Files
DayZ-Epoch/dayz_code/CfgWeapons.hpp
vbawol 211415389f 1.0.0.3 Developer Build
+ [FIXED] Battleye kick when calling dog. Thanks to @kikyou2
+ [FIXED] Moved vehicle event handler to server side with a call to all
connected clients. Before it was just set on only the owner and the
server. This should fix issues with damage/repair handling of just
purchased vehicles.
+ [FIXED] Fixed case sensitivity in building loot generation. This was
only a problem on new maps that share the same buildings as others yet
have differing case in the classnames.
+ [ADDED] New build-ables: Fence_corrugated_DZ, M240Nest_DZ,
CanvasHut_DZ, ParkBench_DZ, MetalGate_DZ, OutHouse_DZ, Wooden_shed_DZ,
WoodShack_DZ, StorageShed_DZ.
+ [ADDED] New crafting items: ItemCanvas, PartWoodLumber,
PartWoodPlywood, ItemCorrugated, ItemPole
+ [ADDED] 55 gallon (210 liter) Fuel Barrel that can only be used on
helicopters or fuel trucks.
+ [ADDED] All DayZ specific magazine items now only take one slot, this
also makes it easier to become over burdened so be careful about
blacking out.
+ [ADDED] More building loot spawn positions for Namalsk.
+ [FIXED] When packing tent get classname of new weapon_holder from
config.
+ [CHANGED] Totally reworked player building system. Preview and
placement accuracy has been significantly improved. Building now
requires X number of stages to complete. Players cannot build while in
combat.
+ [CHANGED] Added required tools array and is nearby checking for fire,
etc. Also, each item can now have 5 separate crafting options.
+ [CHANGED] Reworked refuel and siphon code to support more can types.
+ [CHANGED] Removed all infinite fueling sources and added
(KamazRefuel_DZ, UralRefuel_TK_EP1_DZ,MtvrRefuel_DES_EP1_DZ) variants of
the fuel trucks to remove auto refuel and increase siphon-able fuel
capacity to 10000.  Old style refuel can still be used if the variable
dayz_oldrefuel = true is set in the missions init.sqf.
+ [CHANGED] Remove object code now uses config variables instead of hard
coded into sqf (default: constructioncount = 5)
+ [CHANGED] Moved most arrays for revealing objects, allowed objects,
update objects, disallowed combat roll to arrays within variables.sqf.
So that these arrays are unified and easier to change.
+ [CHANGED] New vehicle spawns now have a new fuel system using a random
percent between min and max variables. Defaults: (DynamicVehicleFuelLow
= 0; DynamicVehicleFuelHigh = 100;)
+ [CHANGED] New vehicle spawns now damage all parts and without a
limiter on fuel and engine parts, this could cause a vehicle to be very
close to blowing up.
+ [CHANGED] Disabled simulation server side of all road debris and
crashes.
2013-04-17 10:04:34 -05:00

256 lines
5.4 KiB
C++

class CfgWeapons {
class ItemCore;
class ItemMap_Debug: ItemCore {
descriptionshort = "Debug Map - Admin use only";
displayname = "Map";
picture = "\ca\ui\data\gear_picture_map_ca.paa";
scope = 2;
simulation = "ItemMap";
class Library {
libtextdesc = "Debug Map - Admin use only";
};
};
class ItemSmeltingKit: ItemCore {
displayname = "Smelting Kit";
};
class ItemAnvil: ItemCore {
displayname = "Anvil";
};
class ItemCompass: ItemCore {
model="z\addons\dayz_communityassets\models\compass.p3d";
};
class Crossbow;
class Crossbow_DZ : Crossbow {
magazines[] =
{
"Quiver",
"WoodenArrow"
};
};
class MeleeWeapon;
class MeleeHatchet: MeleeWeapon
{
scope=2;
autoreload=1;
magazineReloadTime=0;
model="\dayz_weapons\models\Hatchet_weaponized";
picture="\dayz_equip\textures\equip_hatchet_CA.paa";
displayName="$STR_EQUIP_NAME_41";
magazines[]=
{
"Hatchet_Swing"
