mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 09:10:27 +03:00
+ [FIXED] Player position was saved to [] in certain areas of Taviana forcing random spawn. Override variables added dayz_minpos (default: -20000) and dayz_maxpos (default: 20000). To better support Taviana use dayz_minpos = -26000; dayz_maxpos = 26000; Thanks to dayzforever.com admin for the heads up. + [ADDED] Small Desert Camo Net - desert_net_kit - Recipe: 4 x tent + 4 x metal pole + [ADDED] Large Desert Camo Net - desert_large_net_kit - Recipe: 3 x desert_net_kit + [ADDED] Small Forest Camo Net - forest_net_kit - Recipe: 4 x tent + 4 x metal pole + [ADDED] Large Forest Camo Net - forest_large_net_kit - Recipe: 3 x forest_net_kit + [CHANGED] changed out ItemSodaRbull with ItemSodaR4z0r due to glitching with rbull model. + [ADDED] New Heavy Duty SUV with camo skin (Armor: 50) +25 increase in armor and holds 100 magazines, 10 weapons, 5 backpacks. Camo skin from here: http://www.404games.co.uk/forum/index.php?/topic/1243-camo-suv-skin-code-here/ + [ADDED] Sandbag Nest (sandbag_nest_kit) Required Tools: ItemEtool, ItemToolbox. Recipe: ItemSandbag x 4, PartWoodPlywood x 2, PartWoodLumber x 4. + [CHANGED] When selling multiple magazine items traders should now always give highest denomination back. + [CHANGED] workshop is now required for most crafting. Currently a Nice Wood Shed or a Wooden Shack will work. + [CHANGED] Updated camo female texture thanks to http://www.twitch.tv/miss_alejandria + [ADDED] New vehicle ownership is now tied to vehicle keys. When you purchase a new vehicle you will get a key added to your toolbelt. Do not drop on the ground as they are easy to loose. + [ADDED] Server admins can now change default fresh spawn loadout within mission init.sqf. DefaultMagazines = ["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"]; DefaultBackpack = ""; DefaultBackpackWeapon = ""; + [ADDED] added override variable for to change the distance for selling vehicles. dayz_sellDistance = 20; in the missions init.sqf + [REVERT] Re-enabled old refuel sources and added (TODO: ability to fill 55 gallon barrels off them). + [ADDED] More internal code locks and addaction locks to prevent bugged menus. + [CHANGED] Can no longer drop "MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole" from primary slot, you must add it to your toolbelt first. + [ADDED] Fishing now requires casting and waiting to catch a fish (currently only trout). + [FIXED] Incorrect TradeInprogress message for Open Crate code. + [FIXED] Boat dealers can now use ["HeliHCivil","HeliHempty"] as alternate spawn locations for new vehicles. + [FIXED] Fixed spawning of Skin_TK_INS_Warlord_EP1 needed to be Skin_TK_INS_Warlord_EP1_DZ in loot table instead. + [ADDED] Gain 1 humanity for each zed you gut. only after body is cleared and the body disappears. + [REMOVED] Removed m240 nest crafting for now too many problems still. + [ADDED] You now get a key when purchasing a vehicle, + [ADDED] Have your pen and paper handy for this one... When placing a personal safe you will now get a 4 digit pin code that you will need to use gain access to your safe. + [FIXED] Issues with Arma 2 free and ArmA 2 X users when purchasing vehicles and placing vaults have now been resolved. + [CHANGED] Namalsk Plane vendor moved inside building, Medical vendor moved to adjacent building.
174 lines
4.8 KiB
Plaintext
174 lines
4.8 KiB
Plaintext
private ["_tent","_location","_isOk","_cancel","_location3","_location4","_location1","_location2","_counter","_pondPos","_isPond","_ppos","_hastentitem","_dir","_building","_isBuilding","_playerPos","_item","_offset_x","_offset_y","_offset_z","_offset_z_attach","_config","_text","_tmpvault","_vault_location","_objectsPond","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_removed"];
|
|
//check if can pitch here
|
|
|
|
if(TradeInprogress) exitWith { cutText ["Vault pitching already in progress." , "PLAIN DOWN"]; };
|
|
TradeInprogress = true;
|
|
|
|
//disableSerialization;
|
|
|
|
_playerPos = getPosATL player;
|
|
_item = _this;
|
|
_hastentitem = _this in magazines player;
|
|
_offset_x = 0;
|
|
_offset_y = 1.5;
|
|
_offset_z = 0;
|
|
_offset_z_attach = 0.5;
|
|
|
|
_location = player modeltoworld [_offset_x,_offset_y,_offset_z];
|
|
|
|
// Allow placement anywhere.
|
|
|
|
_isOk = true;
|
|
|
|
//diag_log ("Pitch Tent: " + str(_isok) );
|
|
|
|
_config = configFile >> "CfgMagazines" >> _item;
|
|
_text = getText (_config >> "displayName");
|
|
|
|
if (!_hastentitem) exitWith {cutText [format[(localize "str_player_31"),_text,"pitch"] , "PLAIN DOWN"]};
|
|
|
|
// blocked
|
|
// Allow on concrete since we dont force to ground.
