Files
DayZ-Epoch/dayz_code/compile/player_fired.sqf
vbawol 480c2a3bc9 1.0.0.9 Developer Build
+ [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.
2013-05-22 07:34:26 -05:00

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