mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-15 13:26:39 +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.
105 lines
3.0 KiB
Plaintext
105 lines
3.0 KiB
Plaintext
/*
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[_obj] spawn player_unlockVault;
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*/
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private ["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr","_alreadyPacking"];
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if(TradeInprogress) exitWith { cutText ["Unlock already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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{player removeAction _x} forEach s_player_combi;s_player_combi = [];
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s_player_unlockvault = 1;
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_obj = _this;
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// Silently exit if object no longer exists
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if(isNull _obj) exitWith { TradeInprogress = false; };
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_ownerID = _obj getVariable["CharacterID","0"];
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_objectID = _obj getVariable["ObjectID","0"];
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_objectUID = _obj getVariable["ObjectUID","0"];
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player playActionNow "Medic";
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_alreadyPacking = _obj getVariable["packing",0];
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if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_unlockvault = -1; cutText ["That Safe is already being unlocked." , "PLAIN DOWN"]};
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// Promt user for password if _ownerID != dayz_playerUID
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if ((_ownerID == dayz_combination) or (_ownerID == dayz_playerUID)) then {
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_obj setVariable["packing",1];
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_dir = direction _obj;
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// _pos = getposATL _obj;
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_pos = _obj getVariable["OEMPos",(getposATL _obj)];
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//player playActionNow "Medic";
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sleep 1;
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[player,"tentpack",0,false] call dayz_zombieSpeak;
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sleep 5;
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if(!isNull _obj) then {
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//place tent (local)
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_holder = createVehicle ["VaultStorage",_pos,[], 0, "CAN_COLLIDE"];
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_holder setdir _dir;
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_holder setpos _pos;
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player reveal _holder;
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_holder setVariable["CharacterID",_ownerID,true];
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_holder setVariable["ObjectID",_objectID,true];
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_holder setVariable["ObjectUID",_objectUID,true];
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_holder setVariable ["OEMPos", _pos, true];
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_weapons = _obj getVariable["WeaponCargo",[]];
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_magazines = _obj getVariable["MagazineCargo",[]];
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_backpacks = _obj getVariable["BackpackCargo",[]];
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// Remove locked vault
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deleteVehicle _obj;
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if (count _weapons > 0) then {
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//Add weapons
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_objWpnTypes = _weapons select 0;
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_objWpnQty = _weapons select 1;
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_countr = 0;
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{
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_holder addweaponcargoGlobal [_x,(_objWpnQty select _countr)];
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_countr = _countr + 1;
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} forEach _objWpnTypes;
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};
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if (count _magazines > 0) then {
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//Add Magazines
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_objWpnTypes = _magazines select 0;
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_objWpnQty = _magazines select 1;
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_countr = 0;
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{
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_holder addmagazinecargoGlobal [_x,(_objWpnQty select _countr)];
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_countr = _countr + 1;
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} forEach _objWpnTypes;
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};
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if (count _backpacks > 0) then {
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//Add Backpacks
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_objWpnTypes = _backpacks select 0;
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_objWpnQty = _backpacks select 1;
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_countr = 0;
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{
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_holder addbackpackcargoGlobal [_x,(_objWpnQty select _countr)];
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_countr = _countr + 1;
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} forEach _objWpnTypes;
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};
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cutText ["Safe has been unlocked.", "PLAIN DOWN"];
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};
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} else {
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player playActionNow "Medic";
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sleep 3;
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[player,"repair",0,false] call dayz_zombieSpeak;
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null = [player,25,true,(getPosATL player)] spawn player_alertZombies;
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sleep 5;
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cutText ["Combination incorrect, Safe is still locked.", "PLAIN DOWN"];
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};
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s_player_unlockvault = -1;
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TradeInprogress = false; |