,-4.19492}};
};
class Land_Barn_W_01: Farm {
zedPos[] = {{5.78711,18.9463,-2.62683},{-4.4646,16.665,-2.61633},{4.93188,-17.0469,-2.59064},{-3.82788,-18.6699,-2.59021},{-2.99072,-4.16992,-2.58276},{3.95435,4.88379,-2.57434}};
lootPos[] = {
//{7.23,5.37,-5.57},{8.55,0.75,-5.57},{5.2,-1.54,-5.57},{3.35,1.97,-5.57},{-3.63,3.05,-5.58},{-7.58,-1.02,-5.57},{-6.52,2.35,-5.56},{-7.21,5.55,-5.57},{6.53,1.49,-4.64},{0.05,1.32,-5.53},
{-4.45776,14.2153,-2.71607},{4.34277,-6.15088,-2.57279}
};
lootPosSmall[] = {{4.09351,10.3872,-2.69559},{0.10791,3.48096,-2.64446},{-4.51636,-12.2603,-2.67148},{3.54419,-15.8311,-2.63077}};
};
class land_shed_m01: Farm { //DZE ADDED
zedPos[] = {{0.218262,-1.78369,-0.347349}};
};
class Land_Barn_W_02: Farm {
zedPos[] = {{3.35938,-0.151367,-2.31305},{-2.84351,0.213867,-2.31177},{-2.94604,-5.01465,-2.28998},{2.53711,-5.89258,-2.28949},{3.16479,5.56543,-2.28406},{-5.63306,4.83105,-2.26355}};
//lootPos[] = {{3.17,5.57,-2.28},{2.54,-5.89,-2.29},{-2.84,0.21,-2.31},{-5.63,4.83,-2.26},{-0.21,3.44,-2.31},{-0.74,-5.93,-2.31}};
lootPos[] = {{3.16504,5.56543,-2.31409},{3.35938,-0.152344,-2.31305},{2.53613,-5.89453,-2.30957},{-2.94629,-5.01367,-2.31006},{-2.84375,0.212891,-2.31183},{-5.63281,4.8291,-2.31363}};
};
class Land_Farm_Cowshed_c: Farm {
zedPos[] = {{-2.41504,2.98633,-3.12582}};
lootPos[] = {
//{-2.41504,2.98633,-3.12582},
{0.625,-2.61133,-3.06583}
};
lootPosSmall[] = {{-2.82446,3.18457,-3.11581}};
};
class Land_Farm_Cowshed_b: Farm {
zedPos[] = {{0.0620117,0.0517578,-3.11111},{-4.77441,-2.4834,-3.05106},{4.68506,2.18945,-3.04105}};
lootPos[] = {
//{4.68506,2.18945,-3.04105},{0.0620117,0.0517578,-3.11111},{-4.77441,-2.4834,-3.05106},
{-3.26782,2.71875,-3.0311},{5.41699,-2.57813,-3.04111}
};
lootPosSmall[] = {{3.46802,3.36621,-3.05112},{-9.98511,-3.2793,-3.09109}};
};
class Land_Shed_W02: Farm {
maxRoaming = 0;
zedPos[] = {{0.688232,1.88281,-0.00292969}};
lootPos[] = {{0.688232,1.88281,-0.00292969}};
};
//DZE ADDED BELOW
class land_jzd_kr2: Farm {
lootPos[] = {{1.92139,-4.90527,-6.17321},{0.709961,5.00488,-6.17321},{1.8623,7.37109,1.40623},{3.00684,-3.30566,1.41873},{-3.0625,-3.38477,-2.05339},{-2.62646,10.8418,-2.05339}};
};
class land_jzd_kr1: Farm {
lootPos[] = {{-1.04834,-3.67578,-6.27279},{1.63818,0.775391,-6.27279},{-1.41992,5.10449,-6.27279},{-0.993164,2.94629,-2.15298},{0.717285,-3.79688,-2.15298}};
};
class land_jzd_stodola2: Farm {
lootPos[] = {{8.15527,11.8477,-2.0262},{5.5127,5.6377,-2.0262},{-4.16113,3.67383,-2.0262},{7.53223,-14.4741,-2.0262},{1.16992,0.390625,1.31123}};
};
class land_jzd_stodola1: Farm {
lootPos[] = {{-3.81592,-11.418,-2.0262},{1.73877,-6.20605,-2.0262},{-4.13477,-0.265625,-2.0262},{-1.04883,0.180664,-2.0262}};
};
class Land_sara_stodola: Farm {
lootPos[] = {{5.01367,3.33118,-2.19523},{2.51758,1.05737,-2.19523},{-1.30957,-1.02954,-2.19523},{-4.24414,4.0238,-2.19523},{5.16211,-0.661621,-2.19523}};
};

View File

@@ -0,0 +1,59 @@
class Hospital : Default
{
zombieChance = 0.4;
minRoaming = 2;
maxRoaming = 4;
zombieClass[] = {"z_doctor","z_doctor","z_doctor"};
lootChance = 0.4;
lootGroup = Hospital;
};
class Land_A_Hospital : Hospital
{
lootPos[] = {
//{0.79834,-1.16895,-7.33966},{-7.2334,-2.63574,-7.33966},{-16.3687,-2.4043,-7.33966},{-12.2847,-3.19434,-7.33966},{4.24268,-3.59375,-7.33966},{-3.2666,-0.925781,-7.33966},{6.85693,-2.75098,-7.33966},{11.0151,-3.9541,-7.33966},{16.8198,-4.71094,-7.33966},{-1.6875,5.47168,-7.4494},{12.7476,0.144531,3.29184},{10.2661,-1.21582,3.29184},
{17.665,-4.67188,-7.2566},{-20.7139,-1.48047,-7.2566},{-15.6924,8.60889,-7.2566},{-15.6064,1.95557,-6.8266},{-16.2139,2.27051,-7.2566},{-8.68652,4.19189,-3.7576},{14.2441,-3.98535,-3.7576},{21.5693,5.16455,1.19051},{18.3779,2.40869,6.2524},{-15.3359,-1.25439,3.40458},{-20.3252,0.410156,-3.82761}
};
lootPosSmall[] = {{9.97754,-0.814453,-7.2566},{-19.6143,1.83887,-7.1666},{-19.6055,1.6084,-6.7866},{-19.583,4.91748,-6.7866},{-19.5576,4.7417,-6.0266},{-22.1982,9.59033,-7.2566},{-12.3379,9.53857,-6.8266},{-3.23438,6.01758,-6.8266},{-13.626,3.04248,-6.0466},{2.86426,-1.68604,-6.6466},{-5.58594,1.38232,-3.7576},{-4.05762,-2.48584,-3.7576},{-11.8428,5.15576,-2.5976},{-5.57129,-3.17236,-2.5976},{-5.65332,5.01416,-2.5976},{-12.5439,-2.33838,-3.6876},{-12.5801,-1.32617,-3.3076},{-12.5928,-1.56299,-2.9276},{-12.6162,-2.24805,-2.1676},{-12.5654,2.4126,-2.5476},{14.8721,3.96875,3.66054},{16.9033,-1.33838,4.01669},{21.3174,4.88916,6.2524},{-4.00488,7.89893,-3.82761}};
zedPos[] = {{-1.6875,5.47168,-7.4494},{0.79834,-1.16895,-7.33966},{11.0151,-3.9541,-7.33966},{-12.2847,-3.19434,-7.33966},{-16.3687,-2.4043,-7.33966},{16.8198,-4.71094,-7.33966},{-3.2666,-0.925781,-7.33966},{4.24268,-3.59375,-7.33966},{6.85693,-2.75098,-7.33966},{-7.2334,-2.63574,-7.33966},{10.2661,-1.21582,3.29184},{12.7476,0.144531,3.29184}};
};
class MASH : Hospital
{
maxRoaming = 1;
zombieClass[] = {"z_soldier","z_soldier_heavy","z_doctor","z_doctor","z_doctor"};
//lootPos[] = {{1.18213,-1.64844,-1.11786},{0.24707,0.798828,-1.11798}};
lootPos[] = {{1.18213,-1.65039,-1.17793},{0.24707,0.799316,-1.17803}};
zedPos[] = {{0.24707,0.798828,-1.11798},{1.18213,-1.64844,-1.11786}};
};
class MASH_EP1 : MASH
{
};
class USMC_WarfareBFieldhHospital : MASH
{
minRoaming = 1;
maxRoaming = 3;
//lootPos[] = {{-3.52246,-5.03906,1.20731},{2.36621,-4.52246,1.20792},{1.39209,-0.420898,1.20752},{1.14258,5.01172,1.20786},{3.7124,1.89746,1.19794}};
lootPos[] = {{-3.52246,-5.03931,1.14726},{2.36621,-4.52295,1.14786},{1.39063,-0.423096,1.14746},{1.14258,5.00952,1.1478},{3.7124,1.89795,1.14788}};
zedPos[] = {{3.7124,1.89746,1.19794},{-3.52246,-5.03906,1.20731},{1.39209,-0.420898,1.20752},{1.14258,5.01172,1.20786},{2.36621,-4.52246,1.20792}};
};
class RU_WarfareBFieldhHospital : MASH
{
lootPos[] = {{-2.66,2.41,1.25},{3.19,-2.2,1.25}};
zedPos[] = {{-2.66,2.41,1.25},{3.19,-2.2,1.25}};
lootChance = 0.3;
minRoaming = 2;
maxRoaming = 3;
};
//DZE ADDED BELOW
class Land_Barrack2: Hospital
{
maxRoaming = 1;
lootChance = 0.4;
lootPos[] = {
{ -1.96484,4.15576,-0.689606 },
{ 1.15381,0.3125,-0.691864 }};
};

View File

@@ -0,0 +1,19 @@
class Hunting : Default
{
zombieChance = 0.6;
minRoaming = 1;
maxRoaming = 3;
zombieClass[] = {"z_hunter","z_hunter","z_hunter"};
lootChance = 0.8;
lootGroup = Hunting;
};
class Land_Misc_deerstand: Hunting
{
zombieChance = 0.3;
maxRoaming = 3;
zedPos[] = {{0.419922,-0.234375,0.985291},{-0.836914,-0.929688,0.985291}};
lootChance = 0.5;
//lootPos[] = {{-0.836914,-0.929688,0.985291},{0.419922,-0.234375,0.985291}};
lootPos[] = {{-0.923828,-0.808594,1.08539},{0.419922,-0.237305,1.08539}};
};

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,29 @@
class InfectedCamp : Residential
{
zombieChance = 1;
minRoaming = 3;
maxRoaming = 4;
zedPos[] = {{0,0,0}};
lootChance = 0;
};
class IC_Fireplace1 : InfectedCamp
{
zombieChance = 0;
minRoaming = 3;
maxRoaming = 4;
};
class IC_DomeTent : InfectedCamp
{
zombieChance = 1;
minRoaming = 1;
maxRoaming = 3;
};
class IC_Tent : InfectedCamp
{
zombieChance = 1;
minRoaming = 1;
maxRoaming = 3;
};

