mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-15 04:23:13 +03:00
+ [CHANGED] Build-ables now get deleted from database when killed. + [ADDED] Basic fishing on ocean using toolbelt item: ItemFishingPole. TODO: add model + [ADDED] New way of chopping down trees that actually takes into account the size of the tree for number of chops/output. For example medium sized tree will typically require 3 animations and will yield 3 wood piles. + [ADDED] Airplane dealer to Namalsk and updated trader config. + [CHANGED] Can now remove park bench with refund. + [FIXED] dayz_maxGlobalZombies was not incrementing when other players are within 400m. Also, variable was overwritten in player_spawncheck code so a init variable was added dayz_maxGlobalZombiesInit (default=40) as well as dayz_maxGlobalZombiesIncrease (default=10) to control the amount of increase for each additional player within range. + [CHANGED] Any backpack placed on the ground will with gear will now disappear to all other players. + [FIXED] Added 5 second sleep to swimming in ground fix, now it should actually work without glitching. fixes #326 + [CHANGED] To prevent lost primary weapons in backpacks, all backpacks have been Upgraded. This requires that backpacks the weapon to magazines ratio be within 1:10. http://dayzepoch.com/wiki/index.php/Backpacks + [CLEANUP] disable debug of player zombie vision. + [ADDED] ASC EU Lights Mod FROM http://www.armaholic.com/page.php?id=12076 + [ADDED] New Craft-able light_pole_kit and Build-able LightPole_DZ for night lighting. RECIPE 4 lumber + 1 scrap + 1 Light Bulb + [ADDED] MAP Editorupgrade (EU) @MAP Mod FROM http://www.armaholic.com/page.php?id=6194 + [CHANGED] Picking up crowbar now gives toolbelt item instead of melee weapon.
91 lines
2.3 KiB
Plaintext
91 lines
2.3 KiB
Plaintext
private ["_vehicle","_started","_finished","_animState","_isMedic"];
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if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
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TradeInprogress = true;
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player removeAction s_player_fillgen;
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s_player_fillgen = 1;
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// Use target from addaction
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_vehicle = _this select 3;
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// force animation
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player playActionNow "Medic";
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r_interrupt = false;
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_animState = animationState player;
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r_doLoop = true;
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_started = false;
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_finished = false;
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cutText ["Preparing to fuel and start generator, move to cancel.", "PLAIN DOWN"];
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[player,50,true,(getPosATL player)] spawn player_alertZombies;
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while {r_doLoop} do {
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_animState = animationState player;
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_isMedic = ["medic",_animState] call fnc_inString;
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if (_isMedic) then {
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_started = true;
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};
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if (_started and !_isMedic) then {
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r_doLoop = false;
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_finished = true;
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};
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if (r_interrupt) then {
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r_doLoop = false;
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};
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sleep 0.1;
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};
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r_doLoop = false;
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if(!_finished) then {
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r_interrupt = false;
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[objNull, player, rSwitchMove,""] call RE;
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player playActionNow "stop";
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cutText ["Canceled." , "PLAIN DOWN"]
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};
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if (_finished) then {
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// take jerry can and replace with empty
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if(!(_vehicle getVariable ["GeneratorFilled", false]) and ("ItemJerrycan" in magazines player)) then {
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if(([player,"ItemJerrycan"] call BIS_fnc_invRemove) == 1) then {
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player addMagazine "ItemJerrycanEmpty";
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// mark as once filled
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_vehicle setVariable ["GeneratorFilled", true,true];
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// Start generator
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_vehicle setVariable ["GeneratorRunning", true,true];
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// Sound_Generator1
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// Looks like this was the entended way of making the sound, lets test
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_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
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_vehicle setVariable ["GeneratorSound", _soundSource,true];
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// TODO: Add running sounds to generator
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cutText ["Generator has been started.", "PLAIN DOWN"];
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};
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} else {
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// Start generator
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_vehicle setVariable ["GeneratorRunning", true,true];
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// Sound_Generator1
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// Looks like this was the entended way of making the sound, lets test
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_soundSource = createSoundSource ["Sound_Generator1", position player, [], 0];
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_vehicle setVariable ["GeneratorSound", _soundSource,true];
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// TODO: Add running sounds to generator
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cutText ["Generator has been started.", "PLAIN DOWN"];
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};
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};
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TradeInprogress = false;
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s_player_fillgen = -1; |