};
handAnim[]=
{
"OFP2_ManSkeleton",
"\dayz_weapons\anim\melee_hatchet_holding.rtm"
};
class ItemActions
{
class Use
{
text="$STR_ACTIONS_CHOPWOOD";
script="spawn player_chopWood;";
};
class Toolbelt
{
text="Add to Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"MeleeHatchet"
};
output[]=
{
"ItemHatchet"
};
};
class Drop
{
text="Drop Hatchet";
script="spawn player_dropWeapon;";
use[]=
{
"Hatchet_Swing"
};
};
};
class Library
{
libTextDesc="$STR_EQUIP_DESC_41";
};
descriptionShort="$STR_EQUIP_DESC_41";
};
class MeleeCrowbar: MeleeHatchet
{
scope=2;
autoreload=1;
magazineReloadTime=0;
model="\dayz_weapons\models\crowbar_weaponized";
picture="\dayz_weapons\textures\equip_crowbar_CA.paa";
displayName="Crowbar";
magazines[]=
{
"Crowbar_Swing"
};
class ItemActions
{
class Toolbelt
{
text="Add to Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"MeleeCrowbar"
};
output[]=
{
"ItemCrowbar"
};
};
class Drop
{
text="Drop Crowbar";
script="spawn player_dropWeapon;";
use[]=
{
"Crowbar_Swing"
};
};
};
class Library
{
libTextDesc="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
};
descriptionShort="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
};
class ItemCrowbar: ItemCore
{
scope=2;
displayName="Crowbar";
model="\dayz_equip\models\crowbar.p3d";
picture="\dayz_weapons\textures\equip_crowbar_CA.paa";
descriptionShort="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
class ItemActions
{
class Toolbelt
{
text="Remove from Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"ItemCrowbar"
};
output[]=
{
"MeleeCrowbar"
};
};
};
};
class MeleeMachete: MeleeHatchet
{
scope=2;
autoreload=1;
magazineReloadTime=0;
model="\z\addons\dayz_communityassets\models\machete_weaponized.p3d";
picture="\z\addons\dayz_communityassets\pictures\equip_machete_CA.paa";
displayName="Machete";
magazines[]=
{
"Machete_Swing"
};
class ItemActions
{
class Toolbelt
{
text="Add to Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"MeleeMachete"
};
output[]=
{
"ItemMachete"
};
};
class Drop
{
text="Drop Machete";
script="spawn player_dropWeapon;";
use[]=
{
"Machete_Swing"
};
};
};
class Library
{
libTextDesc="";
};
descriptionShort="An agricultural tool turned into a weapon, the Machete may be less versatile than the common hatchet, but it packs a punch.";
};
class ItemMachete: ItemCore
{
scope=2;
displayName="Machete";
model="\z\addons\dayz_communityassets\models\machete.p3d";
picture="\z\addons\dayz_communityassets\pictures\equip_machete_CA.paa";
descriptionShort="An agricultural tool turned into a weapon, the Machete may be less versatile than the common hatchet, but it packs a punch.";
class ItemActions
{
class Toolbelt
{
text="Remove from Toolbelt";
script="spawn player_addToolbelt;";
use[]=
{
"ItemMachete"
};
output[]=
{
"MeleeMachete"
};
};
};
};
class GrenadeLauncher; // External class reference
class Flare : GrenadeLauncher {
class ThrowMuzzle;
class MolotovCocktailMuzzle : ThrowMuzzle {
displayName = "$STR_ACTION_THROW";
magazines[] = {
"TrashJackDaniels",
"ItemSodaEmpty",
"TrashTinCan",
"FoodCanGriffEmpty",
"FoodCanBadguyEmpty",
"FoodCanBoneboyEmpty",
"FoodCanCornEmpty",
"FoodCanCurgonEmpty",
"FoodCanDemonEmpty",
"FoodCanFraggleosEmpty",
"FoodCanHerpyEmpty",
"FoodCanOrlokEmpty",
"FoodCanPowellEmpty",
"FoodCanTylersEmpty",
"FoodCanUnlabeledEmpty",
"ItemSodaCokeEmpty",
"ItemSodaPepsiEmpty",
"ItemSodaMdewEmpty",
"ItemSodaMtngreenEmpty",
"ItemSodaR4z0rEmpty",
"ItemSodaClaysEmpty",
"ItemSodaSmashtEmpty",
"ItemSodaDrwasteEmpty",
"ItemSodaLemonadeEmpty",
"ItemSodaLvgEmpty",
"ItemSodaMzlyEmpty",
"ItemSodaRabbitEmpty"
};
};
};
};