View File

@@ -0,0 +1,563 @@
class Military : Default
{
zombieChance = 0.3;
maxRoaming = 6;
zombieClass[] =
{
"z_soldier",
"z_soldier",
"z_soldier",
"z_policeman",
"z_soldier_heavy",
"z_soldier_heavy"
};
lootChance = 0.4;
lootGroup = Military;
};
class MilitarySpecial : Military
{
zombieChance = 0.8;
minRoaming = 2;
zombieClass[] =
{
"z_soldier_heavy",
"z_soldier_heavy",
"z_soldier_heavy",
"z_soldier"
};
lootChance = 0.4;
lootGroup = MilitarySpecial;
};
class MilitaryIndustrial: Military {
zombieChance = 0.3;
maxRoaming = 6;
zombieClass[] =
{
"z_soldier",
"z_soldier_heavy",
"z_soldier",
"z_worker1",
"z_worker2",
"z_worker3"
};
lootChance = 0.4;
lootGroup = MilitaryIndustrial;
};
class Land_a_stationhouse : Military
{
zedPos[] = {{-0.892578,-5.7168,-9.47058},{1.5127,1.96484,-9.47058},{18.9063,-4.06738,-9.47058},{-2.69922,-7.57422,-9.46057},{-1.35645,-8.3623,-4.6489},{-3.24219,-6.61914,-4.6489},{-1.70801,-7.85449,-0.0437927},{-3.39453,-7.88281,-0.0437927},{-1.37891,-5.79102,4.41141},{-1.39648,-7.79883,4.41141}};
lootChance = 0.3;
lootPos[] = {
//{-2.7,-7.57,-9.46},{-0.89,-5.72,-9.47},{-3.24,-6.62,-4.65},{-1.36,-8.36,-4.65},{-1.71,-7.85,-0.04},{-3.39,-7.88,-0.04},{-1.4,-7.8,4.41},{-1.38,-5.79,4.41},{1.51,1.96,-9.47},{18.91,-4.07,-9.47},{-14.4,3.29,-0.51},{1.33,0.89,-0.51},{-2.37,-8.4,8.49},{12.44,2.54,-9.47},{-14.83,-7.58,-0.51},{-1.8,8.87,-0.51},{6.83,0.89,-0.51},{3.65,-6.54,-4.51},{16.29,-6.57,-4.51},{18.39,2.37,-4.51},{9.28,-1.25,-4.51},{-2.08,-4.74,8.49},
{15.436,2.85498,-9.47058},{17.9861,-6.52832,-9.47058},{1.22583,2.24463,-9.47058},{-3.9126,-7.29834,-9.47058},{-2.28271,-6.21094,-4.6489},{-1.604,-8.68018,-0.043786},{-1.104,-5.60938,4.41139},{-3.55811,-8.56787,4.41139},{-2.99219,-8.27148,8.49209}
};
lootPosSmall[] = {
{14.6826,3.55029,-8.25058},{9.97266,3.48584,-9.40058},{19.1477,-6.69629,-9.36058},{19.1719,-7.47998,-9.36058},{0.513672,1.19336,-9.39058},{0.51416,3.3418,-8.63058},{0.52124,1.92334,-7.87058},{-1.63623,-8.99756,-9.39058},{-3.5647,-9.01855,-8.63058},{-0.76709,-8.99072,-7.87058},{-2.40137,-9.03027,-8.25058},{-4.50391,-5.27588,-4.6489},{-1.02393,-9.02051,0.0562134},{-0.771484,-8.3335,0.0762138},{-0.7229,-9.03076,1.19621},{-4.40308,-8.7666,4.41139},{-2.27783,-5.35303,4.41139},{-4.4541,-8.81055,8.49209},{9.12549,3.64697,-8.25058}
};
};
class Land_Mil_ControlTower: Military
{
zombieClass[] =
{
"z_soldier",
"z_soldier",
"z_policeman"
};
zedPos[] = {{10.0703,3.76367,-9.62869},{1.75195,5.68164,-5.51373},{3.85254,3.53516,-5.50372},{6.66113,-0.625488,-1.0787},{6.72266,3.23389,-1.0787},{2.63965,-0.191406,-1.0687}};
lootChance = 0.4;
lootPos[] = {
//{10.07,3.76,-9.63},{5.07,3.65,-5.5},{1.75,5.68,-5.51},{7.49,-1.47,-1.04},{2.46,-0.83,-1.07},{7.61,2.05,-0.35},{2.26,2.17,-1.07},{2.56,5.72,-9.63},{6.56,-3.82,-1.06},{9.87,4.04,-1.06},{7.28,-1.69,2.98},
{7.33203,-1.104,-1.0787},{2.00684,-0.88623,-1.0787},{6.10938,3.34473,-1.0787},{1.90332,3.67188,-5.51367},{8.71387,3.8042,-9.6387}
};
lootPosSmall[] = {
{7.32324,-1.55957,2.98267},{5.49023,-1.72949,-0.378693},{4.7334,-1.66064,-0.378693},{7.44922,2.03809,-0.378693},{5.86035,3.98438,-0.248688},{6.21289,4.02539,-1.0087},{4.96875,-1.39941,-0.638702},{1.08008,3.98389,-5.51367},{10.0879,3.5459,-9.64868}
};
};
class Land_SS_hangar: Military
{
zombieClass[] =
{
"z_soldier_pilot",
"z_soldier_heavy",
"z_soldier_pilot",
"z_soldier_heavy",
"z_worker1",
"z_worker2",
"z_worker3"
};
maxRoaming = 3;
zedPos[] = {{-11.7158,-18.9541,-5.87253},{11.7344,-17.165,-5.87253},{-14.2461,23.0439,-5.87253}};
lootChance = 0.4;
lootPos[] = {
//{11.73,-17.17,-5.87},{-11.72,-18.95,-5.87},{-14.25,23.04,-5.87},{8.38,-5.33,-5.87},{-6,5.89,-5.87},{10.18,19.62,-5.87},{-6.43,-7.66,-5.87},
{-13.0562,-17.6318,-5.87253},{-12.9907,20.873,-5.87253},{12.7217,22.6377,-5.87253},{1.80469,3.94238,-5.87253},{13.1997,-18.3457,-5.87253}
};
lootPosSmall[] = {
{-14.1362,12.6729,-5.87253},{14.4819,-7.80371,-5.87253}
};
lootGroup = Hangar;
};
class Land_A_TVTower_Base: Military
{
zombieClass[] =
{
"z_soldier",
"z_soldier",
"z_policeman"
};
zedPos[] = {{-0.95166,1.48047,-2.31586},{-2.01782,-4.24121,-2.30939},{-0.982422,-1.92383,-2.25586}};
//lootPos[] = {{-0.982422,-1.92383,-2.25586},{-2.01782,-4.24121,-2.30939},{-0.95166,1.48047,-2.31586}};
lootPos[] = {{-0.982422,-1.92627,-2.21573},{-2.01782,-4.2417,-2.21918},{-0.759277,1.42139,-2.21573}};
};
class Land_Mil_House: Military
{
zombieClass[] =
{
"z_soldier",
"z_soldier",
"z_policeman"
};
zedPos[] = {{11.1638,4.70117,-5.67465},{12.4565,1.42383,-5.67465},{13.6672,4.42383,-5.67465}};
lootPos[] = {
//{12.4565,1.42383,-5.67465},{11.1638,4.70117,-5.67465},{13.6672,4.42383,-5.67465},
{-14.3345,1.24414,-4.94623},{-7.87842,1.45117,-4.15622},{-7.77686,-5.34277,-0.88623},{-4.43506,-5.33594,-0.88623}
};
lootPosSmall[] = {
{-10.4692,4.4082,-4.94623},{-10.3696,1.2627,-4.46622},{-6.47998,4.92871,-4.98621},{-13.3208,-0.803711,-4.98621},{-13.791,-6.27832,-0.88623},{-13.2046,-5.36426,-0.196228},{-9.45166,-6.02832,-0.88623},{-0.253418,-4.12402,-0.88623},{-4.75635,-0.0224609,-0.88623},{-6.02002,-0.0410156,-0.426239},{-2.28857,0.575195,-0.876221}
};
};
class Land_Mil_Barracks_i: MilitarySpecial
{
zedPos[] = {{-1.95361,2.57813,-1.1084},{5.46289,2.5791,-1.1084},{1.29346,-2.16211,-1.09839},{-1.78369,-0.166992,-1.09839},{-5.39355,-2.11719,-1.09839},{-5.4707,2.58203,-1.09839},{-1.80664,-1.97559,-1.09827},{5.38965,-1.75781,-1.09827},{-9.1499,-2.55859,-1.09827},{1.4668,-0.129883,-1.09814},{-4.77881,0.0498047,-1.09814},{-8.32617,-0.144531,-1.09814}};
lootChance = 0.3;
lootPos[] = {
//{-0.39,-2.02,-1.1},{-5.67,1.68,-1.1},{-1.95,2.58,-1.11},{5.46,2.58,-1.11},{6.37,-1.22,-0.93},{-0.24,-1.04,0.1},{-3.53,-0.38,-1.1},{-5.39,-2.23,-1.1},{-6.78,-1.34,-0.7},{-9.07,-0.53,-1.1},{2.97,-0.92,-1.1},{1.11,-2.35,-1.1},
{4.56494,-2.67383,-1.14822},{0.312988,1.54492,-1.09824},{-2.95361,1.49414,-1.11823},{-3.39111,-1.99023,-0.708221},{-6.68604,-1,0.0917664},{-8.94238,-2.52441,-1.09824},{-0.59668,-1.49609,-1.10825},{3.03467,-1.00586,0.0917664},{-0.214355,-2.19531,0.0917664},{-8.93018,1.53906,-1.09824}
};
lootPosSmall[] = {
{3.88037,-0.905273,-0.358246},{6.48242,-2.51367,-0.978241},{3.03662,-1.78418,-0.698242},{-0.179199,0.488281,-1.10825},{-3.20703,-0.101563,-1.11823},{-3.37061,-1.08887,0.0917664},{-6.79297,-2.63086,-1.09824},{-9.29541,-0.212891,-1.09824}
};
};
class Land_Mil_Barracks: Military { //DZE added, was just {};
lootPos[] = {
{-0.891113,-3.48926,-1.51633},{-1.09204,2.88672,-1.51633},{-3.55591,3.42871,-1.51633},{-6.31299,3.7041,-1.51633},{-7.68262,-3.54102,-1.93634},{-5.11475,-2.09961,-1.93634},{0.24707,3.57324,-1.93634},{6.72217,-2.47949,-1.93634},{5.41602,3.99316,-1.93634},{-6.34912,3.90137,-0.726349},{-3.58691,2.8252,-0.726349},{-1.04224,3.39941,-0.726349},{-3.75195,-3.25977,-0.726349},{-0.864746,-3.88672,-0.726349},{-3.52563,-2.44824,-1.93634},{-6.06396,2.57422,-1.93634},{-0.935059,-4.05078,-1.93634},{-1.39502,3.89941,-1.93634}
};
lootPosSmall[] = {
{-6.45703,2.03125,-1.79633},{-3.5127,1.98242,-1.79633},{-1.14746,1.9873,-1.79633},{-0.911621,-1.87598,-1.79633},{-3.81567,-1.90234,-1.79633},{-6.5249,-1.86426,-1.79633},{3.78979,-4.17773,-1.13635},{5.32861,-4.19043,-1.13635},{5.20923,-1.99805,-1.65634},{6.54175,-1.99707,-1.65634},{3.82324,-1.96582,-1.65634},{6.89209,2.93457,-1.84634},{6.98877,1.95215,-1.84634},{6.98291,2.23145,-1.46634},{7.00391,2.73438,-1.46634},{6.96729,3.01953,-1.08633},{6.94824,2.04785,-0.706329},{4.36768,3.13086,-0.396332},{3.86768,3.49316,-0.396332},{3.84521,3.49609,-1.86633},{4.33984,3.1748,-1.86633}
};
zedPos[] = {{-2.15845,-3.12793,-1.06134},{2.13281,3.24316,-1.06134},{-6.20679,-0.125,-1.06134},{2.09521,-3.36719,-1.06134}};
};
class Camp: Military {
maxRoaming = 1;
zedPos[] = {{0.833496,-1.52246,-1.09949},{0.385742,0.963867,-1.08948}};
//lootPos[] = {{0.833496,-1.52246,-1.09949},{0.385742,0.963867,-1.08948}};
lootPos[] = {{0.833252,-1.52246,-1.15955},{0.38501,0.963867,-1.15955}};
};
class CampEast: Military {
maxRoaming = 1;
zedPos[] = {{0.627441,1.83594,-1.31049},{-1.05713,-1.80762,-1.31049}};
//lootPos[] = {{-1.05713,-1.80762,-1.31049},{0.627441,1.83594,-1.31049}};
lootPos[] = {{-1.05713,-1.80762,-1.31049},{0.627441,1.83398,-1.31049}};
};
class CampEast_EP1: Military {
maxRoaming = 1;
zedPos[] = {{-0.670898,0.955078,-1.31049},{1.68408,-2.43359,-1.31049},{-1.76318,-1.625,-1.31049}};
//lootPos[] = {{-0.670898,0.955078,-1.31049},{1.68408,-2.43359,-1.31049},{-1.76318,-1.625,-1.31049}};
lootPos[] = {{-0.670898,0.95459,-1.31049},{1.68506,-2.43384,-1.31049},{-1.76318,-1.62646,-1.31049}};
};
class Land_tent_east: Military {
minRoaming = 2;
maxRoaming = 3;
zedPos[] = {{-1.82,1.71,-1.74},{2.06,-0.97,-1.74}};
lootChance = 0.3;
lootPos[] = {{2.06,-0.97,-1.74},{-1.82,1.71,-1.74}};
};
class Land_Dam_ConcP_20: Military {
zedPos[] = {{-0.94,10.26,9.09},{2.47,9.87,9.09}};
lootChance = 0.4;
lootPos[] = {{-0.94,10.26,9.09},{2.47,9.87,9.09},{-0.94,10.26,9.09},{2.47,9.87,9.09},{-6.51,4.46,2.21},{1.47,6.06,2.21},{4.89,2.99,2.19},{7.92,6.13,2.21}};
};
class C130J_wreck_EP1: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zedPos[] = {{0.37,0.61,-5.44},{-0.84,2.92,-5.44},{-2.16,-6.32,-5.42},{1.26,-20.49,-5.39},{1.88,-3.67,-5.36},{-0.2,-12.76,-4.78},{-0.36,-7.87,-4.6},{-1.32,-14.56,-4.59}};
lootPos[] = {{-0.36,-7.87,-4.6},{-0.2,-12.76,-4.78},{-1.32,-14.56,-4.59},{-2.16,-6.32,-5.42},{-0.84,2.92,-5.44},{0.37,0.61,-5.44},{1.88,-3.67,-5.36},{1.26,-20.49,-5.39}};
};
class Barrack2: Military {
lootPos[]={{1.33,-0.65,-0.27},{1.14,5.21,-0.27},{-2.09,0.71,0.05},{1.13,3.25,0.52}};
};
class Mi8Wreck: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
lootPos[]={{0,-5.79,-1.71}};
};
class USMC_WarfareBVehicleServicePoint: Military {
lootPos[] = {{1.57,-3.96,-0.09},{-1.49,2.23,-1.41}};
};
class Land_Vysilac_FM: Military {
zedPos[] = {{-0.36,1.96,-6.21},{-1.72,4.5,-6.21},{-3.25,0.75,-6.21}};
lootPos[] = {{-0.36,1.96,-6.21},{-1.72,4.5,-6.21},{-3.25,0.75,-6.21},{1.35,-0.6,8.39}};
lootChance = 0.4;
};
class Land_Mil_Barracks_L: Military {
zedPos[] = {{4,-5.22,-2.21},{7.3,-4.04,-2.21},{-0.82,-4.72,-2.2}};
lootPos[] = {{-0.82,-4.72,-2.2},{4,-5.22,-2.21},{7.3,-4.04,-2.21}};
};
//DZE ADDED BELOW
class land_pozorovatelna: Military {
lootPos[] = {{-2.36328,-2.79248,-2.49767},{3.11426,-2.92969,-2.49767},{0.740234,2.47852,-2.49767},{-1.67578,-2.50049,7.54509},{-1.23047,1.90283,7.54509},{2.88477,2.08496,7.54509},{2.61426,-2.48096,7.54509},{0.491211,-0.290527,7.54509}};
};
class land_AII_last_floor: MilitarySpecial {
lootPos[] = {{-1.73975,-7.99756,11.6976},{-1.73975,-7.99756,11.6976},{-1.20801,5.45605,4.6129},{-3.82813,2.81494,5.46183}};
