mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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+ [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.
68 lines
2.0 KiB
Plaintext
68 lines
2.0 KiB
Plaintext
private["_unit","_ammo","_audible","_distance","_listTalk","_weapon"];
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//[unit, weapon, muzzle, mode, ammo, magazine, projectile]
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_unit = _this select 0;
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_weapon = _this select 1;
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_ammo = _this select 4;
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_projectile = _this select 6;
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//Alert Nearby
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_audible = getNumber (configFile >> "CfgAmmo" >> _ammo >> "audibleFire");
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_caliber = getNumber (configFile >> "CfgAmmo" >> _ammo >> "caliber");
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_distance = round(_audible * 10 * _caliber);
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dayz_disAudial = _distance;
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dayz_firedCooldown = time;
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// Color in the combat icon
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dayz_combat = 1;
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if (_ammo isKindOf "Melee") exitWith {
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_unit playActionNow "GestureSwing";
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};
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//Smoke Grenade
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if (_ammo isKindOf "SmokeShell") then {
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//Alert Zed's to smoke
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_i = 0;
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_projectile = nearestObject [_unit, _ammo];
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_listTalk = (getPosATL _projectile) nearEntities ["zZombie_Base",50];
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{
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_group = group _x;
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if (isNull group _x) then {
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_group = _x;
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};
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_x reveal [_projectile,4];
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_targets = _group getVariable ["targets",[]];
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if (!(_projectile in _targets)) then {
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_targets set [count _targets,_projectile];
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_group setVariable ["targets",_targets,true];
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};
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_i = _i + 1;
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} forEach _listTalk;
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} else {
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[_unit,_distance,true,(getPosATL player)] spawn player_alertZombies;
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//Check if need to place arrow
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if (_ammo isKindOf "Bolt") then {
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_id = _this spawn player_crossbowBolt;
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};
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if (_ammo isKindOf "GrenadeHand") then {
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if (_ammo isKindOf "ThrownObjects") then {
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_id = _this spawn player_throwObject;
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};
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if (_ammo isKindOf "RoadFlare") then {
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//hint str(_ammo);
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_projectile = nearestObject [_unit, "RoadFlare"];
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_id = [_projectile,0] spawn object_roadFlare;
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dayzRoadFlare = [_projectile,0];
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publicVariable "dayzRoadFlare";
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_id = _this spawn player_throwObject;
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};
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if (_ammo isKindOf "ChemLight") then {
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_projectile = nearestObject [_unit, "ChemLight"];
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_id = [_projectile,1] spawn object_roadFlare;
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dayzRoadFlare = [_projectile,1];
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publicVariable "dayzRoadFlare";
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_id = _this spawn player_throwObject;
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};
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};
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}; |