|
|
// if (["concrete",dayz_surfaceType] call fnc_inString) then { _isOk = true; diag_log ("surface concrete"); };
|
|
|
|
|
|
|
|
//diag_log ("Pitch Tent: " + str(_isok) );
|
|
|
|
// Start Preview loop
|
|
_tmpvault = createVehicle ["VaultStorageLocked", _location, [], 0, "CAN_COLLIDE"];
|
|
_tmpvault setdir _dir;
|
|
_tmpvault attachTo [player,[_offset_x,_offset_y,_offset_z_attach]];
|
|
|
|
_cancel = false;
|
|
_counter = 0;
|
|
|
|
|
|
while {_isOk} do {
|
|
|
|
if(_counter == 0) then {
|
|
cutText ["Planning consruction stand still 5 seconds to build.", "PLAIN DOWN"];
|
|
sleep 5;
|
|
_location1 = getPosATL player;
|
|
sleep 5;
|
|
_location2 = getPosATL player;
|
|
|
|
if(_location1 distance _location2 < 0.1) exitWith {
|
|
|
|
cutText ["Started consruction move within 5 seconds to cancel.", "PLAIN DOWN"];
|
|
_location3 = getPosATL player;
|
|
sleep 5;
|
|
_location4 = getPosATL player;
|
|
|
|
if(_location3 distance _location4 > 0.1) exitWith {
|
|
_isOk = false;
|
|
_cancel = true;
|
|
};
|
|
|
|
_isOk = false;
|
|
};
|
|
};
|
|
if(_counter >= 1) exitWith {
|
|
_isOk = false;
|
|
_cancel = true;
|
|
};
|
|
_counter = _counter + 1;
|
|
};
|
|
|
|
detach _tmpvault;
|
|
|
|
_vault_location = (getPosATL _tmpvault);
|
|
|
|
|
|
|
|
// Make sure vault is not placed on road.
|
|
if (isOnRoad _vault_location) then { _isOk = true; diag_log ("surface is road"); };
|
|
// Make sure vault is not placed in trader citys
|
|
if(!placevault) then { _isOk = true; diag_log ("is trader city"); };
|
|
|
|
//Block Tents in pounds
|
|
_objectsPond = nearestObjects [_playerPos, [], 10];
|
|
{
|
|
_isPond = ["pond",str(_x),false] call fnc_inString;
|
|
if (_isPond) then {
|
|
_pondPos = (_x worldToModel _playerPos) select 2;
|
|
if (_pondPos < 0) then {
|
|
_isOk = true;
|
|
};
|
|
};
|
|
} forEach _objectsPond;
|
|
|
|
deleteVehicle _tmpvault;
|
|
|
|
if(!_cancel) then {
|
|
if (!_isOk) then {
|
|
|
|
//remove safe
|
|
|
|
_hastentitem = _this in magazines player;
|
|
if (!_hastentitem) exitWith {cutText [format[(localize "str_player_31"),_text,"pitch"] , "PLAIN DOWN"]};
|
|
|
|
_removed = ([player,_item] call BIS_fnc_invRemove);
|
|
|
|
if(_removed == 1) then {
|
|
|
|
player removeMagazine _item;
|
|
|
|
//call dayz_forceSave;
|
|
|
|
_dir = round(direction player);
|
|
|
|
//wait a bit
|
|
player playActionNow "Medic";
|
|
sleep 1;
|
|
[player,"tentunpack",0,false] call dayz_zombieSpeak;
|
|
|
|
[player,50,true,(getPosATL player)] spawn player_alertZombies;
|
|
|
|
_building = nearestObject [(vehicle player), "HouseBase"];
|
|
_isBuilding = [(vehicle player),_building] call fnc_isInsideBuilding;
|
|
|
|
if(_isBuilding) then {
|
|
|
|
_ppos = _building worldToModel _vault_location;
|
|
_location = _building modelToWorld _ppos;
|
|
|
|
} else {
|
|
_location = player modelToWorld [_offset_x,_offset_y,_offset_z];
|
|
};
|
|
|
|
sleep 5;
|
|
//place tent (local)
|
|
_tent = createVehicle ["VaultStorageLocked", _location, [], 0, "CAN_COLLIDE"];
|
|
_tent setdir _dir;
|
|
_tent setpos _location;
|
|
player reveal _tent;
|
|
|
|
// Generate Combination
|
|
_combination_1 = floor(random 10);
|
|
_combination_2 = floor(random 10);
|
|
_combination_3 = floor(random 10);
|
|
_combination_4 = floor(random 10);
|
|
|
|
// Format Combination
|
|
_combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];
|
|
|
|
_tent setVariable ["characterID",_combination,true];
|
|
_tent setVariable ["OEMPos",_location,true];
|
|
|
|
//["dayzPublishObj",[_combination,_tent,[_dir,_location],"VaultStorageLocked"]] call callRpcProcedure;
|
|
dayzPublishObj = [_combination,_tent,[_dir,_location],"VaultStorageLocked"];
|
|
publicVariableServer "dayzPublishObj";
|
|
|
|
cutText [format["You have setup your Safe. Combination is %1",_combination], "PLAIN DOWN", 5];
|
|
};
|
|
|
|
} else {
|
|
cutText ["You cannot place a Safe here. The area must be flat, and free of other objects", "PLAIN DOWN"];
|
|
};
|
|
|
|
} else {
|
|
cutText ["Canceled construction of Safe.", "PLAIN DOWN"];
|
|
};
|
|
|
|
TradeInprogress = false; |