};
class land_AII_middle_floor: MilitarySpecial {
lootPos[] = {{-7.64941,4.97412,0.510368},{-7.7207,5.10498,0.510216},{-7.27979,-0.931152,0.518509},{8.47461,-2.3252,-4.63377},{9.20508,0.508301,-4.63377},{4.36768,3.7998,-4.63377},{-0.669434,2.74805,-4.63377},{-10.3594,5.03516,-4.63377},{-13.9766,9.10059,-4.63377},{-8.021,1.22314,-4.63377},{6.07227,-2.64551,-4.63377},{-8.75293,8.79297,-2.10379}};
};
class Land_budova4_winter: MilitarySpecial {
lootPos[] = {{-7.73389,0.300049,-1.09824},{-7.7666,1.97388,-1.09824},{-5.85645,1.92651,-1.09824},{-4.82373,0.194336,-1.09824},{-4.82715,-2.00244,-1.09824},{-8.09766,-2.28149,-1.09824},{-3.06787,2.24805,-1.09824},{-1.65283,-1.91821,-1.09824},{-1.41309,-0.034668,-1.09824},{0.266602,1.76807,-1.09824},{1.28369,0.289307,-1.09824},{1.81982,-2.28687,-1.09824},{4.37549,2.14941,-1.09824},{5.61865,1.71338,-1.09824},{5.06787,-1.74316,-1.09824},{2.54785,2.33716,-1.09824}};
};
class land_vstup: Military {
lootPos[] = {{-11.51,-2.64844,-1.53312},{-6.24463,-2.85059,-1.53312},{-1.16992,-2.84961,-1.53312},{2.70898,-2.85059,-1.53312}};
};
class land_smd_hlaska: Military {
lootPos[] = {
{-0.724609,0.822266,3.77092}
};
lootPosSmall[] = {
{1.06201,-0.864258,3.77092},
{-1.04688,-0.759766,3.77092}
};
zedPos[] = {{-0.18457,-3.13574,-2.25991}};
};
class land_smd_army_hut2: Military {
lootPos[] = {
{0.447266,-4.6543,-1.33328}
};
lootPosSmall[] = {
{-0.257813,-5.02539,-0.623276},
{3.02832,-6.1582,-1.33328}
};
zedPos[] = {{0.552734,6.06836,-0.515976},{-3.86816,-5.6875,-1.13228}};
};
class land_smd_ss_hangard_withdoor: MilitaryIndustrial {
lootPos[] = {
{0.236328,3.4209,-5.87254},{-14.0732,22.499,-5.87254},{13.1895,22.2031,-5.87254},{-13.8877,-10.5459,-5.87254},{2.10742,-19.8496,-5.87254}
};
lootPosSmall[] = {
{14.3984,12.2852,-5.87254},{0.289063,-0.197266,-5.87254},{-14.8389,-20.6475,-5.87254},{14.8574,-20.5088,-5.87254}
};
zedPos[] = {{0.128906,-25.0273,-5.42465},{-16.7891,1.98145,-5.42465},{0.0742188,26.5654,-5.42465},{16.6631,-7.1084,-5.42465}};
};
class land_budova5: Military {
lootPos[] = {
{-2.04004,2.89844,-1.98059}
};
lootPosSmall[] = {
{-1.96191,-0.314453,-1.98059}
};
zedPos[] = {{-3.04492,2.0332,-1.40211}};
};
class land_smd_army_hut2_int: Military {
lootPos[] = {
{-0.848633,-1.24316,-0.948334},{-1.92383,-0.00390625,-0.948334},{2.7959,-0.0146484,-0.948334}
};
lootPosSmall[] = {
{0.15918,-1.26465,-0.498337},{3.0791,1.96387,-0.948334}
};
zedPos[] = {{-3.35352,-2.65332,-0.407364},{0.475586,3.37402,-0.350555}};
};
class land_smd_strazni_vez: Military {
lootPos[] = {
{-1.68066,-1.30273,2.00299}
};
lootPosSmall[] = {
{-0.902344,-1.29395,1.41299},
{-1.92578,1.28613,1.41299}
};
zedPos[] = {{-1.14844,0.125977,2.28799},{1.04102,2.45898,-1.76974}};
};
class land_smd_army_hut3_long_int: Military {
lootPos[] = {
{0.643555,5.24219,-0.0739136},{-2.78809,3.13672,-1.27391},{-2.80957,5.27441,-0.863907},{-3.13086,-3.3584,-1.27391},{-0.875977,-0.6875,-1.27391}
};
lootPosSmall[] = {
{1.6875,5.27539,-0.863907},{-0.604492,-3.36816,-0.563904},{1.91699,1.27832,-1.27391}
};
zedPos[] = {{3.37598,0.145508,-0.938461},{-4.52734,0.833984,-1.2229}};
};
class land_st_vez: MilitarySpecial {
lootPos[] = {{-5.56445,4.23975,-3.31476},{-5.05566,-3.17627,-3.31476},{4.12109,3.92822,2.42732},{-1.73389,2.68896,6.40834},{-4.23584,1.29736,6.40834},{-3.80322,-1.09277,6.40834},{0.430664,1.31787,6.40834},{-2.45166,-2.16748,6.40834},{-0.608398,-0.57666,-11.095},{-2.08691,1.10303,-11.0649},{0.259277,-3.89697,-3.31476},{3.9375,3.30957,-8.50825}};
};
class Land_A_Stationhouse_ep1: Land_a_stationhouse{};
class land_ibr_hangar: MilitaryIndustrial
{
lootPos[] = {
{ -5.75635,9.95386,-3.57318 },
{ -8.06152,-11.4065,-3.58192 },
{ 8.68555,-5.30371,-3.57942 }};
};
class land_ind_pec_03: MilitaryIndustrial
{
lootPos[] = {
{6.07275,11.8623,2.59973},{7.82275,-2.04883,-1.9376},{13.1899,16.0693,-5.15128},{14.0396,8.12549,-5.15128},{13.8237,12.5366,-4.69128},{4.63086,16.6553,-2.04201},{3.07275,-5.11963,-5.15128},{4.79541,-2.07031,-1.9387},{3.67627,14.5518,2.60131},{-2.08447,-13.6855,1.11455},{3.21484,8.37207,-5.15128},{4.78662,18.0498,-5.15128},{-3.98193,-24.5332,-5.15128},{12.9028,-1.58447,3.05404},{-0.259766,22.2715,4.05607},{1.96094,25.4209,4.05607}
};
lootPosSmall[] = {
{2.1709,11.5796,2.75019},{1.17725,11.8911,3.87051},{6.62451,13.2251,4.24952},{3.21777,-11.7026,-1.85671},{8.35938,-3.10693,-1.93559},{14.1851,-5.31348,-1.08754},{13.0874,16.7339,-4.27128},{7.37207,16.6235,-4.99128},{11.6133,16.7075,-5.04128},{12.248,13.2998,-3.56128},{-15.2876,-18.2754,-5.06128},{3.3833,14.4814,3.36135},{10.6797,7.66943,-4.43128},{-4.56982,14.9658,-4.94128},{4.23242,-26.7783,-1.97225},{2.2749,21.8086,4.05607}
};
zedPos[] = {{1.979,15.7012,3.48646},{5.93604,16.2686,3.48582},{6.50586,13.8198,-4.22628},{12.314,9.64258,-4.22628},{6.15381,9.78711,-4.22628},{6.34424,-2.52051,-0.953124},{-5.04004,-4.30566,-4.22628},{-5.77588,-21.0293,-4.22628}};
};
class land_ind_pec_03a: MilitaryIndustrial
{
lootPos[] = {
{6.07275,11.8623,2.59973},{7.82275,-2.04883,-1.9376},{13.1899,16.0693,-5.15128},{14.0396,8.12549,-5.15128},{13.8237,12.5366,-4.69128},{4.63086,16.6553,-2.04201},{3.07275,-5.11963,-5.15128},{4.79541,-2.07031,-1.9387},{3.67627,14.5518,2.60131},{-2.08447,-13.6855,1.11455},{3.21484,8.37207,-5.15128},{4.78662,18.0498,-5.15128},{-3.98193,-24.5332,-5.15128},{12.9028,-1.58447,3.05404},{-0.259766,22.2715,4.05607},{1.96094,25.4209,4.05607}
};
lootPosSmall[] = {
{2.1709,11.5796,2.75019},{1.17725,11.8911,3.87051},{6.62451,13.2251,4.24952},{3.21777,-11.7026,-1.85671},{8.35938,-3.10693,-1.93559},{14.1851,-5.31348,-1.08754},{13.0874,16.7339,-4.27128},{7.37207,16.6235,-4.99128},{11.6133,16.7075,-5.04128},{12.248,13.2998,-3.56128},{-15.2876,-18.2754,-5.06128},{3.3833,14.4814,3.36135},{10.6797,7.66943,-4.43128},{-4.56982,14.9658,-4.94128},{4.23242,-26.7783,-1.97225},{2.2749,21.8086,4.05607}
};
zedPos[] = {{1.979,15.7012,3.48646},{5.93604,16.2686,3.48582},{6.50586,13.8198,-4.22628},{12.314,9.64258,-4.22628},{6.15381,9.78711,-4.22628},{6.34424,-2.52051,-0.953124},{-5.04004,-4.30566,-4.22628},{-5.77588,-21.0293,-4.22628}};
};
class Land_budova4_in: Military
{
lootPos[] = {
{ -6.50415,2.1416,-1.88723 },
{ -1.66162,2.10168,-1.88723 },
{ 2.94312,2.297,-1.88723 },
{ 5.34082,-1.82922,-1.88723 }};
};
class land_army_hut_int: Military
{
lootPos[] = {
{ 2.7959,-5.07373,-1.33056 },
{ 2.79785,-2.1626,-1.33056 },
{ -0.943359,-0.060791,-1.35981 },
{ 0.689453,1.87134,-1.36167 }};
};
class Land_army_hut3_long_int: Military
{
lootPos[] = {
{ -2.88721,-4.36035,-1.23617 },
{ 0.753906,-3.90039,-1.23617 },
{ -2.53711,-1.95117,-1.23617 },
{ -2.27856,-0.211914,-1.23617 },
{ -0.0664063,-1.70801,-1.23617 },
{ 0.141113,2.31104,-1.23617 }};
};
class land_army_hut2_int: Military
{
lootPos[] = {
{ -0.421387,-0.0517578,-0.948329 },
{ 1.80103,0.945313,-0.948329 },
{ 2.24585,-2.6875,-0.948329 },
{ -1.24561,-1.53955,-0.948329 }};
};
class Land_Mil_Barracks_EP1: Military
{
lootPos[] = {};
};
class Land_Mil_Barracks_L_EP1: Military
{
lootPos[] = {};
zedPos[] = {{-3.97998,-7.65137,-1.33652},{-2.41919,-7.81445,-1.33569}};
};
class Land_vez: Military
{
maxRoaming = 1;
lootPos[] = {{-0.0585938,1.51367,1.36331}};
zedPos[] = {{-0.116699,-0.801758,-2.81857}};
};
class Land_Mil_ControlTower_EP1: Military
{
zombieClass[] =
{
"z_soldier",
"z_soldier",
"z_policeman"
};
lootChance = 0.4;
lootPos[] = {
{ 5.53369,3.64355,-5.46368 },
{ 7.67236,3.68115,-1.0687 },
{ 7.53271,-1.70068,-1.0687 },
{ 4.55225,1.64111,2.92148 },
{ 10.1292,3.6958,-9.62869 },
{ 0.491943,6.1543,-9.62869},
{ 7.54956,1.74512,-0.378696},
{5.40234,-1.71289,-0.378696}};
};
class Land_Mil_hangar_EP1: MilitaryIndustrial
{
zombieClass[] =
{
"z_soldier_pilot",
"z_soldier_heavy",
"z_soldier_pilot",
"z_soldier_heavy",
"z_worker1",
"z_worker2",
"z_worker3"
};
maxRoaming = 3;
lootPos[] = {{-9.83203,-12.4097,-5.38129},{10.5488,-12.1318,-5.38129},{13.002,0.0214844,-5.38129},{-13.3887,0.25,-5.38129},{13.3203,20.5176,-5.38129},{-13.1865,19.9839,-5.38129},{0.0195313,21.5078,-5.38129},{0.49707,11.5469,-5.38129},{-0.836914,-0.634277,-5.38129},{0.177734,-11.6821,-5.38129}};
};
class Land_Mil_Guardhouse_EP1: Military
{
zombieClass[] =
{
"z_soldier",
"z_soldier",
"z_policeman"
};
lootPos[] = {{-3.05859,1.76514,-1.59003},{-3.16895,3.45361,-1.59003},{-3.19922,-0.323242,-1.59003}};
};
class Land_Mil_Barracks_i_EP1: MilitarySpecial
{
lootChance = 0.2;
maxRoaming = 2;
lootPos[] = {
{5.15625,-2.30371,-1.09824},
{1.05664,-2.45508,-1.09824},
{-0.841797,-2.36133,-1.09824},
{-4.03516,-2.31836,-1.09824},
{-8.49609,-2.33838,-1.09824}};
};
class Land_fortified_nest_big_EP1: Military
{
lootPos[] = {
{0.663086,1.06738,-0.740341},
{0.513184,-1.3623,-0.740341},
{-0.991211,1.11621,-0.740341},
{-2.87109,-3.94238,-0.740341}};
};
class Land_Mil_House_EP1: Military
{
zombieClass[] =
{
"z_soldier",
"z_soldier",
"z_policeman"
};
vehPos[] = {
{ 13.439,3.25244,-5.71244,84 }};
lootPos[] = {
{11.7949,4.3147,-5.81439}
};
lootPosSmall[] = {
{-1.54785,5.46997,-5.00406},
{-2.61816,5.46362,-5.0097}
};
zedPos[] = {{-2.13477,6.69116,-4.56909},{5.58887,6.41284,-4.44098}};
};
class datsun02Wreck: Military
{
zombieClass[] = {"zZombie_Base","z_hunter"};
zombieChance = 0.3;
lootChance = 0;
minRoaming = 1;
maxRoaming = 2;
lootPos[] = {};
};
class HMMWVWreck: Military
{
zombieClass[] = {"z_soldier","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0;
minRoaming = 1;
maxRoaming = 2;
lootPos[] = {};
};
class Land_Mil_Guardhouse : Military //MOVED FROM RESIDENTIAL
{
zombieClass[] =
{
"z_soldier",
"z_soldier",
"z_policeman"
};
maxRoaming = 3;
zedPos[] = {{-2.44727,0.250977,-1.70563},{-2.44873,3.00293,-1.70285}};
lootPos[] = {
//{-2.44727,0.250977,-1.70563},{-2.44873,3.00293,-1.70285}
{4.65381,-3.61914,-1.46277},{2.99756,3.54102,-0.712769}
};
lootPosSmall[] = {
{-0.798828,-3.51758,-1.46277},{3.73047,-3.95996,-1.32278},{-0.283203,-3.15723,-1.32278},{-0.996582,3.81445,-1.14279},{-1.33008,2.26563,-0.762787},{0.289063,3.66211,-0.0827942},{-1.17383,-0.112305,-1.48279}
};
};
class UH1Wreck_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
};
class UH60Wreck_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
};
class UH60_NAVY_Wreck_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
};
class UH60_ARMY_Wreck_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
};
class UH60_NAVY_Wreck_burned_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
};
class UH60_ARMY_Wreck_burned_DZ: Military {
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
zombieChance = 0.3;
lootChance = 0.6;
minRoaming = 4;
maxRoaming = 8;
lootPos[] = {};
};

