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.
108 lines
3.2 KiB
Plaintext
108 lines
3.2 KiB
Plaintext
private["_isOK","_object","_worldspace","_location","_dir","_character","_tent","_class","_id","_uid","_dam","_hitpoints","_selection","_array","_damage","_randFuel","_fuel","_key","_result","_outcome","_totaldam","_parts","_retry","_done","_spawnDMG"];
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_object = _this select 0;
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_worldspace = _this select 1;
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_class = _this select 2;
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_spawnDMG = _this select 3;
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_keySelected = _this select 4;
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_isOK = isClass(configFile >> "CfgWeapons" >> _keySelected);
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if(!_isOK) exitWith { diag_log ("HIVE: CARKEY DOES NOT EXIST: "+ str(_keySelected)); };
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_characterID = str(getNumber(configFile >> "CfgWeapons" >> _keySelected >> "keyid"));
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diag_log ("PUBLISH: Attempt " + str(_object));
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_dir = _worldspace select 0;
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_location = _worldspace select 1;
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//Generate UID test using time
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_uid = _worldspace call dayz_objectUID3;
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// TODO: check if uid already exists and if so increment by 1 and check again as soon as we find nothing continue.
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//Send request
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_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _characterID, _worldspace, [], [], 1,_uid];
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diag_log ("HIVE: WRITE: "+ str(_key));
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_key call server_hiveWrite;
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// Switched to spawn so we can wait a bit for the ID
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[_object,_uid,_characterID,_class,_dir,_location] spawn {
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private["_object","_uid","_characterID","_done","_retry","_key","_result","_outcome","_oid","_selection","_dam","_class"];
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_object = _this select 0;
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_uid = _this select 1;
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_characterID = _this select 2;
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_class = _this select 3;
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_dir = _this select 4;
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_location = _this select 5;
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_done = false;
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_retry = 0;
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// TODO: Needs major overhaul for 1.1
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while {_retry < 10} do {
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sleep 1;
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// GET DB ID
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_key = format["CHILD:388:%1:",_uid];
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diag_log ("HIVE: WRITE: "+ str(_key));
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_result = _key call server_hiveReadWrite;
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_outcome = _result select 0;
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if (_outcome == "PASS") then {
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_oid = _result select 1;
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//_object setVariable ["ObjectID", _oid, true];
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diag_log("CUSTOM: Selected " + str(_oid));
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_done = true;
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_retry = 100;
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} else {
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diag_log("CUSTOM: trying again to get id for: " + str(_uid));
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_done = false;
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_retry = _retry + 1;
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};
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};
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// Remove marker
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deleteVehicle _object;
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if(!_done) exitWith { diag_log("CUSTOM: failed to get id for : " + str(_uid)); };
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_object_para = "ParachuteMediumWest" createVehicle [0,0,0];
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_object_para setpos [_location select 0, _location select 1,(_location select 2) + 65];
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_object = createVehicle [_class, [0,0,0], [], 0, "CAN_COLLIDE"];
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clearWeaponCargoGlobal _object;
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clearMagazineCargoGlobal _object;
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_object allowDamage false;
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_object setVariable ["ObjectID", _oid, true];
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_object setVariable ["lastUpdate",time];
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_object setVariable ["CharacterID", _characterID, true];
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_object attachTo [_object_para, [0,0,-1.6]];
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sleep 1.0;
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WaitUntil{(getpos _object select 2) < 0.1};
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detach _object;
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deleteVehicle _object_para;
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
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_object call fnc_vehicleEventHandler;
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// for non JIP users this should make sure everyone has eventhandlers for vehicles.
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dayzVehicleInit = _object;
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publicVariable "dayzVehicleInit";
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diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_uid));
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sleep 1.0;
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_object allowDamage true;
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}; |