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https://github.com/EpochModTeam/DayZ-Epoch.git
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+ [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.
80 lines
1.9 KiB
Plaintext
80 lines
1.9 KiB
Plaintext
private["_config","_item","_text","_rawmeat","_cookedmeat","_meat","_meatcooked","_qty","_id"];
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if(TradeInprogress) exitWith { cutText ["Cooking already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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// diag_log ("Cook Enabled");
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player removeAction s_player_cook;
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s_player_cook = -1;
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_rawmeat = meatraw;
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_cookedmeat = meatcooked;
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{
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_meat = _x;
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_meatcooked = _cookedmeat select (_rawmeat find _meat);
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_removed = 0;
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if (_meat in magazines player) then {
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_text = getText (configFile >> "CfgMagazines" >> _meatcooked >> "displayName");
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_qty = {_x == _meat} count magazines player;
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cutText [format["Started cooking %1",_text], "PLAIN DOWN"];
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player playActionNow "Medic";
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_dis=6;
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_sfx = "cook";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
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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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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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_removed = _removed + ([player,_meat,_qty] call BIS_fnc_invRemove);
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// Add only number of items removed
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for "_x" from 1 to _removed do {
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player addMagazine _meatcooked;
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};
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cutText [format[(localize "str_success_cooked"),_qty,_text], "PLAIN DOWN"];
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} else {
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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 [format["Canceled cooking %1",_text], "PLAIN DOWN"];
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// player addMagazine "ItemBandage";
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};
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};
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} forEach _rawmeat;
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TradeInprogress = false; |