View File

@@ -0,0 +1,16 @@
class Land_HouseV_2I : Default
{
maxRoaming = 3;
};
class Land_Ind_Shed_02_main : Default
{
zombieChance = 0.3;
maxRoaming = 3;
};
//DZE ADDED BELOW
class Land_Ind_Shed_01_EP1: Default
{
zombieChance = 0.3;
maxRoaming = 3;
};

View File

@@ -0,0 +1,228 @@
class Office : Residential
{
maxRoaming = 3;
lootChance = 0.2;
zombieClass[] = {"z_suit1","z_suit2"};
lootGroup = Office;
};
class Land_HouseB_Tenement : Office
{
//lootPos[] = {{5.40576,9.89453,-20.7845},{5.98975,14.168,-20.7845},{12.9604,14.0723,-20.7845},{14.6064,8.92383,-20.7845},{-12.0771,0.645508,-20.7845},{-0.924805,5.26563,-20.7845}};
lootPos[] = {
//{5.41,9.89,-20.78},{5.99,14.17,-20.78},{12.96,14.07,-20.78},{14.61,8.92,-20.78},{-12.08,0.65,-20.78},{-0.92,5.27,-20.78},{1.27,-0.62,-20.78},{-2.28,2.08,-20.78},{-10.07,4.64,-20.78},{5.35,3.42,-20.78},{13.35,3.37,-20.78},{2.53,-5.75,-20.78},
{2.39063,4.80322,-19.8245},{-10.2041,-0.48877,-20.3445},{4.65625,-2.125,-20.3445},{7.27734,11.5957,-20.8045},{-4.50854,5.10645,-19.8245},{5.11865,12.0298,-20.8045},{13.5625,12.1631,-20.8045}
};
lootPosSmall[] = {
{-1.7771,4.57861,-19.8245},{-0.338623,4.80322,-19.8245},{-11.0986,-0.365234,-20.3445},{2.38574,5.15869,-20.2245},{14.2202,4.91895,-20.3945},{6.7251,11.6895,-20.3445},{3.2915,-1.90088,-20.3445},{12.9602,10.0479,-20.8045},{13.3726,0.939453,-20.8045}
};
zedPos[] = {{-0.924805,5.26563,-20.7845},{-12.0771,0.645508,-20.7845},{12.9604,14.0723,-20.7845},{14.6064,8.92383,-20.7845},{5.40576,9.89453,-20.7845},{5.98975,14.168,-20.7845}};
};
class Land_Panelak : Office
{
lootPos[] = {
//{-2.76855,-6.26563,0.0714111},{-2.93848,-1.3916,0.0714111},{-5.4209,-3.13184,0.0814209},{-6.81152,-6.15527,0.0714111},{-4.00879,2.53027,0.0714111},{-0.730469,-3.20117,2.77145},{3.97852,-7.08936,2.77145},{2.49609,2.93701,2.77145},{6.78906,1.55273,2.77145},{6.38477,-2.3916,2.77145},{6.80566,-5.77295,2.77145},{4.59863,-1.36328,2.77145},{-0.824219,1.86914,1.32864},
{-3.76709,-5.5791,0.0714226},{-6,-5.1709,0.0714226},{-4.86719,-3.30518,0.0714226},{-5.75098,1.51172,0.0714226},{3.95483,-4.83008,2.77144},{4.8728,1.51855,2.77144},{6.07324,-5.4668,2.77144}
};
lootPosSmall[] = {
{-4.05713,-4.55469,1.21142},{-4.03857,-4.71094,0.0714211},{-5.52002,-6.45508,0.0714211},{-3.9873,-3.06934,0.761421},{-3.99072,-3.84375,1.29142},{-4.09497,-2.15625,0.0714211},{-5.01172,1.91406,0.0714211},{-4.146,1.42871,0.391421},{1.37354,-5.00684,2.77144},{4.1167,-7.4834,2.77144},{4.2417,-3.69287,3.00144},{5.16602,-3.7334,3.40144},{4.15137,1.27051,2.77144},{4.66846,1.74414,3.43144},{5.69775,-6.44727,2.77144}
};
zedPos[] = {{-2.76855,-6.26563,0.0714111},{-2.93848,-1.3916,0.0714111},{-4.00879,2.53027,0.0714111},{-6.81152,-6.15527,0.0714111},{-5.4209,-3.13184,0.0814209},{-0.824219,1.86914,1.32864},{-0.730469,-3.20117,2.77145},{2.49609,2.93701,2.77145},{3.97852,-7.08936,2.77145},{4.59863,-1.36328,2.77145},{6.38477,-2.3916,2.77145},{6.78906,1.55273,2.77145},{6.80566,-5.77295,2.77145}};
};
class Land_Panelak2 : Office
{
lootPos[] = {
//{-0.729492,-3.00684,-2.62872},{-0.763672,1.36133,-1.3714},{-0.30127,3.64941,1.32861},{0.736328,-3.22266,2.76105},{-0.630859,1.84668,4.05231},{3.68896,-7.33789,5.46661},{2.26807,2.94043,5.46661},{6.70068,2.69043,5.46655},{6.87842,-1.45996,5.47675},{6.39795,-6.02734,5.47662},{4.55371,-1.76758,5.46667},{2.76416,0.446289,5.46661},
{0.53833,2.0498,-1.29137},{4.87939,1.90234,5.46665},{4.71045,-3.02197,5.46665},{6.01514,-5.86133,5.46665},{3.8833,-4.72314,5.46665}
};
lootPosSmall[] = {
{4.85205,-3.7041,6.69665},{4.38281,-3.68848,6.09665},{5.229,1.64063,6.24665},{4.62354,1.4082,6.24665},{5.41382,-5.54199,5.79665},{1.20215,-4.93652,5.47665}
};
zedPos[] = {{-0.729492,-3.00684,-2.62872},{-0.763672,1.36133,-1.3714},{-0.30127,3.64941,1.32861},{0.736328,-3.22266,2.76105},{-0.630859,1.84668,4.05231},{6.70068,2.69043,5.46655},{2.26807,2.94043,5.46661},{2.76416,0.446289,5.46661},{3.68896,-7.33789,5.46661},{4.55371,-1.76758,5.46667},{6.39795,-6.02734,5.47662},{6.87842,-1.45996,5.47675}};
};
class Land_rail_station_big : Office
{
lootPos[] = {
//{-4.96924,4.56348,-4.99451},{0.461426,4.86621,-4.9848},{2.46631,2.22656,-4.97443},{-1.31689,-2.5918,-4.98444},{-3.29102,-0.121094,-4.98444},{-1.07373,2.37305,-4.98462},{7.46338,-3.40723,-5.04431},{8.93652,3.12695,-5.04443},{-8.16357,-5.12109,-5.03442},
{2.11914,-0.13208,-4.98439},{0.712402,0.718994,-4.98439},{2.45654,3.80566,-4.98439},{7.45947,1.49683,-5.04438}
};
lootPosSmall[] = {
{1.81641,0.77417,-4.05439},{2.74609,0.869385,-4.05438},{-5.16943,-3.43555,-4.98439},{9.25,0.421631,-5.04438},{-6.54004,-4.09692,-5.04439}
};
zedPos[] = {{8.93652,3.12695,-5.04443},{7.46338,-3.40723,-5.04431},{-8.16357,-5.12109,-5.03442},{-4.96924,4.56348,-4.99451},{0.461426,4.86621,-4.9848},{-1.07373,2.37305,-4.98462},{-1.31689,-2.5918,-4.98444},{-3.29102,-0.121094,-4.98444},{2.46631,2.22656,-4.97443}};
};
class Land_A_Office01 : Office
{
lootPos[] = {
//{-2.5,-2.47,-4.53},{4.11,-0.69,-4.53},{4.11,6.11,-4.53},{0.24,6.06,-4.53},{4.32,3.74,-4.53},{5.09,0.22,-4.53},{11.8,-1.78,-4.53},{14.58,-4.11,-4.53},{13.82,-0.73,-4.53},{-7.76,5.59,-4.53},{1.81,1,-2.03},{4.93,4.32,-2.03},{0.52,6.76,-2.03},{2.23,3.76,-2.03},{-4.89,-2.55,-2},{-14.56,-3.41,-1.99},{-15.27,5.93,-1.95},{-10.91,6.04,0.45},{-6.31,3.3,0.48},{7.64,6.39,0.47},{13.67,6.6,0.45},{13.19,-2.59,0.49},{3.09,2.44,6.2},{-1.46,-2.28,6.19},{-2.29,4.54,0.47},{4.77,-4.56,-2.02},{8.35,-1.11,-2.03},{9.95,-3.74,-2.01},{7.14,-2.51,-2.03},{12.87,4.71,-2.03},{15.37,3.42,-2.03},{-0.74,3.17,-4.53},{15.57,1.33,-2.03},{-0.07,-6.44,-2},{-7.93,3.18,-2.03},{-6.05,6.27,-2.03},{-13.11,1.06,-2.03},{-3.3,4.18,6.2},
{-7.84912,6.3855,-4.528},{3.84424,3.27051,-4.528},{-0.0383301,3.51733,-4.528},{5.37695,5.63379,-4.528},{15.5393,-1.90015,-4.528},{13.8057,-2.3811,-4.528},{10.114,3.44849,-4.528},{10.3008,6.32495,-4.528},{1.71021,1.66675,-4.528},{1.58032,5.87671,-2.028},{-0.599854,7.08984,-2.028},{3.87769,6.84229,-2.028},{-7.6709,6.72485,-2.038},{-4.729,4.19556,-2.028},{-7.93091,3.2041,-2.038},{10.2354,-1.9187,-2.018},{6.9812,-4.30933,-2.038},{15.4075,6.03198,-2.038},{13.9285,3.40649,-2.038},{0.163086,3.43286,0.472002},{7.13892,3.64844,0.471998},{1.71973,-1.40967,6.72491},{-0.443359,0.61499,-2.028},{-5.22144,-3.69971,-2.028}
};
lootPosSmall[] = {
{3.50342,5.28027,-3.668},{5.68286,4.95898,-4.048},{0.895508,4.98511,-3.288},{2.42017,4.98291,-2.908},{15.8838,-2.62256,-2.908},{4.74072,6.75391,-0.938002},{7.69507,-0.465332,-1.618},{10.7341,-1.90918,-1.158},{6.34229,-2.73242,-0.398003},{-4.86572,7.16187,-0.988003},{-4.27173,4.2207,-0.778002},{-4.56543,5.48193,-1.348},{-8.21387,2.04932,-2.028},{12.6631,2.83398,-1.918},{12.8892,2.82178,-0.778002},{11.5281,7.08887,-1.338},{11.3428,5.02344,-1.158},{11.636,6.34937,-1.338},{-3.802,4.13525,1.71201},{0.720947,3.55957,0.952003},{-3.78076,4.44727,0.952003},{10.7363,3.28833,-3.668},{6.46191,5.13013,-2.908},{7.03906,6.25537,-4.098},{6.68823,5.81177,-3.818},{10.7056,4.13135,-3.288},{2.86792,-0.489014,6.72491}
};
zedPos[] = {{0.242188,6.06348,-4.52798},{11.8037,-1.77832,-4.52798},{13.8174,-0.731445,-4.52798},{14.5811,-4.1123,-4.52798},{-2.50391,-2.46875,-4.52798},{4.11133,6.11328,-4.52798},{4.11279,-0.686523,-4.52798},{4.31641,3.74121,-4.52798},{5.08887,0.219727,-4.52798},{-7.76221,5.59082,-4.52798},{1.18945,6.07129,-2.02802},{12.8701,4.70996,-2.02802},{15.3721,3.42383,-2.02802},{1.81152,0.994141,-2.02802},{2.23145,3.76563,-2.02802},{4.93164,4.32031,-2.02802},{7.13867,-2.50684,-2.02802},{8.3457,-1.10645,-2.02802},{4.7666,-4.55859,-2.02487},{9.94727,-3.74023,-2.008},{-4.89111,-2.54785,-1.99799},{-14.5596,-3.40625,-1.98798},{-15.2705,5.92871,-1.94794},{13.6729,6.59668,0.451965},{-10.9063,6.04199,0.451996},{-2.12988,4.5166,0.472015},{7.6416,6.3877,0.472015},{-6.30762,3.30078,0.482025},{13.1924,-2.58594,0.492004},{-1.45654,-2.2832,6.19489},{3.09229,2.4375,6.2049}};
};
class Land_A_Office02 : Office
{
lootPos[] = {
//{4.72266,-5.74219,-8.15109},{0.961426,-5.16992,-8.15076},
{19.8076,3.26123,5.38394},{0.27002,0.0458984,5.38394},{5.0415,-4.854,-8.17109},{-0.263184,-5.15259,-8.17105}
};
lootPosSmall[] = {
{-0.112305,-4.35254,-8.17073},{-0.813965,-4.14355,-7.79043},{4.104,-7.27051,-8.1711},{10.7427,2.16992,5.38394},{21.5991,2.56104,5.42394},{-4.02783,2.4668,5.38394},{-17.3232,1.29028,8.71684},{-18.0732,3.38623,8.71684}
};
zedPos[] = {{4.72266,-5.74219,-8.15109},{0.961426,-5.16992,-8.15076}};
};
//DZE BELOW
class LAND_ibr_bank: Office
{
lootPos[] = {
{ 1.44702,-0.9551,-1.60158 },
{ -7.40649,-4.9482,-1.60158 },
{ -7.50879,3.1616,-1.60158 },
{ -13.1931,3.0244,-1.60158 },
{ -10.6316,-1.4922,-1.60158 },
{ -10.3481,-5.6631,-1.60158 },
{ -14.0247,-6.4653,-1.60158 },
{ -10.1897,-2.6592,-1.60158 }};
};
class land_bunka: Office {
lootPos[] = {{1.83496,0.451172,-1.51244},{-2.04492,2.11377,-1.51245},{3.07324,2.41675,-1.51245}};
};
class LAND_konecna : Office
{
lootPos[] = {{14.8423,-0.987793,-1.59364},
{16.873,-2.86865,-1.59364},
{13.3672,-9.11377,-1.59364},
{5.09497,-9.98682,-1.59364},
{-24.8281,-1.17871,-1.59364},
{-14.0747,-7.3042,-1.59364},
{-19.0789,0.98291,-1.59364},
{4.67944,0.805176,-1.59364},
{-11.4639,-10.1475,-1.59364}};
};
class Land_ibrPanelak: Land_Panelak{};
class Land_ibrPanelak2: Land_Panelak2{};
class Land_ibr_terminal: Office
{
lootPos[] = {
{ 11.1885,-13.0669,-4.04974 },
{ 4.42383,-9.64746,-4.04974 },
{ -2.42822,-6.94775,-4.04974 },
{ -3.00537,-1.25439,-4.04974 },
{ 0.473145,8.72314,-4.04974 },
{ 14.8608,12.5249,-4.04974 },
{ 3.33838,-14.5229,0.581566 },
{ -3.88428,-17.5376,0.581566 },
{ -17.3682,0.572266,-4.05001 },
{ -13.7939,0.576172,-0.231342 },
{ -2.83545,10.9009,-0.949741 },
{ -2.27686,-16.4238,3.68157 }};
};
class Land_A_Villa_EP1: Office
{
lootPos[] = {
{ -23.3442,1.71484,-3.65929 },
{ 14.5498,-5.69775,-5.06722 },
{ 5.8457,-2.09814,-5.06717 },
{ 9.5249,3.76563,-5.06717 },
{ 10.0454,11.5093,-5.0734 },
{ 0.268555,8.64648,-5.06699 },
{ -0.378906,15.3989,-5.06724 },
{ -6.68506,14.9448,-5.06722 },
{ -10.9644,13.0996,-5.06719 },
{ 11.0571,4.48926,-1.48401 },
{ 2.85938,9.12939,-1.48407 },
{ -3.87646,8.01416,-1.4844 },
{ 0.0537109,10.3984,-1.4844 },
{ -2.78467,13.5903,-1.4844 },
{ -0.118652,15.3394,-1.4844 },
{ -6.73779,15.772,-1.4844 },
{ -8.39453,13.5249,-1.4844 },
{ -10.5317,9.75146,-1.4844 },
{ -11.8062,14.2358,-1.4844 },
{ -15.5771,14.0396,-1.4844 }};
};
class Land_A_Office01_EP1: Land_A_Office01
{
lootPos[] = {
{ -2.50391,-2.46948,-4.728 },
{ 4.23535,-0.336914,-4.728 },
{ 4.11133,6.1123,-4.728 },
{ 0.242188,6.06299,-4.728 },
{ 4.31641,3.74023,-4.728 },
{ 5.08887,0.219727,-4.728 },
{ 11.6504,-1.5647,-4.728 },
{ 14.5811,-4.1123,-4.728 },
{ 13.8545,-0.749023,-4.728 },
{ -7.7627,5.59082,-4.728 },
{ 1.81152,0.993408,-2.228 },
{ 4.93164,4.31982,-2.228 },
{ 1.18945,6.07031,-2.228 },
{ 2.23145,3.76563,-2.228 },
{ -4.76367,-2.51221,-2.228 },
{ -14.5596,-3.40723,-2.228 },
{ -15.2705,5.92773,-2.228 },
{ -10.9063,6.04175,0.672008 },
{ -6.30762,3.30078,0.672006 },
{ 7.6416,6.38696,0.672001 },
{ 13.6729,6.5957,0.671999 },
{ 13.1924,-2.58691,0.671998 },
{ 3.0918,2.4375,6.20491 },
{ -1.45703,-2.28369,6.20491 },
{ -2.12988,4.51587,0.672005 },
{ 4.74414,-4.60156,-2.21486 },
{ 8.3457,-1.10718,-2.228 },
{ 9.94727,-3.74146,-2.228 },
{ 7.13867,-2.50732,-2.228 },
{ 12.8701,4.70923,-2.228 },
{ 15.3721,3.42383,-2.228 }};
};
class Land_MBG_Police_Station: Office
{
lootPos[] = {
{ 9.81543,-4.36365,-1.59829 },
{ 1.01172,-6.02344,-1.59829 },
{ -5.03369,-5.98376,-1.59829 },
{ -8.5415,-0.348511,-1.59829 },
{ -8.88574,-2.93823,-1.59829 },
{ -5.55518,4.80493,-1.59829 },
{ -1.77246,5.49365,-1.59829 },
{ 2.32129,6.33032,-1.59829 },
{ 3.54492,6.27332,1.68834 },
{ 9.88916,4.68176,1.68833 },
{ 10.0566,-1.07727,1.68833 },
{ 6.6499,1.78296,1.68833 },
{ -5.30029,-2.68726,1.68833 },
{ 1.25977,-1.76636,1.68833 },
{ -6.56689,1.51843,1.68834 },
{ -5.33887,3.92529,1.68834 },
{ -2.3125,6.18774,1.68834 }};
};
class land_mbg_apartments_big_04: Office {
lootPos[] = {
{10.1953,-2.47656,-3.19898},{3.14453,-0.197266,-3.19898},{0.949219,5.58789,5.94502},{-0.888672,2.47461,2.69382},{3.99414,-0.273438,2.89702},{10.7344,-0.351563,2.89702},{-10.4961,-5.46484,2.89702},{-3.25391,0.669922,2.89702},{10.6816,-2.26367,-0.15098},{-3.48828,0.31543,-0.15098},{-2.97461,-2.35547,-0.15098}
};
lootPosSmall[] = {
{4.52734,1.46289,-3.19898},{2.90234,5.90918,2.89702},{5.46875,-0.703125,2.89702},{-4.46875,-0.686523,2.89702},{5.17383,-1.80566,-0.15098},{-7.44531,5.68359,-0.15098}
};
zedPos[] = {{-0.0898438,4.67773,-7.08873},{0.890625,-5.13965,-6.90238}};
};
class land_mbg_ger_estate_2: Office {
lootPos[] = {
{-0.847656,-5.23291,-2.13187},{-0.615234,3.95996,-1.55187},{8.30859,0.642578,-2.02187},{7.60547,6.6792,-2.13187},{6.38867,-5.31396,-2.13187},{-4.74023,3.71582,-2.13187}
};
lootPosSmall[] = {
{-6.3125,-6.48145,-1.43187},{-4.81445,-2.0293,-1.43187},{-3.47852,4.58789,-2.13187},{0.107422,3.45947,-1.55187},{4.23438,-1.42188,-1.83187},{4.97461,1.09229,-1.30187},{6.53711,-2.07227,-1.29187},{6.35547,-4.70117,-1.65187},{-7.55273,3.99268,-1.65187}
};
zedPos[] = {{2.12695,-8.60791,-1.5208},{1.33984,9.18945,-1.25071}};
};

