mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-17 09:10:27 +03:00
+ [FIXED] Battleye kick when calling dog. Thanks to @kikyou2 + [FIXED] Moved vehicle event handler to server side with a call to all connected clients. Before it was just set on only the owner and the server. This should fix issues with damage/repair handling of just purchased vehicles. + [FIXED] Fixed case sensitivity in building loot generation. This was only a problem on new maps that share the same buildings as others yet have differing case in the classnames. + [ADDED] New build-ables: Fence_corrugated_DZ, M240Nest_DZ, CanvasHut_DZ, ParkBench_DZ, MetalGate_DZ, OutHouse_DZ, Wooden_shed_DZ, WoodShack_DZ, StorageShed_DZ. + [ADDED] New crafting items: ItemCanvas, PartWoodLumber, PartWoodPlywood, ItemCorrugated, ItemPole + [ADDED] 55 gallon (210 liter) Fuel Barrel that can only be used on helicopters or fuel trucks. + [ADDED] All DayZ specific magazine items now only take one slot, this also makes it easier to become over burdened so be careful about blacking out. + [ADDED] More building loot spawn positions for Namalsk. + [FIXED] When packing tent get classname of new weapon_holder from config. + [CHANGED] Totally reworked player building system. Preview and placement accuracy has been significantly improved. Building now requires X number of stages to complete. Players cannot build while in combat. + [CHANGED] Added required tools array and is nearby checking for fire, etc. Also, each item can now have 5 separate crafting options. + [CHANGED] Reworked refuel and siphon code to support more can types. + [CHANGED] Removed all infinite fueling sources and added (KamazRefuel_DZ, UralRefuel_TK_EP1_DZ,MtvrRefuel_DES_EP1_DZ) variants of the fuel trucks to remove auto refuel and increase siphon-able fuel capacity to 10000. Old style refuel can still be used if the variable dayz_oldrefuel = true is set in the missions init.sqf. + [CHANGED] Remove object code now uses config variables instead of hard coded into sqf (default: constructioncount = 5) + [CHANGED] Moved most arrays for revealing objects, allowed objects, update objects, disallowed combat roll to arrays within variables.sqf. So that these arrays are unified and easier to change. + [CHANGED] New vehicle spawns now have a new fuel system using a random percent between min and max variables. Defaults: (DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh = 100;) + [CHANGED] New vehicle spawns now damage all parts and without a limiter on fuel and engine parts, this could cause a vehicle to be very close to blowing up. + [CHANGED] Disabled simulation server side of all road debris and crashes.
146 lines
3.8 KiB
Plaintext
146 lines
3.8 KiB
Plaintext
private ["_vehicle","_curFuel","_newFuel","_started","_finished","_animState","_isMedic","_location1","_location2","_abort","_canName","_canSizeEmpty","_canTypeEmpty","_canName","_canSize","_configCan","_configVeh","_capacity","_nameText","_availableCansEmpty","_availableCans"];
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if(TradeInprogress) exitWith { cutText ["Refuel already in progress." , "PLAIN DOWN"] };
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TradeInprogress = true;
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// Use target from addaction
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_vehicle = _this select 0;
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_abort = false;
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// Static vehicle fuel information
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_configVeh = configFile >> "cfgVehicles" >> TypeOf(_vehicle);
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_capacity = getNumber(_configVeh >> "fuelCapacity");
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_nameText = getText(_configVeh >> "displayName");
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// _availableCansEmpty = ["ItemJerrycanEmpty","ItemFuelBarrelEmpty"];
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_availableCans = ["ItemJerrycan","ItemFuelBarrel"];
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// Loop to find containers that can could hold fuel and fill them
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{
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_configCan = configFile >> "CfgMagazines" >> _x;
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if(_x in _availableCans) then {
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// Get full can size
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_canName = _x;
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_canSize = getNumber(_configCan >> "fuelQuantity");
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_canText = getText(_configCan >> "displayName");
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_curFuel = ((fuel _vehicle) * _capacity);
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_newFuel = (_curFuel + _canSize);
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if (_newFuel <= _capacity) then {
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// calculate new fuel
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_newFuel = (_newFuel / _capacity);
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diag_log ("refuel check: " + str(_newFuel) + " / " + str(_capacity));
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cutText [format["Preparing to refuel, stand still to drain %1.",_canText], "PLAIN DOWN"];
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// alert zombies
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[player,20,true,(getPosATL player)] spawn player_alertZombies;
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_finished = false;
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if(!dayz_isSwimming) then {
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// force animation
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player playActionNow "Medic";
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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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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) then {
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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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};
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} else {
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// Alternate method in water make sure player stays in one spot for 6 seconds
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_location1 = getPosATL player;
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sleep 6;
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_location2 = getPosATL player;
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if(_location1 distance _location2 < 3) then {
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_finished = true;
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};
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};
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if (_finished) then {
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// Get vehicle fuel levels again
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_curFuel = ((fuel _vehicle) * _capacity);
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_newFuel = (_curFuel + _canSize);
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if (_newFuel <= _capacity) then {
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// calculate minimum needed fuel
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_newFuel = (_newFuel / _capacity);
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if(([player,_canName] call BIS_fnc_invRemove) == 1) then {
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dayzSetFuel = [_vehicle,_newFuel];
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if (local _vehicle) then {
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dayzSetFuel spawn local_setFuel;
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};
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publicVariable "dayzSetFuel";
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// Play sound
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[player,"refuel",0,false] call dayz_zombieSpeak;
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// Add filled can
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player addMagazine _canName+"Empty";
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cutText [format[localize "str_player_05",_nameText,_canSize], "PLAIN DOWN"];
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call fnc_usec_medic_removeActions;
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r_action = false;
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sleep 1;
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} else {
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_abort = true;
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};
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} else {
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cutText [format["%1 cannot hold that much fuel.",_nameText], "PLAIN DOWN"];
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_abort = true;
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};
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} else {
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cutText ["Canceled refuel." , "PLAIN DOWN"];
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_abort = true;
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};
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} else {
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cutText [format["%1 cannot hold that much fuel.",_nameText], "PLAIN DOWN"];
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_abort = true;
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};
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};
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// exit if abort flag was set
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if(_abort) exitWith {};
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} forEach magazines player;
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TradeInprogress = false; |