Files
DayZ-Epoch/dayz_code/compile/player_packTent.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

90 lines
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/*
[_obj] spawn player_packTent;
*/
private["_objectID","_objectUID","_obj","_ownerID","_dir","_pos","_object","_holder","_weapons","_magazines","_backpacks","_objWpnTypes","_objWpnQty","_countr"];
if(TradeInprogress) exitWith { cutText ["Pack tent already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;
_obj = _this;
_ownerID = _obj getVariable["CharacterID","0"];
_objectID = _obj getVariable["ObjectID","0"];
_objectUID = _obj getVariable["ObjectUID","0"];
player playActionNow "Medic";
player removeAction s_player_packtent;
s_player_packtent = 1;
if(_ownerID != dayz_characterID) exitWith {TradeInprogress = false; s_player_packtent = -1; cutText [localize "str_fail_tent_pack", "PLAIN DOWN"];};
_alreadyPacking = _obj getVariable["packing",0];
if (_alreadyPacking == 1) exitWith {TradeInprogress = false; s_player_packtent = -1; cutText [format[(localize "str_player_beingpacked")] , "PLAIN DOWN"]};
_obj setVariable["packing",1];
_dir = direction _obj;
_pos = getposATL _obj;
_dis=20;
_sfx = "tentpack";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
sleep 3;
_classname = getText (configFile >> "CfgVehicles" >> (typeOf _obj) >> "create");
_location = _pos;
//place tent (local)
//_bag = createVehicle ["WeaponHolder_ItemTent",_pos,[], 0, "CAN_COLLIDE"];
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_object setdir _dir;
player reveal _object;
_holder = "WeaponHolder" createVehicle _pos;
_weapons = getWeaponCargo _obj;
_magazines = getMagazineCargo _obj;
_backpacks = getBackpackCargo _obj;
//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
dayzDeleteObj = [_objectID,_objectUID];
publicVariableServer "dayzDeleteObj";
if (isServer) then {
dayzDeleteObj call server_deleteObj;
};
deleteVehicle _obj;
//Add weapons
_objWpnTypes = _weapons select 0;
_objWpnQty = _weapons select 1;
_countr = 0;
{
_holder addweaponcargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} forEach _objWpnTypes;
//Add Magazines
_objWpnTypes = _magazines select 0;
_objWpnQty = _magazines select 1;
_countr = 0;
{
_holder addmagazinecargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} forEach _objWpnTypes;
//Add Backpacks
_objWpnTypes = _backpacks select 0;
_objWpnQty = _backpacks select 1;
_countr = 0;
{
_holder addbackpackcargoGlobal [_x,(_objWpnQty select _countr)];
_countr = _countr + 1;
} forEach _objWpnTypes;
cutText [localize "str_success_tent_pack", "PLAIN DOWN"];
s_player_packtent = -1;
TradeInprogress = false;