View File

@@ -0,0 +1,6 @@
class Land_sloup_vn : Default
{
lootChance = 0.05;
lootPos[] = {{-0.24,-0.12,-8.05}};
lootGroup = Powerlines;
};

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,50 @@
class ResidentialRuins : Default
{
zombieChance = 0.3;
maxRoaming = 1;
zombieClass[] = {"z_new_villager2","z_new_villager3","z_new_villager4"};
lootChance = 0.4;
lootGroup = ResidentialRuins;
};
class Land_ruin_corner_1: ResidentialRuins {
zedPos[] = {{-0.96,-1.37,-1.03},{1.49,0.96,-1.03}};
lootChance = 0.4;
lootPos[] = {{-0.96,-1.37,-1.03},{1.49,0.96,-1.03}};
};
class Land_ruin_walldoor: ResidentialRuins {
zedPos[] = {{-1.74,1.31,-1.06},{1.94,1.18,-1.06}};
lootChance = 0.4;
lootPos[] = {{-1.74,1.31,-1.06},{1.94,1.18,-1.06}};
};
class MAP_R_HouseV2_02: ResidentialRuins {
lootPos[]={{-2.82,-4.04,-4.66},{-7.05,-1.15,-4.38},{-7.17,2.04,-4.38},{-3.92,1.89,-4.38},{-2.61,5.95,-4.38},{5.19,0.17,-4.38},{3.19,-0.88,-4.38},{3.73,2.1,-4.38},{3.58,5.92,-4.38},{7.5,5.85,-4.38},{6.97,3.27,-4.38}};
};
class MAP_R_HouseV2_03B: ResidentialRuins {
lootPos[]={{5.57,9.21,-5.66},{0.69,8.73,-5.66},{-6.73,4.6,-5.73},{-3,-7.76,-5.73},{3.71,-6.76,-5.63}};
};
class MAP_R_HouseV2_04: ResidentialRuins {
lootPos[]={{2.07,2.87,-4.08},{-1.93,3.56,-4.08},{-3.98,5.6,-4.08},{7.24,-1.47,-4.08}};
};
class MAP_R_HouseV_2L: ResidentialRuins {
lootPos[]={{2.63,-2.77,-3.72},{-2.02,-1.33,-2.64},{2.78,4.61,-3.07}};
};
class MAP_ruiny_kopa_big: ResidentialRuins {
lootPos[]={{0.61,-1.27,1.97},{-0.86,0,1.63},{-2.78,-1.26,0.4}};
};
class MAP_sara_domek_vilka_ruins: ResidentialRuins {
lootPos[]={{0.23,1.59,1.11},{0.87,-0.51,1.57},{-0.13,-3.22,1.24},{0.77,-4.95,1.34}};
};
class Land_ruin_01: ResidentialRuins {
//lootPos[] = {{-4.26,-0.18,-1.46},{3.41,0.27,-1.71},{3,3.43,-1.5},{0.62,-1.74,-1.36},{4.55,-2.17,-1.73},{-5.05,3.07,-1.73}};
lootPos[] = {{-4.31934,-0.115234,-1.45578},{3.41309,0.270508,-1.71365},{3.00293,3.42773,-1.55765},{0.62207,-1.73779,-1.49048}};
zedPos[] = {{3.41309,0.271484,-1.71381},{3.00293,3.42773,-1.49768},{-4.25708,-0.181641,-1.45575},{0.622559,-1.73828,-1.36047}};
};

View File

@@ -0,0 +1,119 @@
class HouseRoaming : Residential
{
zombieChance = 0.2;
maxRoaming = 2;
};
class FarmRoaming : Farm
{
zombieChance = 0.4;
maxRoaming = 2;
};
class Land_Shed_W03 : HouseRoaming {};
class Land_HouseV_2T1 : HouseRoaming {};
class Land_HouseV_3I2 : HouseRoaming {};
class land_housev_3i3: HouseRoaming {
lootPos[] = {
{-4.2334,0.291992,-1.47064},{1.10059,-2.99854,-0.790649},{3.53027,-2.34033,-1.74265}
};
lootPosSmall[] = {
{-4.85645,0.550293,-0.340637},{2.21289,0.783691,-0.160645},{-0.833008,0.554199,-0.620636},{1.79785,-2.99902,-1.09064},{5.06055,-2.68164,-1.56265}
};
zedPos[] = {{-4.18457,-1.68164,-0.525635},{0.419922,-1.00781,-0.525635},{4.35059,-1.37939,-0.98764}};
};
class Land_HouseBlock_A1_2 : HouseRoaming {};
class Land_HouseBlock_A2 : HouseRoaming {};
class Land_HouseBlock_B1 : HouseRoaming {};
class Land_HouseBlock_B2 : HouseRoaming {};
class Land_HouseBlock_B3: HouseRoaming {
zedPos[] = {{0.878418,5.69189,-6.38459}};
lootPosSmall[] = {{2.4126,5.16846,-6.94959}};
};
class Land_HouseBlock_B4: HouseRoaming{
zedPos[] = {{0.0595703,-5.58252,-6.69312},{-1.1543,5.55225,-6.74633}};
lootPosSmall[] = {{-0.0693359,4.82227,-7.28133}};
};
class Land_HouseBlock_C2 : HouseRoaming {};
class Land_HouseBlock_C3 : HouseRoaming {};
class Land_HouseBlock_C4 : HouseRoaming {};
class Land_HouseBlock_C5 : HouseRoaming {};
class Land_Misc_Cargo1D : HouseRoaming {};
class Land_Ind_Shed_01_end : HouseRoaming {};
class Land_A_statue01 : HouseRoaming
{
zombieClass[] =
{
"zZombie_Base",
"zZombie_Base",
"z_teacher",
"z_suit1",
"z_suit2",
"z_soldier",
"z_soldier_heavy",
"z_policeman"
};
minRoaming = 2;
maxRoaming = 8;
};
class GraveCross1 : HouseRoaming {};
class GraveCross2 : HouseRoaming {};
class Grave : HouseRoaming
{
maxRoaming = 3;
};
class GraveCrossHelmet : Military
{
maxRoaming = 4;
};
class Land_Dam_Conc_20 : HouseRoaming
{
//lootPos[] = {{5.75,1.14,9.1},{3.11,1.22,9.09},{-4.22,9.19,9.11}};
zedPos[] = {{3.11,1.22,9.09},{5.75,1.14,9.1},{-4.22,9.19,9.11}};
lootChance = 0.4;
};
class Land_Misc_Scaffolding : HouseRoaming
{
//lootPos[] = {{0.43,6.92,0.45},{-0.16,-0.47,3.41},{-0.14,7.64,3.39},{-0.03,3.1,0.45}};
zedPos[] = {{-0.03,3.1,0.45},{0.43,6.92,0.45}};
};
// DAYZ AMP More buildings (DZE ADDED)
class Land_Shed_W02_EP1: FarmRoaming{};
class Land_MBG_ApartmentsOne_W: HouseRoaming{};
class Land_MBG_ApartmentsTwo_P: HouseRoaming{};
class Land_MBG_ApartmentsTwo_G: HouseRoaming{};
class Land_MBG_ApartmentsTwo_B: HouseRoaming{};
class Mass_grave_DZ: HouseRoaming {
zombieClass[] = {"zZombie_Base","z_hunter","z_hunter","z_hunter","z_villager1","z_villager2","z_villager3","z_doctor","z_soldier_pilot","z_soldier_heavy"};
minRoaming = 8;
maxRoaming = 16;
lootChance = 1;
zombieChance = 1;
};
class Land_dum_olez_istan2: HouseRoaming{};
class Land_dum_olez_istan2_maly2: HouseRoaming{
zedPos[] = {{-2.71582,-4.86133,-1.62356},{-2.76074,4.94531,-1.62356}};
};
class land_smd_dum02: HouseRoaming{
zedPos[] = {{4.37305,1.68701,-2.7265},{-4.50977,1.54443,-3.41202}};
};
class land_dum_mesto: HouseRoaming{
zedPos[] = {{-5.11328,-6.34717,-3.93972}};
};
class land_deutshe: HouseRoaming{
zedPos[] = {{1.72949,4.62207,-3.0957},{1.69336,-4.75,-3.78851}};
};
class land_stanice: HouseRoaming{
zedPos[] = {{-1.18945,4.63867,-1.83241}};
};
class land_smd_dum_mesto3_istan: HouseRoaming {
zedPos[] = {{5.8457,-0.0634766,-2.34898},{-6.13281,0.0458984,-2.34898}};
};
class land_dum_mesto3_istan: HouseRoaming{};
class land_dum_istan2_03a: HouseRoaming{};

View File

@@ -0,0 +1,143 @@
class Supermarket : Default
{
lootChance = 0.4;
minRoaming = 2;
maxRoaming = 6;
zombieChance = 0.3;
zombieClass[] =
{
"zZombie_Base",
"zZombie_Base",
"z_teacher",
"z_suit1",
"z_suit2",
"z_new_villager2",
"z_new_villager3",
"z_new_villager4"
};
lootGroup = Supermarket;
};
class Land_A_GeneralStore_01a : Supermarket
{
zedPos[] = {{0.902344,-4.36133,-1.20178},{13.9651,-4.50293,-1.20172},{-3.41382,-4.39063,-1.20172},{7.36304,3.00781,-1.20172},{7.53394,-2.70117,-1.20172},{10.2612,0.111328,-1.2016},{1.93018,2.17285,-1.2016},{-2.90942,1.32031,-1.2016},{3.27588,-3.48242,-1.2016},{3.5752,0.0361328,-1.2016},{3.72729,8.36133,-1.2016},{-3.82788,5.33203,-1.2016},{-6.93237,1.07617,-1.2016},{7.84424,-0.136719,-1.2016},{-0.370605,5.17871,-1.20154},{10.5864,-3.84277,-1.20148},{4.77783,5.57617,-1.20148},{-7.29565,-2.68164,-1.20148},{9.84009,8.33984,-1.20148},{-1.28857,-2.57715,-1.20135},{13.0864,4.35645,-1.19165},{12.9934,6.31836,-1.19153},{-7.55054,8.54199,-1.19141},{-4.42407,8.9668,-1.19135}};
lootPos[] = {
//{-6.93237,1.07617,-1.2016},{-7.29565,-2.68164,-1.20148},{-3.41382,-4.39063,-1.20172},{-1.28857,-2.57715,-1.20135},{0.902344,-4.36133,-1.20178},{3.27588,-3.48242,-1.2016},{7.53394,-2.70117,-1.20172},{13.9651,-4.50293,-1.20172},{10.2612,0.111328,-1.2016},{10.5864,-3.84277,-1.20148},{7.84424,-0.136719,-1.2016},{3.5752,0.0361328,-1.2016},{-0.370605,5.17871,-1.20154},{4.77783,5.57617,-1.20148},{13.0864,4.35645,-1.19165},{12.9934,6.31836,-1.19153},{7.36304,3.00781,-1.20172},{1.93018,2.17285,-1.2016},{-3.82788,5.33203,-1.2016},{-7.55054,8.54199,-1.19141},{-4.42407,8.9668,-1.19135},{3.72729,8.36133,-1.2016},{9.84009,8.33984,-1.20148},{-2.90942,1.32031,-1.2016},
{13.2969,4.94678,-1.20155},{2.97559,7.32373,-1.20155},{-8.35352,-0.0244141,-1.20155},{7.78223,4.45801,-1.20155},{6.59863,-0.292969,-1.20155},{-6.92285,-1.6709,-1.20155},{11.9189,-2.81885,-1.20155},{-1.85547,-2.16162,-1.20155}
};
lootPosSmall[] = {
{12.4678,4.51172,-1.20155},{12.2119,6.25098,-0.301548},{12.1895,3.68262,0.0484505},{11.8174,6.31689,-0.65155},{-8.67676,-2.41064,-1.13155},{-4.2002,-3.14355,-0.351551},{-0.165039,-1.3457,-0.351551},{14.6006,-1.38281,-0.351551},{3.03809,-5.03418,-0.351551},{0.512695,3.40527,-0.31155},{4.77637,6.76172,-0.301548},{7.27539,0.938477,-0.621552},{3.96777,1.00488,-0.621552},{0.389648,0.95459,-0.621552},{5.04004,3.44287,-0.65155},{1.85254,6.4248,-0.65155},{-3.65723,6.61133,-0.20155},{-4.39746,4.46191,-0.691551},{6.9248,6.38574,-1.01155},{2.77637,3.38477,-1.01155},{-0.217773,6.68066,-1.01155},{4.49707,-4.98828,0.408451},{-2.33203,-1.35205,0.408451},{2.0127,-1.36572,0.408451},{6.39746,-3.04395,0.408451},{14.6045,-0.722168,0.408451},{-2.43164,-3.73682,0.02845},{-4.77539,-1.35986,0.02845},{-0.436523,-3.04297,0.02845},{14.6104,-2.17139,0.02845},{12.6592,0.830078,0.34845},{4.00684,-3.15039,-0.351551},{2.7334,-3.0415,-0.731548},{-2.67676,-1.36133,-0.731548},{-1.00488,-5.00537,-0.731548},{8.34863,-1.43018,-0.731548},{1.8291,3.77197,-0.661549}
};
};
class Land_A_GeneralStore_01 : Supermarket
{
zedPos[] = {{0.105713,-9.60449,-1.21088},{10.5925,-9.94238,-1.21088},{-4.85986,-10.4199,-1.21082},{13.3127,-7.64941,-1.2016},{-3.57446,4.46777,-1.2016},{11.1685,-3.7334,-1.20154},{13.3013,-1.77441,-1.20154},{-3.33813,0.615234,-1.20154},{-7.97754,-5.78418,-1.20154},{1.12256,-1.58691,-1.20148},{-6.80884,-1.23926,-1.20148},{-8.2251,-7.32227,-1.20148},{1.31885,1.4668,-1.20142},{1.6499,5.14746,-1.20142},{-2.02612,-7.64844,-1.20142},{3.78979,-5.69238,-1.20142},{8.89404,-8.37207,-1.20142},{-9.38428,4.46094,-1.20142},{-9.38843,-3.30176,-1.20142},{9.81201,1.43066,-1.20142},{-3.77539,-3.86621,-1.20135},{0.753906,-3.69336,-1.20129},{9.01367,3.84961,-1.20129}};
lootPos[] = {
//{-9.38843,-3.30176,-1.20142},{-3.77539,-3.86621,-1.20135},{1.31885,1.4668,-1.20142},{9.01367,3.84961,-1.20129},{13.3013,-1.77441,-1.20154},{9.81201,1.43066,-1.20142},{1.6499,5.14746,-1.20142},{0.753906,-3.69336,-1.20129},{13.3127,-7.64941,-1.2016},{11.1685,-3.7334,-1.20154},{8.89404,-8.37207,-1.20142},{-2.02612,-7.64844,-1.20142},{-7.97754,-5.78418,-1.20154},{-8.2251,-7.32227,-1.20148},{3.78979,-5.69238,-1.20142},{-9.38428,4.46094,-1.20142},{-3.57446,4.46777,-1.2016},{-3.33813,0.615234,-1.20154},{10.5925,-9.94238,-1.21088},{0.105713,-9.60449,-1.21088},{-4.85986,-10.4199,-1.21082},{-6.80884,-1.23926,-1.20148},{1.12256,-1.58691,-1.20148},
{11.8149,1.27979,-1.20155},{5.10449,1.61377,-1.20155},{1.70215,3.4292,-1.20155},{-0.771973,2.04102,-1.20155},{-3.59473,-6.04688,-1.20155},{-2.38428,-5.82202,-1.20155},{10.5171,-6.46729,-1.20155},{12.8472,-4.97754,-1.20155},{8.63623,-3.65381,-1.20155},{-3.22852,-10.0454,-1.21081}
};
lootPosSmall[] = {
{11.0537,-0.321289,-0.661549},{11.0303,2.8833,0.0484514},{10.6646,1.86377,-0.651548},{6.66162,-2.69971,-0.611548},{6.02979,-2.6416,-0.611548},{2.16553,-2.68262,-0.611548},{-1.36963,-2.75684,-0.611548},{-0.919434,-0.283936,-0.301549},{0.583008,-0.308594,-1.01155},{0.804199,3.0752,-0.311549},{4.90234,3.04053,0.0484514},{-5.73779,0.694824,-0.20155},{0.796875,0.0898438,-0.301549},{2.73145,2.66406,-0.301549},{0.523926,2.81567,-1.01155},{-4.8208,2.87158,-0.701549},{-3.87061,-5.0415,-0.731549},{-4.73096,-5.00537,0.408451},{-2.1792,-5.02222,-0.351549},{-3.39795,-6.95508,-0.731549},{-3.58203,-7.24365,-0.731549},{-3.49756,-7.12695,0.408451},{-9.95215,-6.05859,0.348451},{13.4136,-5.93457,0.408451},{13.4463,-4.45898,0.028451},{13.4424,-6.20215,-0.351549},{2.93018,-8.67773,-0.351549},{1.53516,-6.79199,-0.351549},{7.16211,-5.12427,-0.351549},{6.79346,-5.11816,-0.73155},{2.87158,-6.91943,-0.73155},{0.0541992,-5.03271,-0.73155},{-1.979,-8.6875,-0.73155},{-5.84424,-5.04883,-0.73155},{-6.99268,-5.06836,-1.11155},{5.23535,-6.8335,-1.11155},{0.290039,-8.68701,-1.11155},{-0.649414,-8.68115,0.40845},{-0.983398,-9.56299,-1.21082}
};
};
//DZE ADDED BELOW
class Land_GeneralStore_01a_PMC : Supermarket
{
lootPos[] = {{-8.28796,-0.435303,-1.20155},
{-4.33252,5.51575,-1.20155},
{1.05743,5.22791,-1.20155},
{7.36511,2.40076,-1.20155},
{13.2913,4.79199,-1.20155},
{3.06958,7.47021,-1.20155},
{7.43213,-0.266724,-1.20155},
{13.5172,-1.04089,-1.20155},
{10.0657,-1.31946,-1.20155},
{3.42236,-3.46387,-1.20155},
{-1.89722,-2.65051,-1.20155},
{-7.28711,-1.95728,-1.20155}};
};
class LAND_shopping_sab1 : Supermarket
{
lootPos[] = {
{-30.0442,28.7891,-6.25663},
{-18.561,23.7578,-6.25663},
{1.32031,24.5879,-6.25663},
{-7.86792,15.1182,-6.25663},
{-22.3628,16.8828,-6.25663},
{-26.7896,-24.9424,-6.25663},
{-22.4546,-17.333,-6.25663},
{-30.6628,-11.0195,-6.25663},
{-2.51978,-23.1719,-6.25663},
{0.889893,-14.1914,-6.25663},
{23.3015,-15.1357,-6.25663},
{42.353,-13.5322,-6.25663},
{37.3396,-22.9014,-6.34278},
{14.5388,-26.2158,-6.25663},
{9.93091,-18.2871,-6.25663},
{7.23315,24.9834,-6.25663},
{8.8877,16.46,-6.25663},
{16.9697,11.9541,-6.25663},
{27.3679,21.3857,-6.25663},
{-28.7632,27.7227,-2.38664},
{33.5342,16.8047,-6.25663},
{-31.0317,12.626,-2.38664},
{-22.1975,16.3066,-2.38664},
{-17.7339,21.0166,-2.38664},
{-8.78564,27.5811,-2.38664},
{-7.71826,15.2012,-2.38664},
{1.65771,16.3496,-2.38664},
{-36.4099,8.60352,-2.38664},
{-43.6084,8.64258,-2.38664},
{-41.8218,-2.6748,-2.38664},
{-35.7854,-5.95313,-2.38664},
{-16.2727,-13.2295,-2.38664},
{-23.0032,-13.2764,-2.38664},
{-25.6714,-25.6045,-2.38664},
{-10.1611,-26.001,-2.38664},
{2.98145,-26.7119,-2.38664},
{2.59131,-13.5352,-2.38664},
{10.7913,-16.2617,-2.38664},
{17.1582,-27.3232,-2.38664},
{26.3887,-25.0986,-2.38664},
{30.8889,-22.1074,-2.38664},
{42.4817,-21.6602,-2.47279},
{41.8726,-13.7373,-2.38664},
{32.7183,-12.5967,-2.38664},
{34.2241,-5.04199,-2.38664},
{40.2024,-7.14941,-2.38664},
{39.8079,-0.0917969,-2.38664},
{43.5059,6.59766,-2.38664},
{33.3914,3.02148,-2.38664},
{29.0322,11.1025,-2.38664},
{33.1868,17.4531,-2.38664},
{22.3228,26.3857,-2.38664},
{7.32861,23.8564,-2.38664}};
};
class LAND_shopping_sab5: Supermarket
{
lootPos[] = {
{-21.1367,-1.94238,-2.18279},
{-22.1387,5.40918,-2.18285},
{-5.17383,-1.17773,-2.1828},
{2,-12.3975,-2.18271},
{-4.03906,-11.5391,-2.18272},
{-9.62109,-11.6016,-2.18272},
{-15.1699,-11.5225,-2.18272},
{-18.5156,-12.9307,-2.18271},
{-20.3633,-10.1182,-2.18273},
{-17.1367,-6.3623,-2.18276},
{-12.0098,-3.98535,-2.18277},
{-14.1758,4.46973,-2.18284},
{-15.7285,-1.02539,-2.1828},
{3.40625,4.30664,-2.18284},
{6.83789,-3.75391,-1.36222},
{-1.27344,10.9521,-1.36222},
{-22.4199,9.1084,-1.36222},
{1.22461,8.13672,-2.18285},
{-3.18164,8.71484,-2.18285},
{-7.77344,7.51563,-2.18285}};
};

