mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 09:10:27 +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.
88 lines
2.2 KiB
Plaintext
88 lines
2.2 KiB
Plaintext
private["_item","_hasKnife","_hasKnifeBlunt","_hasHarvested","_qty","_text","_string","_type"];
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if(TradeInprogress) exitWith { cutText ["Gutting animal already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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_item = _this select 3;
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_hasKnife = "ItemKnife" in items player;
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_hasKnifeBlunt = "ItemKnifeBlunt" in items player;
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_type = typeOf _item;
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_hasHarvested = _item getVariable["meatHarvested",false];
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_config = configFile >> "CfgSurvival" >> "Meat" >> _type;
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player removeAction s_player_butcher;
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s_player_butcher = 1;
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if ((_hasKnife or _hasKnifeBlunt) and !_hasHarvested) then {
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//Get Animal Type
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_isListed = isClass (_config);
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_text = getText (configFile >> "CfgVehicles" >> _type >> "displayName");
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// force animation
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player playActionNow "Medic";
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// Alert zombies
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[player,10,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) exitWith {
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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 ["Canceled gutting." , "PLAIN DOWN"];
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_abort = true;
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};
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_hasHarvested = _item getVariable["meatHarvested",false];
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if(_finished and !_hasHarvested) then {
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_item setVariable["meatHarvested",true,true];
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// Play sound since we finished
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[player,"gut",0,false,10] call dayz_zombieSpeak;
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_qty = 2;
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if (_isListed) then {
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_qty = getNumber (_config >> "yield");
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};
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if (_hasKnifeBlunt) then { _qty = round(_qty / 2); };
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_array = [_item,_qty];
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if (local _item) then {
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_array spawn local_gutObject;
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} else {
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dayzGutBody = _array;
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publicVariable "dayzGutBody";
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};
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_string = format[localize "str_success_gutted_animal",_text,_qty];
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cutText [_string, "PLAIN DOWN"];
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};
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};
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s_player_butcher = -1;
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TradeInprogress = false; |