View File

@@ -0,0 +1,10 @@
class Land_Toilet : Default
{
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
zedPos[] = {{-0.00732422,0.293945,-1.06848}};
lootChance = 0.4;
lootPos[] = {{-0.00732422,0.293945,-1.06848}};
lootGroup = Toilet;
};

View File

@@ -0,0 +1,12 @@
\s*=\s*
=
class\s+([_a-zA-Z0-9]+)\s*:\s*([_a-zA-Z0-9]+)\s*\{
class $1 : $2\r\n\{
\{\{
\r\n\t\{\r\n\t\t\{
\}\}
\}\r\n\t\}
^\{([^\r])
\t\t\{$1
([^\n])[ \t]+$
$1

View File

@@ -1,696 +1,17 @@
#include "CfgLoot.hpp"
class CfgBuildingLoot {
class Default {
zombieChance = 0.2;
minRoaming = 0;
maxRoaming = 2;
zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_villager1","z_villager2","z_villager3"};
lootChance = 0;
lootPos[] = {};
lootPosSmall[] = {};
lootPosZombie[] = {};
itemType[] = {};
itemChance[] = {};
lootTypeSmall[] = {};
itemChanceSmall[] = {};
hangPos[] = {};
vehPos[] = {};
};
class Castle: Default {
lootChance = 0.2;
lootPos[] = {};
lootType[] = {
//one spawn
//tools
//{"ItemMatchbox","weapon",0.01},
{"ItemKnife","weapon",0.01},
{"ItemMap","generic",0.01},
{"ItemCompass","weapon",0.01},
{"ItemFlashlight","weapon",0.01},
//weapons
{"WeaponHolder_ItemHatchet","object",0.01},
//special
{"WeaponHolder_ItemTent","object",0.01},
//{"WeaponHolder_DomeTentStorage","object",0.01},
//mags special
{"PartWoodPile","magazine",0.04},
//bags
//{"DZ_Patrol_Pack_EP1","object",0.01},
//Multiple spawns
//{"","Residential",0.60},
{"","generic",0.40}
};
};
class Residential: Default {
zombieChance = 0.3;
maxRoaming = 2;
zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_villager1","z_villager2","z_villager3"};
lootChance = 0.4;
lootPos[] = {};
lootType[] = {
{"ItemWatch","generic",0.04},
{"ItemCompass","generic",0.03},
{"ItemMap","weapon",0.02},
{"ItemFlashlight","generic",0.01},
{"ItemKnife","generic",0.04},
{"ItemMatchbox_DZE","generic",0.01},
{"","generic",0.32},
{"backpacks","backpacks",0.04},
{"tents","tents",0.01},
{"","military",0.02},
{"","trash",0.17},
{"Binocular","weapon",0.02},
{"PartPlywoodPack","magazine",0.02},
{"clothes","clothes",0.01},
{"specialclothes","specialclothes",0.01},
{"WeaponHolder_MeleeCrowbar","object",0.03},
{"pistols", "cfglootweapon", 0.04 },
{"shotgunsingleshot", "cfglootweapon", 0.04 }
};
lootTypeSmall[] = {
{ "ItemSodaMdew","magazine",0.01 },
{ "ItemSodaRbull","magazine",0.01 },
{ "ItemSodaOrangeSherbet","magazine",0.02 },
{ "ItemWatch","weapon",0.05 },
{ "ItemCompass","weapon",0.04 },
{ "ItemMap","weapon",0.03 },
{ "pistols","cfglootweapon",0.12 },
{ "ItemFlashlight","weapon",0.02 },
{ "ItemKnife","weapon",0.04 },
{ "ItemMatchbox_DZE","weapon",0.03 },
{ "","generic",0.38 },
{ "","military",0.04 },
{ "","trash",0.17 },
{ "Binocular","weapon",0.02 },
{ "clothes","single",0.01},
{ "specialclothes","single",0.01 }
};
};
class Office: Default {
maxRoaming = 3;
zombieClass[] = {"z_suit1","z_suit2"};
zombieChance = 0.3;
lootChance = 0.4;
lootPos[] = {};
lootType[] = {
{"ItemWatch","generic",0.04},
{"ItemCompass","generic",0.03},
{"ItemMap","weapon",0.02},
{"ItemFlashlight","generic",0.01},
{"ItemKnife","generic",0.04},
{"ItemMatchbox_DZE","generic",0.01},
{"","generic",0.31},
{"backpacks","backpacks",0.04},
{"tents","tents",0.01},
{"","military",0.02},
{"","trash",0.21},
{"Binocular","weapon",0.02},
{"PartPlywoodPack","magazine",0.02},
{"clothes","clothes",0.01},
{"specialclothes","specialclothes",0.01},
{"WeaponHolder_MeleeCrowbar","object",0.03},
{"ItemBriefcaseEmpty","magazine",0.01},
{ "shotgunsingleshot", "cfglootweapon", 0.05}
};
lootTypeSmall[] = {
{ "ItemSodaMdew","magazine",0.01 },
{ "ItemSodaRbull","magazine",0.01 },
{ "ItemSodaOrangeSherbet","magazine",0.02 },
{ "ItemWatch","weapon",0.05 },
{ "ItemCompass","weapon",0.04 },
{ "ItemMap","weapon",0.03 },
{ "pistols","cfglootweapon",0.15 },
{ "ItemFlashlight","weapon",0.02 },
{ "ItemKnife","weapon",0.05 },
{ "ItemMatchbox_DZE","weapon",0.03 },
{ "","generic",0.31 },
{ "","military",0.04 },
{ "","trash",0.03 },
{ "Binocular","weapon",0.02 },
{ "clothes","single",0.16 },
{ "specialclothes","single",0.02 },
{ "ItemDocument","magazine",0.01 }
};
};
class Industrial: Default {
zombieChance = 0.4;
zombieClass[] = {"z_worker1","z_worker2","z_worker3"};
maxRoaming = 2;
lootChance = 0.4;
lootPos[] = {};
lootType[] = {
{"ItemGenerator","magazine",0.01},
{"ItemFuelBarrelEmpty","magazine",0.01},
{"","generic",0.17},
{"","trash",0.25},
{"","military",0.04},
{"PartGeneric","magazine",0.04},
{"PartWheel","magazine",0.05},
{"PartFueltank","magazine",0.02},
{"PartEngine","magazine",0.02},
{"PartGlass","magazine",0.04},
{"PartVRotor","magazine",0.01},
{"ItemJerrycan","magazine",0.04},
{"WeaponHolder_ItemHatchet_DZE","object",0.07},
{"ItemKnife","military",0.07},
{"ItemToolbox","weapon",0.06},
{"ItemWire","magazine",0.01},
{"ItemTankTrap","magazine",0.04},
{"ItemKeyKit","weapon",0.01},
{"CinderBlocks","magazine",0.03},
{"MortarBucket","magazine",0.01}
};
lootTypeSmall[] = {
{ "","generic",0.5 },
{ "","trash",0.28 },
{ "","military",0.14 },
{ "ItemKnife","weapon",0.07 },
{ "ItemKeyKit","weapon",0.01 }
};
};
class IndustrialFuel: Default {
zombieChance = 0.4;
zombieClass[] = {"z_worker1","z_worker2","z_worker3"};
maxRoaming = 2;
lootChance = 0.4;
lootPos[] = {};
lootType[] = {
{"ItemGenerator","magazine",0.01},
{"fuel_pump_kit","magazine",0.01},
{"","generic",0.18},
{"","trash",0.28},
{"","military",0.04},
{"PartGeneric","magazine",0.04},
{"PartWheel","magazine",0.05},
{"PartFueltank","magazine",0.02},
{"PartEngine","magazine",0.02},
{"PartGlass","magazine",0.04},
{"PartVRotor","magazine",0.01},
{"ItemJerrycan","magazine",0.04},
{"WeaponHolder_ItemHatchet_DZE","object",0.07},
{"ItemKnife","military",0.07},
{"ItemToolbox","weapon",0.06},
{"ItemWire","magazine",0.01},
{"ItemTankTrap","magazine",0.04},
{"ItemKeyKit","weapon",0.01}
};
lootTypeSmall[] = {
{ "","generic",0.5 },
{ "","trash",0.28 },
{ "","military",0.14 },
{ "ItemKnife","weapon",0.07 },
{ "ItemKeyKit","weapon",0.01 }
};
};
class Farm: Default {
zombieChance = 0.3;
maxRoaming = 3;
zombieClass[] = {"zZombie_Base","z_hunter","z_hunter","z_hunter","z_villager1","z_villager2","z_villager3"};
lootChance = 0.5;
lootPos[] = {};
lootType[] = {
{"ItemJerrycan","magazine",0.05},
{"","generic",0.3},
{"","trash",0.11},
{"PartPlankPack","magazine",0.06},
{"WeaponHolder_ItemHatchet_DZE","object",0.05},
{"ItemFuelBarrelEmpty","magazine",0.01},
{"WeaponHolder_ItemMachete","object",0.03},
{"ItemFishingPole","weapon",0.02},
{"ItemLightBulb","magazine",0.02},
{"ItemSledgeHandle","magazine",0.02},
{ "farmweapons", "cfglootweapon", 0.15}
};
lootTypeSmall[] = {
{ "","generic", 0.79},
{ "","trash",0.14 },
{ "","military",0.05},
{ "ItemLightBulb","magazine",0.01},
{ "ItemSledgeHead","magazine",0.01}
};
};
class Supermarket: Default {
lootChance = 0.6;
minRoaming = 2;
maxRoaming = 6;
zombieChance = 0.3;
zombieClass[] = {"zZombie_Base","zZombie_Base","z_teacher","z_suit1","z_suit2"};
lootType[] = {
{"ItemSodaMdew","magazine",0.01},
{"ItemSodaRbull","magazine",0.01},
{"ItemSodaOrangeSherbet","magazine",0.03},
{"ItemWatch","generic",0.07},
{"ItemCompass","generic",0.02},
{"ItemMap","weapon",0.04},
{"ItemFlashlight","generic",0.01},
{"ItemKnife","generic",0.02},
{"ItemMatchbox_DZE","generic",0.04},
{"","generic",0.04},
{"backpacks","backpacks",0.07},
{"tents","tents",0.01},
{"","food",0.3},
{"","trash",0.17},
{"Binocular","weapon",0.05},
{"PartPlywoodPack","magazine",0.02},
{ "pistols", "cfglootweapon", 0.04},
{ "shotgunsingleshot", "cfglootweapon", 0.04}
};
lootTypeSmall[] = {
{ "ItemSodaMdew","magazine",0.01 },
{ "ItemSodaRbull","magazine",0.01 },
{ "ItemSodaOrangeSherbet","magazine",0.03 },
{ "ItemWatch","weapon",0.07 },
{ "ItemCompass","weapon",0.03 },
{ "ItemMap","weapon",0.05 },
{ "pistols","cfglootweapon",0.08 },
{ "ItemFlashlight","weapon",0.01 },
{ "ItemKnife","weapon",0.02 },
{ "ItemMatchbox_DZE","weapon",0.04 },
{ "","generic",0.21 },
{ "","food",0.24 },
{ "","trash",0.16 },
{ "Binocular","weapon",0.02 },
{ "ItemMixOil", "magazine",0.02}
};
};
class HeliCrash: Default {
zombieChance = 0.4;
maxRoaming = 2;
zombieClass[] = {"z_soldier_pilot"};
lootChance = 0.5;
lootPos[] = {};
lootType[] = {
{ "assaultrifles", "cfglootweapon", 0.10 },
{ "submachinegun", "cfglootweapon", 0.04 },
{ "sniperrifles", "cfglootweapon", 0.07 },
{ "machineguns", "cfglootweapon", 0.06 },
{"","military",0.3},
{"","medical",0.18},
{"MAAWS","weapon",0.02},
{"MedBox0","object",0.05},
{"NVGoggles","weapon",0.01},
{"AmmoBoxSmall_556","object",0.03},
{"AmmoBoxSmall_762","object",0.03},
{"militaryclothes","militaryclothes",0.05},
{"militaryammo","militaryammo",0.06}
};
};
class HeliCrash_No50s: Default {
zombieChance = 0.4;
maxRoaming = 2;
zombieClass[] = {"z_soldier_pilot"};
lootChance = 0.5;
lootPos[] = {};
lootType[] = {
{ "assaultrifles", "cfglootweapon", 0.10 },
{ "submachinegun", "cfglootweapon", 0.04 },
{ "sniperrifles", "cfglootweapon", 0.07 },
{ "machineguns", "cfglootweapon", 0.06 },
{ "", "military", 0.3 },
{ "", "medical", 0.18 },
{ "MAAWS", "weapon", 0.02 },
{ "MedBox0", "object", 0.05 },
{ "NVGoggles", "weapon", 0.01 },
{ "AmmoBoxSmall_556", "object", 0.03 },
{ "AmmoBoxSmall_762", "object", 0.03 },
{ "militaryclothes", "militaryclothes", 0.05 },
{ "militaryammo", "militaryammo", 0.06 }
};
};
class Hospital: Default {
zombieChance = 0.4;
minRoaming = 2;
maxRoaming = 6;
zombieClass[] = {"z_doctor","z_doctor","z_doctor"};
lootChance = 1;
lootPos[] = {};
lootType[] = {
{"","trash",0.1},
{"","hospital",0.7},
{"MedBox0","object",0.2}
};
lootTypeSmall[] = {
{ "","trash",0.1 },
{ "","hospital",0.9 }
};
};
class Military: Default {
zombieChance = 0.3;
maxRoaming = 6;
zombieClass[] = {"z_soldier","z_soldier_heavy","z_policeman"};
lootChance = 0.4;
lootPos[] = {};
lootType[] = {
{ "pistols", "cfglootweapon", 0.04},
{ "assaultrifles", "cfglootweapon", 0.13 },
{ "sniperrifles", "cfglootweapon", 0.04 },
{ "shotgunsingleshot", "cfglootweapon", 0.06 },
{ "submachinegun", "cfglootweapon", 0.07 },
{"Binocular","weapon",0.03},
{"ItemFlashlightRed","military",0.04},
{"ItemKnife","military",0.01},
{"ItemGPS","weapon",0.01},
{"ItemMap","military",0.02},
{"militarybackpacks","militarybackpacks",0.05},
{"","medical",0.03},
{"","generic",0.1},
{"","military",0.3},
{"ItemEtool","weapon",0.02},
{"ItemSandbag","magazine",0.02},
{ "machineguns", "cfglootweapon", 0.03 }
};
lootTypeSmall[] = {
{ "pistols", "cfglootweapon", 0.14 },
{ "Binocular", "weapon", 0.05 },
{ "ItemFlashlightRed", "weapon", 0.03 },
{ "ItemKnife", "weapon", 0.04 },
{ "ItemGPS", "weapon", 0.02 },
{ "", "medical", 0.12 },
{ "", "generic", 0.22 },
{ "", "military", 0.35 },
{ "ItemEtool", "weapon", 0.03 }
};
};
class MilitaryIndustrial: Default {
zombieChance = 0.3;
maxRoaming = 6;
zombieClass[] = {"z_soldier","z_soldier_heavy","z_policeman","z_soldier","z_soldier_heavy","z_policeman","z_worker1","z_worker2","z_worker3"};
lootChance = 0.4;
lootPos[] = {};
lootType[] = {
{ "pistols", "cfglootweapon", 0.02 },
{ "assaultrifles", "cfglootweapon", 0.05 },
{ "PartGeneric", "magazine", 0.03 },
{ "sniperrifles", "cfglootweapon", 0.01 },
{ "shotgunsingleshot", "cfglootweapon", 0.05 },
{ "ItemGenerator", "magazine", 0.01 },
{ "submachinegun", "cfglootweapon", 0.05 },
{"PartGeneric","magazine",0.03},
{"ItemGenerator","magazine",0.01},
{"PartWheel","magazine",0.02},
{"Binocular","weapon",0.01},
{"ItemFlashlightRed","military",0.03},
{"ItemKnife","military",0.04},
{"ItemGPS","weapon",0.01},
{"PartVRotor","magazine",0.01},
{"militarybackpacks","militarybackpacks",0.03},
{"","medical",0.05},
{"","generic",0.35},
{"","military",0.07},
{"ItemEtool","weapon",0.03},
{"ItemSandbag","magazine",0.02},
{"ItemFuelBarrelEmpty","magazine",0.03},
{"fuel_pump_kit","magazine",0.01},
{ "machineguns", "cfglootweapon", 0.01 }
};
lootTypeSmall[] = {
{ "pistols", "cfglootweapon", 0.14 },
{ "Binocular", "weapon", 0.05 },
{ "ItemFlashlightRed", "weapon", 0.03 },
{ "ItemKnife", "weapon", 0.04 },
{ "ItemGPS", "weapon", 0.02 },
{ "", "medical", 0.12 },
{ "", "generic", 0.22 },
{ "", "military", 0.35 },
{ "ItemEtool", "weapon", 0.03 }
};
};
class IndustrialMilitary: Default {
zombieChance = 0.4;
maxRoaming = 6;
zombieClass[] = {"z_soldier","z_soldier_heavy","z_policeman","z_soldier","z_soldier_heavy","z_policeman","z_worker1","z_worker2","z_worker3"};
lootChance = 0.5;
lootPos[] = {};
lootType[] = {
{ "pistols", "cfglootweapon", 0.02 },
{ "assaultrifles", "cfglootweapon", 0.05 },
{ "PartGeneric", "magazine", 0.03 },
{ "sniperrifles", "cfglootweapon", 0.01 },
{ "shotgunsingleshot", "cfglootweapon", 0.05 },
{ "ItemGenerator", "magazine", 0.01 },
{ "submachinegun", "cfglootweapon", 0.05 },
{"PartGeneric","magazine",0.03},
{"ItemGenerator","magazine",0.01},
{"PartWheel","magazine",0.02},
{"Binocular","weapon",0.01},
{"ItemFlashlightRed","military",0.03},
{"ItemKnife","military",0.04},
{"ItemGPS","weapon",0.01},
{"PartVRotor","magazine",0.01},
{"PartFueltank","magazine",0.03},
{"PartEngine","magazine",0.04},
{"PartGlass","magazine",0.05},
{"militarybackpacks","militarybackpacks",0.03},
{"","medical",0.05},
{"","generic",0.25},
{"","military",0.07},
{"ItemEtool","weapon",0.03},
{"ItemSandbag","magazine",0.02},
{"ItemFuelBarrelEmpty","magazine",0.03},
{"fuel_pump_kit","magazine",0.01},
{ "machineguns", "cfglootweapon", 0.01 }
};
lootTypeSmall[] = {
{ "pistols", "cfglootweapon", 0.14 },
{ "Binocular", "weapon", 0.05 },
{ "ItemFlashlightRed", "weapon", 0.03 },
{ "ItemKnife", "weapon", 0.04 },
{ "ItemGPS", "weapon", 0.02 },
{ "", "medical", 0.12 },
{ "", "generic", 0.22 },
{ "", "military", 0.35 },
{ "ItemEtool", "weapon", 0.03 }
};
};
class MilitarySpecial: Default {
zombieChance = 0.4;
minRoaming = 2;
maxRoaming = 6;
zombieClass[] = {"z_soldier_heavy"};
lootChance = 0.4;
lootPos[] = {};
lootType[] = {
{ "assaultrifles", "cfglootweapon", 0.1 },
{ "machineguns", "cfglootweapon", 0.04 },
{ "pistols", "cfglootweapon", 0.08 },
{ "sniperrifles", "cfglootweapon", 0.03 },
{ "militaryshotguns", "cfglootweapon", 0.05 },
{ "submachinegun", "cfglootweapon", 0.06 },
{"AmmoBoxSmall_556","object",0.01},
{"AmmoBoxSmall_762","object",0.02},
{"Binocular","weapon",0.01},
{"ItemFlashlightRed","military",0.02},
{"ItemKnife","military",0.01},
{"ItemGPS","weapon",0.01},
{"ItemMap","military",0.01},
{"Binocular_Vector","military",0.01},
{"militarybackpacks","militarybackpacks",0.04},
{"","medical",0.08},
{"","generic",0.3},
{"","military",0.01},
{"machinegunammo","machinegunammo",0.05},
{"militaryclothes","militaryclothes",0.05},
{"NVGoggles","weapon",0.01}
};
lootTypeSmall[] = {
{ "pistols","cfglootweapon",0.10 },
{ "AmmoBoxSmall_556","object",0.02 },
{ "AmmoBoxSmall_762","object",0.02 },
{ "Binocular","weapon",0.02 },
{ "ItemFlashlightRed","military",0.01 },
{ "ItemKnife","military",0.02 },
{ "ItemGPS","weapon",0.02 },
{ "ItemMap","weapon",0.01 },
{ "Binocular_Vector","weapon",0.03},
{ "","medical",0.08},
{ "","generic",0.15},
{ "","military",0.33 },
{ "5Rnd_86x70_L115A1","magazine",0.03},
{ "10Rnd_127x99_m107","magazine",0.02},
{ "machinegunammoexpl","single",0.02 },
{ "militaryclothes","single",0.05 },
{ "NVGoggles","weapon",0.04 },
{ "100Rnd_762x54_PK","magazine",0.02 }
};
};
class Hunting: Default {
zombieChance = 0.4;
minRoaming = 1;
maxRoaming = 3;
zombieClass[] = {"z_hunter","z_hunter","z_hunter"};
lootChance = 1;
lootPos[] = {};
lootType[] = {
{"ItemMap","weapon",0.02},
{"ItemFlashlight","generic",0.01},
{"ItemKnife","generic",0.01},
{"ItemMatchbox_DZE","generic",0.03},
{ "farmweapons", "cfglootweapon", 0.03 },
{"","military",0.38},
{"WeaponHolder_ItemMachete","object",0.02},
{"","hunter",0.5}
};
lootTypeSmall[] = {
{"ItemMap","weapon",0.02},
{"ItemFlashlight","weapon",0.02},
{"ItemKnife","weapon",0.02},
{"ItemMatchbox_DZE","weapon",0.04},
{"","military",0.4},
{"","hunter",0.5}
};
};
class DynamicDebris: Default
{
lootChance = 0.4;
minRoaming = 0;
maxRoaming = 2;
zombieChance = 0.3;
zombieClass[] = {"zZombie_Base","zZombie_Base","z_teacher","z_suit1","z_suit2"};
lootType[] = {
{ "ItemWatch", "generic", 0.19 },
{ "ItemCompass", "generic", 0.01 },
{ "ItemMap", "weapon", 0.06 },
{ "Makarov", "weapon", 0.02 },
{ "Colt1911", "weapon", 0.02 },
{ "ItemFlashlight", "generic", 0.06 },
{ "ItemKnife", "generic", 0.06 },
{ "ItemMatchbox_DZE", "generic", 0.06 },
{ "ItemToolbox", "weapon", 0.02 },
{ "", "generic", 0.17 },
{ "", "food", 0.06 },
{ "PartGeneric", "magazine", 0.07 },
{ "PartWheel", "magazine", 0.06 },
{ "PartFueltank", "magazine", 0.03 },
{ "PartEngine", "magazine", 0.01 },
{ "PartGlass", "magazine", 0.08 },
{ "WeaponHolder_ItemJerrycan", "object", 0.03 }
};
};
class DynamicDebrisMilitary: Default
{
lootChance = 0.4;
minRoaming = 0;
maxRoaming = 2;
zombieChance = 0.3;
zombieClass[] = {"z_soldier_pilot","z_soldier_heavy"};
lootType[] = {
{ "ItemEtool", "weapon", 0.05 },
{ "ItemSandbag", "magazine", 0.1 },
{ "", "military", 0.08 },
{ "ItemWatch", "generic", 0.1 },
{ "ItemCompass", "generic", 0.02 },
{ "ItemMap", "weapon", 0.05 },
{ "MakarovSD", "weapon", 0.01 },
{ "Colt1911", "weapon", 0.02 },
{ "ItemFlashlight", "generic", 0.01 },
{ "ItemKnife", "generic", 0.05 },
{ "ItemMatchbox_DZE", "generic", 0.05 },
{ "ItemToolbox", "weapon", 0.02 },
{ "", "generic", 0.15 },
{ "", "food", 0.05 },
{ "PartGeneric", "magazine", 0.06 },
{ "PartWheel", "magazine", 0.05 },
{ "PartFueltank", "magazine", 0.03 },
{ "PartEngine", "magazine", 0.02 },
{ "PartGlass", "magazine", 0.03 },
{ "PartVRotor", "magazine", 0.02 },
{ "WeaponHolder_ItemJerrycan", "object", 0.03 }
};
};
class SupplyDrop: Default {
zombieChance = 1;
maxRoaming = 3;
zombieClass[] = {"zZombie_Base","z_hunter","z_hunter","z_hunter","z_villager1","z_villager2","z_villager3","z_doctor","z_soldier_pilot","z_soldier_heavy"};
lootChance = 1;
lootPos[] = {};
lootType[] = {
{ "PartPlywoodPack", "magazine", 0.1 },
{ "PartPlankPack", "magazine", 0.2 },
{ "CinderBlocks", "magazine", 0.1 },
{ "MortarBucket", "magazine", 0.1 },
{ "bulk_PartGeneric", "magazine", 0.2 },
{ "bulk_ItemSandbag", "magazine", 0.1 },
{ "bulk_ItemTankTrap", "magazine", 0.1 },
{ "ItemSledge", "weapon", 0.1 }
};
};
class MassGrave: Default {
zombieChance = 1;
maxRoaming = 3;
zombieClass[] = {"zZombie_Base","z_hunter","z_hunter","z_hunter","z_villager1","z_villager2","z_villager3","z_doctor","z_soldier_pilot","z_soldier_heavy"};
lootChance = 1;
lootPos[] = {};
lootType[] = {
{ "M16A2", "weapon", 0.03 },
{ "M16A2GL", "weapon", 0.01 },
{ "M249_EP1_DZ", "weapon", 0.01 },
{ "M9SD", "weapon", 0.02 },
{ "Pecheneg_DZ", "weapon", 0.02 },
{ "PK_DZ", "weapon", 0.01 },
{ "AK_74", "weapon", 0.02 },
{ "M4A1_Aim", "weapon", 0.01 },
{ "AKS_74_kobra", "weapon", 0.01 },
{ "AKS_74_U", "weapon", 0.02 },
{ "AK_47_M", "weapon", 0.02 },
{ "M24", "weapon", 0.01 },
{ "SVD_CAMO", "weapon", 0.01 },
{ "M1014", "weapon", 0.02 },
{ "BAF_LRR_scoped", "weapon", 0.01 },
{ "M4SPR", "weapon", 0.01 },
{ "M4A1", "weapon", 0.01 },
{ "M14_EP1", "weapon", 0.02 },
{ "UZI_EP1", "weapon", 0.03 },
{ "Remington870_lamp", "weapon", 0.01 },
{ "glock17_EP1", "weapon", 0.02 },
{ "M240_DZ", "weapon", 0.02 },
{ "M4A1_AIM_SD_camo", "weapon", 0.01 },
{ "M16A4_ACG", "weapon", 0.01 },
{ "M4A1_HWS_GL_camo", "weapon", 0.01 },
{ "Mk_48_DZ", "weapon", 0.01 },
{ "M4A3_CCO_EP1", "weapon", 0.01 },
{ "AmmoBoxSmall_556", "object", 0.03 },
{ "AmmoBoxSmall_762", "object", 0.03 },
{ "Binocular", "weapon", 0.01 },
{ "ItemFlashlightRed", "military", 0.02 },
{ "ItemKnife", "military", 0.01 },
{ "ItemGPS", "weapon", 0.01 },
{ "ItemMap", "military", 0.01 },
{ "Binocular_Vector", "military", 0.01 },
{ "DZ_ALICE_Pack_EP1", "object", 0.03 },
{ "DZ_TK_Assault_Pack_EP1", "object", 0.02 },
{ "DZ_British_ACU", "object", 0.02 },
{ "DZ_CivilBackpack_EP1", "object", 0.02 },
{ "DZ_Backpack_EP1", "object", 0.01 },
{ "DZ_LargeGunBag_EP1", "object", 0.01 },
{ "", "medical", 0.05 },
{ "", "generic", 0.05 },
{ "", "military", 0.13 },
{ "PipeBomb", "magazine", 0.01 },
{ "Sa58V_RCO_EP1", "weapon", 0.01 },
{ "Sa58V_CCO_EP1", "weapon", 0.01 },
{ "G36_C_SD_camo", "weapon", 0.01 },
{ "M40A3", "weapon", 0.01 },
{ "100Rnd_762x54_PK", "magazine", 0.01 },
{ "", "militaryclothes", 0.05 },
{ "WeaponHolder_ItemMachete", "object", 0.02 },
{ "SCAR_H_LNG_Sniper_SD", "weapon", 0.01 },
{ "2000Rnd_762x51_M134", "magazine", 0.01 },
{ "KSVK_DZE", "weapon", 0.01 },
{ "m240_scoped_EP1_DZE", "weapon", 0.01 }
};
};
#include "CfgBuildingPos.hpp"
//If you want to copypast your loottable to your mission w/o
//changing something on the lootPos then use the a include instead of copypasting the CfgBuildingPos.hpp
//#include "\dayz_epoch_b\CfgBuildingPos.hpp"
};
#include "Groups\Buildings\Boat.hpp"
#include "Groups\Buildings\Castle.hpp"
#include "Groups\Buildings\Church.hpp"
#include "Groups\Buildings\Construction.hpp"
#include "Groups\Buildings\Farm.hpp"
#include "Groups\Buildings\Hospital.hpp"
#include "Groups\Buildings\Hunting.hpp"
#include "Groups\Buildings\Industrial.hpp"
#include "Groups\Buildings\Military.hpp"
#include "Groups\Buildings\Office.hpp"
//#include "Groups\Buildings\Powerlines.hpp"
#include "Groups\Buildings\Residential.hpp"
#include "Groups\Buildings\ResidentialRuins.hpp"
#include "Groups\Buildings\Supermarket.hpp"
#include "Groups\Buildings\Toilet.hpp"
#include "Groups\Buildings\Hangar.hpp"
#include "Groups\Buildings\DZE_Other.hpp"

File diff suppressed because it is too large Load Diff

View File

@@ -1,501 +1,113 @@
#include "CfgLootSmall.hpp"
class CfgLoot {
trash[] = {
{"TrashTinCan",0.5}
,{"TrashJackDaniels",0.05}
,{"ItemSodaEmpty",0.25}
,{"ItemTrashToiletpaper",0.1}
,{"ItemTrashRazor",0.1}
#include "LootDefines.hpp"
class CfgLoot
{
class Groups
{
//Not renamed yet
#define DZ_BP_VestPouch DZ_Czech_Vest_Puch
#define DZ_BP_Patrol DZ_Patrol_Pack_EP1
#define DZ_BP_Assault DZ_Assault_Pack_EP1
#define DZ_BP_Survival DZ_TK_Assault_Pack_EP1
#define DZ_BP_Alice DZ_ALICE_Pack_EP1
#define DZ_BP_British DZ_British_ACU
#define DZ_BP_Czech DZ_CivilBackpack_EP1
#define DZ_BP_Coyote DZ_Backpack_EP1
#define ItemBloodbagAPos bloodBagAPOS
#define ItemBloodbagANeg bloodBagANEG
#define ItemBloodbagBPos bloodBagBPOS
#define ItemBloodbagBNeg bloodBagBNEG
#define ItemBloodbagABPos bloodBagABPOS
#define ItemBloodbagABNeg bloodBagABNEG
#define ItemBloodbagOPos bloodBagOPOS
#define ItemBloodbagONeg bloodBagONEG
#define ItemBloodTester bloodTester
#define ItemTransfusionKit transfusionKit
#define ItemBloodbagEmpty emptyBloodBag
// General groups
#include "Groups\Ammo.hpp"
#include "Groups\AmmoBox.hpp"
#include "Groups\Attachments.hpp"
#include "Groups\Medical.hpp"
#include "Groups\Generic.hpp"
#include "Groups\Trash.hpp"
#include "Groups\Consumable.hpp"
#include "Groups\ConsumableItems.hpp"
#include "Groups\Parts.hpp"
//DZE
#include "Groups\Weapons.hpp"
#include "Groups\Clothes.hpp"
#include "Groups\Backpacks.hpp"
// Points of interest
#include "Groups\CrashSite.hpp"
#include "Groups\CarePackage.hpp"
#include "Groups\InfectedCamp.hpp"
// Buildings
#include "CfgBuildingLoot.hpp"
// Zombies
#include "Groups\Zombies\Civilian.hpp"
#include "Groups\Zombies\Hunter.hpp"
#include "Groups\Zombies\Police.hpp"
#include "Groups\Zombies\Military.hpp"
#include "Groups\Zombies\Worker.hpp" //DZE
#undef DZ_BP_VestPouch
#undef DZ_BP_Patrol
#undef DZ_BP_Assault
#undef DZ_BP_Survival
#undef DZ_BP_Alice
#undef DZ_BP_British
#undef DZ_BP_Czech
#undef DZ_BP_Coyote
#undef ItemBloodbagAPos
#undef ItemBloodbagANeg
#undef ItemBloodbagBPos
#undef ItemBloodbagBNeg
#undef ItemBloodbagABPos
#undef ItemBloodbagABNeg
#undef ItemBloodbagOPos
#undef ItemBloodbagONeg
#undef ItemBloodTester
#undef ItemTransfusionKit
#undef ItemBloodbagEmpty
};
civilian[] = {
{"FoodCanUnlabeled",0.07}
,{"TrashJackDaniels",0.08}
,{"ItemSodaEmpty",0.08}
,{"ItemSodaCoke",0.09}
,{"ItemSodaPepsi",0.09}
,{"FoodCanBakedBeans",0.05}
,{"FoodCanSardines",0.05}
,{"FoodCanFrankBeans",0.05}
,{"FoodCanPasta",0.05}
,{"8Rnd_9x18_Makarov",0.07}
,{"7Rnd_45ACP_1911",0.05}
,{"2Rnd_shotgun_74Slug",0.05}
,{"2Rnd_shotgun_74Pellets",0.05}
,{"ItemBandage",0.06}
,{"ItemPainkiller",0.06}
,{"FoodBioMeat",0.01}
,{"8Rnd_9x18_MakarovSD",0.01}
,{"ItemDocument",0.03}
class Buildings
{
class Default
{
zombieChance = 0.2;
minRoaming = 0;
maxRoaming = 2;
zombieClass[] =
{
// "zZombie_Base",
"z_hunter",
"z_teacher",
"z_suit1",
"z_suit2",
"z_worker1",
"z_worker2",
"z_worker3",
"z_villager1",
"z_villager2",
"z_villager3"
};
lootChance = 0;
lootGroup = "";
lootPos[] = {};
};
// Buildings
#include "CfgBuildingPos.hpp"
};
office2[] = {
{"FoodCanUnlabeled",0.07}
,{"TrashJackDaniels",0.08}
,{"ItemSodaEmpty",0.08}
,{"ItemSodaCoke",0.09}
,{"ItemSodaPepsi",0.09}
,{"FoodCanBakedBeans",0.05}
,{"FoodCanSardines",0.05}
,{"FoodCanFrankBeans",0.05}
,{"FoodCanPasta",0.05}
,{"8Rnd_9x18_Makarov",0.07}
,{"7Rnd_45ACP_1911",0.05}
,{"2Rnd_shotgun_74Slug",0.05}
,{"2Rnd_shotgun_74Pellets",0.05}
,{"ItemBandage",0.06}
,{"ItemPainkiller",0.06}
,{"FoodBioMeat",0.01}
,{"8Rnd_9x18_MakarovSD",0.01}
,{"ItemBriefcaseEmpty",0.01}
,{"ItemDocument",0.02}
};
food[] = {
{"TrashTinCan",0.09}
,{"TrashJackDaniels",0.12}
,{"ItemSodaEmpty",0.12}
,{"ItemSodaCoke",0.09}
,{"ItemSodaPepsi",0.11}
,{"FoodCanBakedBeans",0.07}
,{"FoodCanSardines",0.07}
,{"FoodCanFrankBeans",0.07}
,{"FoodCanPasta",0.07}
,{"FoodCanUnlabeled",0.1}
,{"FoodPistachio",0.05}
,{"FoodNutmix",0.04}
};
office[] = {
{"FoodCanUnlabeled",0.06}
,{"ItemSodaEmpty",0.06}
,{"ItemSodaCoke",0.06}
,{"ItemSodaPepsi",0.04}
,{"TrashJackDaniels",0.04}
,{"FoodCanBakedBeans",0.01}
,{"FoodCanSardines",0.01}
,{"FoodCanFrankBeans",0.01}
,{"FoodCanPasta",0.01}
,{"ItemWaterbottleUnfilled",0.01}
,{"ItemWaterbottle",0.01}
,{"ItemBandage",0.07}
,{"7Rnd_45ACP_1911",0.03}
,{"5x_22_LR_17_HMR",0.01}
,{"10x_303",0.04}
,{"6Rnd_45ACP",0.04}
,{"2Rnd_shotgun_74Slug",0.05}
,{"2Rnd_shotgun_74Pellets",0.05}
,{"8Rnd_9x18_Makarov",0.08}
,{"15Rnd_W1866_Slug",0.02}
,{"WoodenArrow",0.04}
,{"HandRoadFlare",0.07}
,{"ItemPainkiller",0.02}
,{"HandChemGreen",0.01}
,{"HandChemBlue",0.03}
,{"HandChemRed",0.03}
,{"ItemHeatPack",0.03}
,{"ItemLockbox",0.04}
,{"ItemDocument",0.02}
};
generic[] = {
{"FoodCanUnlabeled",0.06}
,{"ItemSodaEmpty",0.06}
,{"ItemSodaCoke",0.06}
,{"ItemSodaPepsi",0.04}
,{"TrashJackDaniels",0.04}
,{"FoodCanBakedBeans",0.01}
,{"FoodCanSardines",0.01}
,{"FoodCanFrankBeans",0.01}
,{"FoodCanPasta",0.01}
,{"ItemWaterbottleUnfilled",0.01}
,{"ItemWaterbottle",0.01}
,{"ItemBandage",0.11}
,{"7Rnd_45ACP_1911",0.03}
,{"5x_22_LR_17_HMR",0.01}
,{"10x_303",0.04}
,{"6Rnd_45ACP",0.04}
,{"2Rnd_shotgun_74Slug",0.05}
,{"2Rnd_shotgun_74Pellets",0.05}
,{"8Rnd_9x18_Makarov",0.09}
,{"15Rnd_W1866_Slug",0.02}
,{"WoodenArrow",0.04}
,{"HandRoadFlare",0.07}
,{"ItemPainkiller",0.02}
,{"HandChemGreen",0.01}
,{"HandChemBlue",0.03}
,{"HandChemRed",0.03}
,{"ItemHeatPack",0.04}
};
medical[] = {
{"ItemBandage",0.4}
,{"ItemPainkiller",0.15}
,{"ItemMorphine",0.2}
,{"ItemEpinephrine",0.1}
,{"ItemAntibiotic",0.1}
,{"ItemHeatPack",0.05}
};
hospital[] = {
{"ItemBandage",0.33}
,{"ItemPainkiller",0.16}
,{"ItemMorphine",0.13}
,{"ItemEpinephrine",0.09}
,{"ItemBloodbag",0.17}
,{"ItemAntibiotic",0.12}
};
military[] = {
{"FoodCanUnlabeled",0.07}
,{"ItemSodaEmpty",0.04}
,{"ItemSodaCoke",0.01}
,{"ItemSodaPepsi",0.01}
,{"ItemBandage",0.04}
,{"ItemAntibiotic",0.04}
,{"ItemPainkiller",0.04}
,{"ItemMorphine",0.01}
,{"30Rnd_556x45_Stanag",0.04}
,{"20Rnd_762x51_DMR",0.04}
,{"17Rnd_9x19_glock17",0.05}
,{"15Rnd_9x19_M9SD",0.01}
,{"15Rnd_9x19_M9",0.02}
,{"30Rnd_762x39_AK47",0.04}
,{"30Rnd_545x39_AK",0.04}
,{"5Rnd_762x51_M24",0.01}
,{"5Rnd_86x70_L115A1",0.01}
,{"8Rnd_B_Beneli_74Slug",0.04}
,{"1Rnd_HE_M203",0.01}
,{"FlareWhite_M203",0.01}
,{"FlareGreen_M203",0.01}
,{"1Rnd_Smoke_M203",0.01}
,{"200Rnd_556x45_M249",0.01}
,{"HandGrenade_west",0.01}
,{"HandGrenade_east",0.01}
,{"SmokeShell",0.04}
,{"SmokeShellRed",0.02}
,{"SmokeShellGreen",0.02}
,{"8Rnd_B_Beneli_Pellets",0.04}
,{"30Rnd_556x45_StanagSD",0.01}
,{"30Rnd_9x19_MP5",0.02}
,{"30Rnd_9x19_MP5SD",0.01}
,{"100Rnd_762x51_M240",0.01}
,{"HandChemGreen",0.02}
,{"HandChemBlue",0.02}
,{"HandChemRed",0.02}
,{"ItemHeatPack",0.04}
,{"FoodMRE",0.03}
,{"8Rnd_9x18_MakarovSD",0.01}
,{"20Rnd_B_765x17_Ball",0.04}
,{"30Rnd_9x19_UZI_SD",0.01}
,{"ItemDocument",0.02}
};
militarypilot[] = {
{"FoodCanUnlabeled",0.06}
,{"ItemSodaEmpty",0.04}
,{"ItemSodaCoke",0.01}
,{"ItemSodaPepsi",0.01}
,{"ItemBandage",0.04}
,{"ItemAntibiotic",0.04}
,{"ItemPainkiller",0.04}
,{"ItemMorphine",0.01}
,{"30Rnd_556x45_Stanag",0.04}
,{"20Rnd_762x51_DMR",0.04}
,{"17Rnd_9x19_glock17",0.05}
,{"15Rnd_9x19_M9SD",0.01}
,{"15Rnd_9x19_M9",0.02}
,{"30Rnd_762x39_AK47",0.04}
,{"30Rnd_545x39_AK",0.04}
,{"5Rnd_762x51_M24",0.01}
,{"5Rnd_86x70_L115A1",0.01}
,{"8Rnd_B_Beneli_74Slug",0.04}
,{"1Rnd_HE_M203",0.01}
,{"FlareWhite_M203",0.01}
,{"FlareGreen_M203",0.01}
,{"1Rnd_Smoke_M203",0.01}
,{"200Rnd_556x45_M249",0.01}
,{"HandGrenade_west",0.01}
,{"HandGrenade_east",0.01}
,{"SmokeShell",0.04}
,{"SmokeShellRed",0.02}
,{"SmokeShellGreen",0.02}
,{"8Rnd_B_Beneli_Pellets",0.04}
,{"30Rnd_556x45_StanagSD",0.01}
,{"30Rnd_9x19_MP5",0.02}
,{"30Rnd_9x19_MP5SD",0.01}
,{"100Rnd_762x51_M240",0.01}
,{"HandChemGreen",0.02}
,{"HandChemBlue",0.02}
,{"HandChemRed",0.02}
,{"ItemHeatPack",0.04}
,{"FoodMRE",0.03}
,{"8Rnd_9x18_MakarovSD",0.01}
,{"20Rnd_B_765x17_Ball",0.04}
,{"30Rnd_9x19_UZI_SD",0.01}
,{"ItemHotwireKit",0.03}
};
policeman[] = {
{"ItemBandage",0.3}
,{"7Rnd_45ACP_1911",0.08}
,{"6Rnd_45ACP",0.08}
,{"15Rnd_W1866_Slug",0.14}
,{"8Rnd_B_Beneli_Pellets",0.16}
,{"HandRoadFlare",0.07}
,{"8Rnd_9x18_MakarovSD",0.01}
,{"ItemComboLock",0.05}
,{"SmokeShell",0.04}
,{"FoodMRE",0.04}
,{"ItemHotwireKit",0.03}
,{"ItemDocument",0.02}
};
hunter[] = {
{"ItemBandage",0.4}
,{"5x_22_LR_17_HMR",0.15}
,{"7Rnd_45ACP_1911",0.03}
,{"10x_303",0.1}
,{"ItemWaterbottleUnfilled",0.05}
,{"WoodenArrow",0.2}
,{"ItemHeatPack",0.02}
,{"FoodMRE",0.01}
,{"FoodNutmix",0.02}
,{"ItemDocument",0.01}
,{"ItemMixOil",0.01}
};
worker[] = {
{"FoodCanUnlabeled",0.09}
,{"TrashJackDaniels",0.09}
,{"ItemSodaEmpty",0.1}
,{"ItemSodaCoke",0.1}
,{"ItemSodaPepsi",0.1}
,{"FoodCanBakedBeans",0.06}
,{"FoodCanSardines",0.06}
,{"FoodCanFrankBeans",0.06}
,{"FoodCanPasta",0.06}
,{"ItemBandage",0.1}
,{"ItemPainkiller",0.06}
,{"ItemWire",0.01}
,{"ItemTankTrap",0.03}
,{"ItemComboLock",0.04}
,{"ItemSledgeHead",0.02}
,{"ItemDocument",0.02}
};
clothes[] = {
{"Skin_RU_Policeman_DZ",0.11}
,{"Skin_Pilot_EP1_DZ",0.1}
,{"Skin_Functionary1_EP1_DZ",0.1}
,{"Skin_Priest_DZ",0.1}
,{"Skin_Rocker1_DZ",0.07}
,{"Skin_Rocker2_DZ",0.07}
,{"Skin_Rocker3_DZ",0.08}
,{"Skin_Rocker4_DZ",0.08}
,{"Skin_SurvivorW3_DZ",0.09}
,{"Skin_SurvivorWpink_DZ",0.09}
,{"Skin_SurvivorWurban_DZ",0.07}
,{"Skin_INS_Bardak_DZ",0.02}
,{"Skin_INS_Worker2_DZ",0.02}
};
militaryclothes[] = {
{"Skin_Camo1_DZ",0.09}
,{"Skin_Sniper1_DZ",0.08}
,{"Skin_Rocket_DZ",0.05}
,{"Skin_Soldier1_DZ",0.5}
,{"Skin_Drake_Light_DZ",0.07}
,{"Skin_Soldier_TL_PMC_DZ",0.07}
,{"Skin_Soldier_Sniper_PMC_DZ",0.05}
,{"Skin_Soldier_Bodyguard_AA12_PMC_DZ",0.07}
,{"Skin_CZ_Special_Forces_GL_DES_EP1_DZ",0.08}
,{"Skin_FR_OHara_DZ",0.08}
,{"Skin_FR_Rodriguez_DZ",0.09}
,{"Skin_CZ_Soldier_Sniper_EP1_DZ",0.04}
,{"Skin_Graves_Light_DZ",0.09}
,{"Skin_INS_Soldier_AR_DZ",0.05}
,{"Skin_INS_Soldier_CO_DZ",0.04}
};
specialclothes[] = {
{"Skin_Ins_Soldier_GL_DZ",0.05}
,{"Skin_GUE_Commander_DZ",0.08}
,{"Skin_Bandit1_DZ",0.08}
,{"Skin_Bandit2_DZ",0.06}
,{"Skin_BanditW1_DZ",0.07}
,{"Skin_BanditW2_DZ",0.07}
,{"Skin_TK_INS_Soldier_EP1_DZ",0.05}
,{"Skin_TK_INS_Warlord_EP1_DZ",0.07}
,{"Skin_SurvivorWcombat_DZ",0.08}
,{"Skin_SurvivorWdesert_DZ",0.08}
,{"Skin_GUE_Soldier_MG_DZ",0.05}
,{"Skin_GUE_Soldier_Sniper_DZ",0.04}
,{"Skin_GUE_Soldier_Crew_DZ",0.04}
,{"Skin_GUE_Soldier_CO_DZ",0.04}
,{"Skin_GUE_Soldier_2_DZ",0.04}
,{"Skin_TK_Special_Forces_MG_EP1_DZ",0.02}
,{"Skin_TK_Soldier_Sniper_EP1_DZ",0.02}
,{"Skin_TK_Commander_EP1_DZ",0.02}
,{"Skin_RU_Soldier_Crew_DZ",0.02}
,{"Skin_INS_Lopotev_DZ",0.02}
};
tents[] = {
{"WeaponHolder_ItemTentOld",0.34}
,{"WeaponHolder_ItemTentDomed",0.33}
,{"WeaponHolder_ItemTentDomed2",0.33}
};
backpacks[] = {
{"DZ_Assault_Pack_EP1",0.22}
,{"DZ_Czech_Vest_Puch",0.2}
,{"DZ_TerminalPack_EP1",0.18}
,{"DZ_ALICE_Pack_EP1",0.16}
,{"DZ_TK_Assault_Pack_EP1",0.13}
,{"DZ_CompactPack_EP1",0.11}
};
militarybackpacks[] = {
{"DZ_British_ACU",0.3}
,{"DZ_GunBag_EP1",0.25}
,{"DZ_CivilBackpack_EP1",0.2}
,{"DZ_Backpack_EP1",0.15}
,{"DZ_LargeGunBag_EP1",0.1}
};
militaryammo[] = {
{"2000Rnd_762x51_M134",0.1}
,{"29Rnd_30mm_AGS30",0.2}
,{"50Rnd_127x107_DSHKM",0.2}
,{"48Rnd_40mm_MK19",0.2}
,{"100Rnd_127x99_M2",0.3}
};
pistols[] = {
{"Makarov",0.25}
,{"Colt1911",0.23}
,{"revolver_EP1",0.2}
,{"glock17_EP1",0.1}
,{"MakarovSD",0.1}
,{"M9",0.07}
,{"M9SD",0.04}
,{"revolver_gold_EP1",0.01}
};
shotgunsingleshot[] = {
{"Winchester1866",0.25}
,{"LeeEnfield",0.2}
,{"MR43",0.2}
,{"Saiga12K",0.13}
,{"Remington870_lamp",0.1}
,{"Crossbow_DZ",0.07}
,{"M1014",0.05}
};
farmweapons[] = {
{"Winchester1866",0.25}
,{"LeeEnfield",0.2}
,{"MR43",0.19}
,{"Saiga12K",0.13}
,{"Remington870_lamp",0.1}
,{"Crossbow_DZ",0.07}
,{"huntingrifle",0.05}
,{"Chainsaw",0.01}
};
sniperrifles[] = {
{"AK_107_PSO",0.1}
,{"M4SPR",0.09}
,{"M40A3",0.09}
,{"SVD_CAMO",0.07}
,{"SVD_des_EP1",0.07}
,{"SVD",0.07}
,{"huntingrifle",0.09}
,{"M24_des_EP1",0.08}
,{"M24",0.07}
,{"BAF_LRR_scoped",0.07}
,{"M107_DZ",0.05}
,{"KSVK_DZE",0.05}
,{"VSS_vintorez",0.04}
,{"SCAR_H_LNG_Sniper_SD",0.03}
,{"M14_EP1",0.02}
,{"DMR",0.01}
};
sniperriflesammo[] = {
{"30Rnd_545x39_AKSD",0.18}
,{"5Rnd_127x108_KSVK",0.08}
,{"5Rnd_86x70_L115A1",0.07}
,{"10Rnd_127x99_m107",0.15}
,{"10Rnd_762x54_SVD",0.2}
,{"20Rnd_762x51_DMR",0.1}
,{"5Rnd_762x51_M24",0.15}
,{"5x_22_LR_17_HMR",0.1}
,{"20Rnd_762x51_SB_SCAR",0.07}
,{"20Rnd_9x39_SP5_VSS",0.05}
};
submachinegun[] = {
{"UZI_EP1",0.25}
,{"bizon",0.2}
,{"Sa61_EP1",0.2}
,{"MP5A5",0.13}
,{"bizon_silenced",0.1}
,{"UZI_SD_EP1",0.07}
,{"MP5SD",0.05}
};
assaultrifles[] = {
{"AKS_74_kobra",0.05}
,{"AKS_74_U",0.05}
,{"AKS_GOLD",0.01}
,{"AK_47_M",0.05}
,{"AK_74",0.05}
,{"FN_FAL",0.03}
,{"FN_FAL_ANPVS4",0.01}
,{"G36A_camo",0.05}
,{"G36C",0.05}
,{"G36C_camo",0.05}
,{"G36K_camo",0.05}
,{"G36_C_SD_camo",0.03}
,{"M16A2",0.05}
,{"M16A2GL",0.02}
,{"M16A4_ACG",0.01}
,{"M4A1",0.05}
,{"M4A1_Aim",0.04}
,{"M4A1_AIM_SD_camo",0.01}
,{"M4A1_HWS_GL_camo",0.01}
,{"M4A3_CCO_EP1",0.04}
,{"Sa58P_EP1",0.02}
,{"Sa58V_CCO_EP1",0.04}
,{"Sa58V_EP1",0.02}
,{"Sa58V_RCO_EP1",0.04}
,{"m8_compact",0.03}
,{"m8_sharpshooter",0.04}
,{"m8_holo_sd",0.02}
,{"m8_carbine",0.05}
,{"BAF_L85A2_RIS_SUSAT",0.02}
,{"BAF_L85A2_RIS_Holo",0.01}
,{"M4A1_HWS_GL_SD_Camo",0.01}
};
assaultrifleammo[] = {
{"30Rnd_762x39_SA58",0.25}
,{"30Rnd_762x39_AK47",0.2}
,{"30Rnd_556x45_Stanag",0.2}
,{"30Rnd_545x39_AK",0.11}
,{"30Rnd_556x45_StanagSD",0.12}
,{"20Rnd_762x51_FNFAL",0.07}
};
machineguns[] = {
{"RPK_74",0.11}
,{"M8_SAW",0.11}
,{"Pecheneg_DZ",0.1}
,{"PK_DZ",0.1}
,{"MG36_camo",0.1}
,{"M60A4_EP1_DZE",0.1}
,{"MG36",0.1}
,{"M249_m145_EP1_DZE",0.1}
,{"m240_scoped_EP1_DZE",0.1}
,{"M240_DZ",0.08}
,{"M249_EP1_DZ",0.05}
,{"Mk_48_DZ",0.05}
};
machinegunammo[] = {
{"100Rnd_556x45_BetaCMag",0.2}
,{"75Rnd_545x39_RPK",0.2}
,{"100Rnd_556x45_M249",0.15}
,{"100Rnd_762x51_M240",0.15}
,{"100Rnd_762x54_PK",0.15}
,{"200Rnd_556x45_M249",0.15}
};
machinegunammoexpl[] = {
{"100Rnd_556x45_BetaCMag",0.2}
,{"75Rnd_545x39_RPK",0.2}
,{"100Rnd_556x45_M249",0.15}
,{"100Rnd_762x51_M240",0.15}
,{"100Rnd_762x54_PK",0.14}
,{"200Rnd_556x45_M249",0.14}
,{"MAAWS_HEAT",0.01}
,{"PipeBomb",0.01}
};
militaryshotguns[] = {
{"Saiga12K",0.25}
,{"Remington870_lamp",0.35}
,{"M1014",0.4}
};
};
};

View File

@@ -1,276 +0,0 @@
class CfgLootSmall {
trash[] = {
{"TrashTinCan",0.5},
{"TrashJackDaniels",0.05},
{"ItemSodaEmpty",0.25},
{"ItemTrashToiletpaper",0.1},
{"ItemTrashRazor",0.1}
};
civilian[] = {
{"FoodCanUnlabeled",0.07},
{"TrashJackDaniels",0.09},
{"ItemSodaEmpty",0.09},
{"ItemSodaCoke",0.1},
{"ItemSodaPepsi",0.09},
{"FoodCanBakedBeans",0.05},
{"FoodCanSardines",0.05},
{"FoodCanFrankBeans",0.05},
{"FoodCanPasta",0.05},
{"8Rnd_9x18_Makarov",0.07},
{"7Rnd_45ACP_1911",0.05},
{"2Rnd_shotgun_74Slug",0.05},
{"2Rnd_shotgun_74Pellets",0.05},
{"ItemBandage",0.06},
{"ItemPainkiller",0.06},
{"FoodBioMeat",0.01},
{"8Rnd_9x18_MakarovSD",0.01}
};
office2[] = {
{"FoodCanUnlabeled",0.07},
{"TrashJackDaniels",0.09},
{"ItemSodaEmpty",0.09},
{"ItemSodaCoke",0.09},
{"ItemSodaPepsi",0.09},
{"FoodCanBakedBeans",0.05},
{"FoodCanSardines",0.05},
{"FoodCanFrankBeans",0.05},
{"FoodCanPasta",0.05},
{"8Rnd_9x18_Makarov",0.07},
{"7Rnd_45ACP_1911",0.05},
{"2Rnd_shotgun_74Slug",0.05},
{"2Rnd_shotgun_74Pellets",0.05},
{"ItemBandage",0.06},
{"ItemPainkiller",0.06},
{"FoodBioMeat",0.01},
{"8Rnd_9x18_MakarovSD",0.01}
};
food[] = {
//trash
{"TrashTinCan",0.09},
{"TrashJackDaniels",0.12},
{"ItemSodaEmpty",0.12},
{"ItemSodaCoke",0.09},
{"ItemSodaPepsi",0.11},
{"FoodCanBakedBeans",0.07},
{"FoodCanSardines",0.07},
{"FoodCanFrankBeans",0.07},
{"FoodCanPasta",0.07},
{"FoodCanUnlabeled",0.1},
// food Bags
{"FoodPistachio",0.05},
{"FoodNutmix",0.04}
};
office[] = {
{"FoodCanUnlabeled",0.06},
{"ItemSodaEmpty",0.06},
{"ItemSodaCoke",0.06},
{"ItemSodaPepsi",0.04},
{"TrashJackDaniels",0.04},
{"FoodCanBakedBeans",0.01},
{"FoodCanSardines",0.01},
{"FoodCanFrankBeans",0.01},
{"FoodCanPasta",0.01},
{"ItemWaterbottleUnfilled",0.01},
{"ItemWaterbottle",0.01},
{"ItemBandage",0.08},
{"7Rnd_45ACP_1911",0.03},
{"5x_22_LR_17_HMR",0.01},
{"10x_303",0.04},
{"6Rnd_45ACP",0.04},
{"2Rnd_shotgun_74Slug",0.05},
{"2Rnd_shotgun_74Pellets",0.05},
{"8Rnd_9x18_Makarov",0.09},
{"15Rnd_W1866_Slug",0.02},
{"WoodenArrow",0.04},
{"HandRoadFlare",0.07},
{"ItemPainkiller",0.02},
{"HandChemGreen",0.01},
{"HandChemBlue",0.03},
{"HandChemRed",0.03},
{"ItemHeatPack",0.03}
};
generic[] = {
{"FoodCanUnlabeled",0.06},
{"ItemSodaEmpty",0.06},
{"ItemSodaCoke",0.06},
{"ItemSodaPepsi",0.04},
{"TrashJackDaniels",0.04},
{"FoodCanBakedBeans",0.01},
{"FoodCanSardines",0.01},
{"FoodCanFrankBeans",0.01},
{"FoodCanPasta",0.01},
{"ItemWaterbottleUnfilled",0.01},
{"ItemWaterbottle",0.01},
{"ItemBandage",0.11},
{"7Rnd_45ACP_1911",0.03},
{"5x_22_LR_17_HMR",0.01},
{"10x_303",0.04},
{"6Rnd_45ACP",0.04},
{"2Rnd_shotgun_74Slug",0.05},
{"2Rnd_shotgun_74Pellets",0.05},
{"8Rnd_9x18_Makarov",0.09},
{"15Rnd_W1866_Slug",0.02},
{"WoodenArrow",0.04},
{"HandRoadFlare",0.07},
{"ItemPainkiller",0.02},
{"HandChemGreen",0.01},
{"HandChemBlue",0.03},
{"HandChemRed",0.03},
{"ItemHeatPack",0.04}
};
medical[] = {
{"ItemBandage",0.4},
{"ItemPainkiller",0.15},
{"ItemMorphine",0.2},
{"ItemEpinephrine",0.1},
{"ItemAntibiotic",0.1},
{"ItemHeatPack",0.05}
};
hospital[] = {
{"ItemBandage",0.33},
{"ItemPainkiller",0.16},
{"ItemMorphine",0.13},
{"ItemEpinephrine",0.09},
{"ItemBloodbag",0.17},
{"ItemAntibiotic",0.12}
};
military[] = {
{"FoodCanUnlabeled",0.09},
{"ItemSodaEmpty",0.04},
{"ItemSodaCoke",0.01},
{"ItemSodaPepsi",0.01},
{"ItemBandage",0.04},
{"ItemAntibiotic",0.04},
{"ItemPainkiller",0.04},
{"ItemMorphine",0.01},
{"30Rnd_556x45_Stanag",0.04},
{"20Rnd_762x51_DMR",0.04},
{"17Rnd_9x19_glock17",0.05},
{"15Rnd_9x19_M9SD",0.01},
{"15Rnd_9x19_M9",0.02},
{"30Rnd_762x39_AK47",0.04},
{"30Rnd_545x39_AK",0.04},
{"5Rnd_762x51_M24",0.01},
{"5Rnd_86x70_L115A1",0.01},
{"8Rnd_B_Beneli_74Slug",0.04},
{"1Rnd_HE_M203",0.01},
{"FlareWhite_M203",0.01},
{"FlareGreen_M203",0.01},
{"1Rnd_Smoke_M203",0.01},
{"200Rnd_556x45_M249",0.01},
{"HandGrenade_west",0.01},
{"HandGrenade_east",0.01},
{"SmokeShell",0.04},
{"SmokeShellRed",0.02},
{"SmokeShellGreen",0.02},
{"8Rnd_B_Beneli_Pellets",0.04},
{"30Rnd_556x45_StanagSD",0.01},
{"30Rnd_9x19_MP5",0.02},
{"30Rnd_9x19_MP5SD",0.01},
{"100Rnd_762x51_M240",0.01},
{"HandChemGreen",0.02},
{"HandChemBlue",0.02},
{"HandChemRed",0.02},
{"ItemHeatPack",0.04},
{"8Rnd_9x18_MakarovSD",0.01},
{"20Rnd_B_765x17_Ball",0.04},
{"30Rnd_9x19_UZI_SD",0.01}
};
policeman[] = {
{"ItemBandage",0.3},
{"7Rnd_45ACP_1911",0.08},
{"6Rnd_45ACP",0.08},
{"15Rnd_W1866_Slug",0.14},
{"8Rnd_B_Beneli_Pellets",0.17},
{"HandRoadFlare",0.08},
{"8Rnd_9x18_MakarovSD",0.01},
{"ItemComboLock",0.05},
{"SmokeShell",0.04},
{"ItemHotwireKit",0.01}
};
hunter[] = {
{"FoodMRE",0.01}
};
worker[] = {
{"FoodCanUnlabeled",0.09},
{"TrashJackDaniels",0.10},
{"ItemSodaEmpty",0.10},
{"ItemSodaCoke",0.11},
{"ItemSodaPepsi",0.10},
{"FoodCanBakedBeans",0.06},
{"FoodCanSardines",0.06},
{"FoodCanFrankBeans",0.06},
{"FoodCanPasta",0.06},
{"ItemBandage",0.1},
{"ItemPainkiller",0.06},
{"ItemComboLock",0.04},
{"ItemSledgeHead",0.02}
};
clothes[] = {
{"Skin_RU_Policeman_DZ",0.13},
{"Skin_Pilot_EP1_DZ",0.12},
{"Skin_Functionary1_EP1_DZ",0.1},
{"Skin_Priest_DZ",0.1},
{"Skin_Rocker1_DZ",0.07},
{"Skin_Rocker2_DZ",0.07},
{"Skin_Rocker3_DZ",0.08},
{"Skin_Rocker4_DZ",0.08},
{"Skin_SurvivorW3_DZ",0.09},
{"Skin_SurvivorWpink_DZ",0.09},
{"Skin_SurvivorWurban_DZ",0.07}
};
militaryclothes[] = {
{"Skin_Camo1_DZ",0.1},
{"Skin_Sniper1_DZ",0.08},
{"Skin_Rocket_DZ",0.05},
{"Skin_Soldier1_DZ",0.13},
{"Skin_Drake_Light_DZ",0.07},
{"Skin_Soldier_TL_PMC_DZ",0.07},
{"Skin_Soldier_Sniper_PMC_DZ",0.05},
{"Skin_Soldier_Bodyguard_AA12_PMC_DZ",0.07},
{"Skin_CZ_Special_Forces_GL_DES_EP1_DZ",0.08},
{"Skin_FR_OHara_DZ",0.08},
{"Skin_FR_Rodriguez_DZ",0.09},
{"Skin_CZ_Soldier_Sniper_EP1_DZ",0.04},
{"Skin_Graves_Light_DZ",0.09}
};
specialclothes[] = {
{"Skin_Ins_Soldier_GL_DZ",0.1},
{"Skin_GUE_Commander_DZ",0.08},
{"Skin_Bandit1_DZ",0.13},
{"Skin_Bandit2_DZ",0.06},
{"Skin_BanditW1_DZ",0.07},
{"Skin_BanditW2_DZ",0.07},
{"Skin_TK_INS_Soldier_EP1_DZ",0.05},
{"Skin_TK_INS_Warlord_EP1_DZ",0.07},
{"Skin_SurvivorWcombat_DZ",0.08},
{"Skin_SurvivorWdesert_DZ",0.08},
{"Skin_GUE_Soldier_MG_DZ",0.05},
{"Skin_GUE_Soldier_Sniper_DZ",0.04},
{"Skin_GUE_Soldier_Crew_DZ",0.04},
{"Skin_GUE_Soldier_CO_DZ",0.04},
{"Skin_GUE_Soldier_2_DZ",0.04}
};
machinegunammoexpl[] = {
{"100Rnd_556x45_BetaCMag",0.20},
{"75Rnd_545x39_RPK",0.20},
{"100Rnd_556x45_M249",0.15},
{"100Rnd_762x51_M240",0.15},
{"100Rnd_762x54_PK",0.14},
{"200Rnd_556x45_M249",0.14},
{"MAAWS_HEAT",0.01},
{"PipeBomb",0.01}
};
pistols[] = {
{"Makarov",0.25},
{"Colt1911",0.23},
{"revolver_EP1",0.20},
{"glock17_EP1",0.10},
{"MakarovSD",0.10},
{"M9",0.07},
{"M9SD",0.04},
{"revolver_gold_EP1",0.01}
};
};

View File

@@ -0,0 +1,340 @@
AmmoCivilian[] =
{
//Pistols
{Loot_MAGAZINE, 5, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 3, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 4, 6Rnd_45ACP},
{Loot_MAGAZINE, 1, 8Rnd_9x18_MakarovSD},
//Rifles
{Loot_MAGAZINE, 3, 15Rnd_W1866_Slug},
{Loot_MAGAZINE, 2, 5Rnd_762x54_Mosin},
{Loot_MAGAZINE, 2, 10Rnd_303British},
{Loot_MAGAZINE, 1, 5Rnd_17HMR},
//Shotgun
{Loot_MAGAZINE, 1, 8Rnd_12Gauge_Buck},
{Loot_MAGAZINE, 3, 8Rnd_12Gauge_Slug},
{Loot_MAGAZINE, 3, 2Rnd_12Gauge_Buck},
{Loot_MAGAZINE, 5, 2Rnd_12Gauge_Slug}
};
militaryVehicleAmmo[] = { //DZE
{Loot_MAGAZINE, 2, 2000Rnd_762x51_M134},
{Loot_MAGAZINE, 2, 29Rnd_30mm_AGS30},
{Loot_MAGAZINE, 2, 50Rnd_127x107_DSHKM},
{Loot_MAGAZINE, 2, 48Rnd_40mm_MK19},
{Loot_MAGAZINE, 3, 100Rnd_127x99_M2}
};
AmmoMilitaryLow[] =
{
//Pistols
{Loot_MAGAZINE, 5, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 5, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 2.5, 8Rnd_9x18_MakarovSD},
{Loot_MAGAZINE, 4, 15Rnd_9x19_M9},
{Loot_MAGAZINE, 2, 15Rnd_9x19_M9SD},
{Loot_MAGAZINE, 3, 17Rnd_9x19_glock17},
{Loot_MAGAZINE, 1.5, 17Rnd_9x19_glock17SD},
//Submachineguns
{Loot_MAGAZINE, 4, 30Rnd_9x19_UZI},
// {Loot_MAGAZINE, 1, 30Rnd_9x19_UZI_SD},
{Loot_MAGAZINE, 8, 30Rnd_9x19_MP5},
{Loot_MAGAZINE, 4, 30Rnd_9x19_MP5SD},
{Loot_MAGAZINE, 6, 64Rnd_9x19_Bizon},
{Loot_MAGAZINE, 3, 64Rnd_9x19_SD_Bizon},
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 5, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 4, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 4, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 8, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 4, 30Rnd_556x45_StanagSD},
{Loot_MAGAZINE, 4, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 3, 100Rnd_556x45_BetaCMag},
{Loot_MAGAZINE, 2, 30Rnd_556x45_G36SD},
//Machine guns
{Loot_MAGAZINE, 4, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 1, 50Rnd_762x54_UK59},
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 2, 100Rnd_762x54_PK},
{Loot_MAGAZINE, 3, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 3, 75Rnd_762x39_RPK},
{Loot_MAGAZINE, 3, 50Rnd_762x54_UK59},
//Sniper rifles
{Loot_MAGAZINE, 3, 5Rnd_762x51_M24},
{Loot_MAGAZINE, 3, 10Rnd_762x54_SVD},
//Grenade launchers
{Loot_MAGAZINE, 4, 1Rnd_HE_M203},
{Loot_MAGAZINE, 6, 1Rnd_HE_GP25},
{Loot_MAGAZINE, 3, FlareWhite_M203},
{Loot_MAGAZINE, 5, FlareWhite_GP25},
{Loot_MAGAZINE, 3, FlareGreen_M203},
{Loot_MAGAZINE, 5, FlareGreen_GP25},
{Loot_MAGAZINE, 3, 1Rnd_Smoke_M203},
{Loot_MAGAZINE, 5, 1Rnd_Smoke_GP25},
//DZE
{Loot_MAGAZINE, 3, 5Rnd_127x108_KSVK},
{Loot_MAGAZINE, 2, 10Rnd_127x99_m107},
{Loot_MAGAZINE, 4, 5Rnd_17HMR},
{Loot_MAGAZINE, 3, 20Rnd_762x51_SB_SCAR},
{Loot_MAGAZINE, 3, 20Rnd_9x39_SP5_VSS},
{Loot_MAGAZINE, 3, 5Rnd_86x70_L115A1},
{Loot_MAGAZINE, 3, 20Rnd_B_765x17_Ball},
{Loot_MAGAZINE, 4, 20Rnd_762x51_DMR},
{Loot_MAGAZINE, 4, 20Rnd_762x51_FNFAL},
//Handgrenades
{Loot_MAGAZINE, 5, SmokeShell},
{Loot_MAGAZINE, 5, SmokeShellRed},
{Loot_MAGAZINE, 5, SmokeShellGreen}
};
AmmoMilitaryHigh[] =
{
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 10, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 10, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 5, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 5, 100Rnd_556x45_BetaCMag},
//Battle rifles
{Loot_MAGAZINE, 5, 20Rnd_762x51_DMR},
{Loot_MAGAZINE, 6, 20Rnd_762x51_FNFAL},
//Machine guns
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 3, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 3, 100Rnd_762x54_PK},
{Loot_MAGAZINE, 7, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 5, 75Rnd_762x39_RPK},
{Loot_MAGAZINE, 4, 50Rnd_762x54_UK59},
//Sniper rifles
{Loot_MAGAZINE, 8, 5Rnd_762x51_M24},
{Loot_MAGAZINE, 6, 10Rnd_762x54_SVD},
//DZE
{Loot_MAGAZINE, 6, 5Rnd_86x70_L115A1},
{Loot_MAGAZINE, 7, 20Rnd_B_765x17_Ball},
//Handgrenades
{Loot_MAGAZINE, 2, HandGrenade_East},
{Loot_MAGAZINE, 1, HandGrenade_West}
};
//TODO: Chernarussian ammo groups (building loot)
/*AmmoCZLow[] =
{
};
AmmoCZHigh[] =
{
};*/
AmmoRU[] =
{
//Pistols
{Loot_MAGAZINE, 8, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 8, 8Rnd_9x18_MakarovSD},
//Submachineguns
{Loot_MAGAZINE, 6, 30Rnd_9x19_UZI},
{Loot_MAGAZINE, 6, 64Rnd_9x19_Bizon},
{Loot_MAGAZINE, 6, 64Rnd_9x19_SD_Bizon},
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 8, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 10, 30Rnd_762x39_AK47},
//Machine guns
{Loot_MAGAZINE, 7, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 5, 75Rnd_762x39_RPK},
{Loot_MAGAZINE, 3, 100Rnd_762x54_PK},
//Sniper rifles
{Loot_MAGAZINE, 7, 5Rnd_762x51_M24},
{Loot_MAGAZINE, 5, 10Rnd_762x54_SVD},
//Grenade launchers
{Loot_MAGAZINE, 5, 1Rnd_HE_GP25},
{Loot_MAGAZINE, 3, FlareWhite_GP25},
{Loot_MAGAZINE, 3, FlareGreen_GP25},
{Loot_MAGAZINE, 4, 1Rnd_Smoke_GP25},
//Handgrenades
{Loot_MAGAZINE, 2, SmokeShell},
{Loot_MAGAZINE, 2, SmokeShellRed},
{Loot_MAGAZINE, 2, SmokeShellGreen},
{Loot_MAGAZINE, 2, HandGrenade_East}
};
AmmoUS[] =
{
//Pistols
{Loot_MAGAZINE, 8, 15Rnd_9x19_M9},
{Loot_MAGAZINE, 8, 15Rnd_9x19_M9SD},
//Submachineguns
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5},
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5SD},
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 8, 30Rnd_556x45_StanagSD},
//Battle rifles
{Loot_MAGAZINE, 4, 20Rnd_762x51_DMR},
//Machine guns
{Loot_MAGAZINE, 2, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_762x51_M240},
//Sniper rifles
{Loot_MAGAZINE, 7, 5Rnd_762x51_M24},
//Grenade launchers
{Loot_MAGAZINE, 5, 1Rnd_HE_M203},
{Loot_MAGAZINE, 3, FlareWhite_M203},
{Loot_MAGAZINE, 3, FlareGreen_M203},
{Loot_MAGAZINE, 4, 1Rnd_Smoke_M203},
//Handgrenades
{Loot_MAGAZINE, 2, SmokeShell},
{Loot_MAGAZINE, 2, SmokeShellRed},
{Loot_MAGAZINE, 2, SmokeShellGreen},
{Loot_MAGAZINE, 2, HandGrenade_West}
};
AmmoEU[] =
{
//Pistols
{Loot_MAGAZINE, 8, 17Rnd_9x19_glock17},
{Loot_MAGAZINE, 8, 17Rnd_9x19_glock17SD},
//Submachineguns
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5},
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5SD},
//Assault rifles
{Loot_MAGAZINE, 8, 30Rnd_556x45_G36},
{Loot_MAGAZINE, 8, 30Rnd_556x45_G36SD},
{Loot_MAGAZINE, 4, 30Rnd_556x45_Stanag},
//Battle rifles
{Loot_MAGAZINE, 4, 20Rnd_762x51_FNFAL},
//Machine guns
{Loot_MAGAZINE, 2, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 1, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 2, 100Rnd_762x51_M240},
//Sniper rifles
{Loot_MAGAZINE, 7, 5Rnd_762x51_M24},
//Grenade launchers
{Loot_MAGAZINE, 5, 1Rnd_HE_M203},
{Loot_MAGAZINE, 3, FlareWhite_M203},
{Loot_MAGAZINE, 3, FlareGreen_M203},
{Loot_MAGAZINE, 4, 1Rnd_Smoke_M203},
//Handgrenades
{Loot_MAGAZINE, 2, SmokeShell},
{Loot_MAGAZINE, 2, SmokeShellRed},
{Loot_MAGAZINE, 2, SmokeShellGreen},
{Loot_MAGAZINE, 2, HandGrenade_West}
};
AmmoUN[] =
{
//Pistols
{Loot_MAGAZINE, 5, 7Rnd_45ACP_1911},
{Loot_MAGAZINE, 5, 8Rnd_9x18_Makarov},
{Loot_MAGAZINE, 3, 8Rnd_9x18_MakarovSD},
{Loot_MAGAZINE, 5, 15Rnd_9x19_M9},
{Loot_MAGAZINE, 3, 15Rnd_9x19_M9SD},
{Loot_MAGAZINE, 5, 17Rnd_9x19_glock17},
{Loot_MAGAZINE, 3, 17Rnd_9x19_glock17SD},
//Submachineguns
{Loot_MAGAZINE, 6, 30Rnd_9x19_UZI},
{Loot_MAGAZINE, 6, 30Rnd_9x19_MP5},
{Loot_MAGAZINE, 6, 64Rnd_9x19_Bizon},
//Assault rifles
{Loot_MAGAZINE, 10, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 5, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 6, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 4, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 6, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 4, 30Rnd_556x45_G36},
//Machine guns
{Loot_MAGAZINE, 5, 75Rnd_545x39_RPK},
//Grenade launchers
{Loot_MAGAZINE, 4, 1Rnd_HE_M203},
{Loot_MAGAZINE, 4, 1Rnd_HE_GP25},
{Loot_MAGAZINE, 2, FlareWhite_M203},
{Loot_MAGAZINE, 2, FlareWhite_GP25},
{Loot_MAGAZINE, 2, FlareGreen_M203},
{Loot_MAGAZINE, 2, FlareGreen_GP25},
{Loot_MAGAZINE, 3, 1Rnd_Smoke_M203},
{Loot_MAGAZINE, 3, 1Rnd_Smoke_GP25},
//Handgrenades
{Loot_MAGAZINE, 3, SmokeShell},
{Loot_MAGAZINE, 3, SmokeShellRed},
{Loot_MAGAZINE, 3, SmokeShellGreen}
};
//DZE
sniperriflesammo[] = {
{Loot_MAGAZINE, 3, 5Rnd_127x108_KSVK},
{Loot_MAGAZINE, 3, 5Rnd_86x70_L115A1},
{Loot_MAGAZINE, 2, 10Rnd_127x99_m107},
{Loot_MAGAZINE, 3, 10Rnd_762x54_SVD},
{Loot_MAGAZINE, 4, 20Rnd_762x51_DMR},
{Loot_MAGAZINE, 4, 5Rnd_762x51_M24},
{Loot_MAGAZINE, 4, 5Rnd_17HMR},
{Loot_MAGAZINE, 3, 20Rnd_762x51_SB_SCAR},
{Loot_MAGAZINE, 3, 20Rnd_9x39_SP5_VSS}
};
assaultrifleammo[] = {
{Loot_MAGAZINE, 5, 30Rnd_545x39_AKSD},
{Loot_MAGAZINE, 5, 30Rnd_762x39_SA58},
{Loot_MAGAZINE, 5, 30Rnd_762x39_AK47},
{Loot_MAGAZINE, 8, 30Rnd_556x45_Stanag},
{Loot_MAGAZINE, 10, 30Rnd_545x39_AK},
{Loot_MAGAZINE, 5, 30Rnd_556x45_StanagSD},
{Loot_MAGAZINE, 8, 20Rnd_762x51_FNFAL}
};
machinegunammo[] = {
{Loot_MAGAZINE, 4, 100Rnd_556x45_BetaCMag},
{Loot_MAGAZINE, 3, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 4, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 3, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 3, 100Rnd_762x54_PK},
{Loot_MAGAZINE, 4, 200Rnd_556x45_M249}
};
machinegunammoexpl[] = {
{Loot_MAGAZINE, 4, 100Rnd_556x45_BetaCMag},
{Loot_MAGAZINE, 3, 75Rnd_545x39_RPK},
{Loot_MAGAZINE, 4, 100Rnd_556x45_M249},
{Loot_MAGAZINE, 3, 100Rnd_762x51_M240},
{Loot_MAGAZINE, 3, 100Rnd_762x54_PK},
{Loot_MAGAZINE, 4, 200Rnd_556x45_M249},
{Loot_MAGAZINE, 1, MAAWS_HEAT},
{Loot_MAGAZINE, 2, PipeBomb}
};

Some files were not shown because too many files have changed in this diff Show More