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https://github.com/EpochModTeam/DayZ-Epoch.git
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+ [FIXED] Can now refuel and siphon while swimming again. Must stay at same position for 6 seconds. + [FIXED] Refuel sound now only plays when an actual refuel/siphon takes place. + [FIXED] Check fuel levels again just before refuel or siphon actions. + [FIXED] Player Zombies can now no longer pickup "Take %" objects. + [FIXED] Dogs now correctly consume any available raw meat. + [FIXED] Machete now spawns correctly, it was missing WeaponHolder_ItemMachete config. + [UPDATED] Updated batttleye scripts. + [CHANGED] Gutting zombies and animals now double checks for "meatHarvested" after animation and before action. + [CHANGED] Survivor2_DZ was not in the list of AllPlayers. + [CHANGED] Lowered alert radius when gutting zombies to 50m instead of 100m. + [CHANGED] Moved all clothes to cfgloots to reduce spawn chances as we add more. (clothes, militaryclothes, specialclothes) + [CHANGED] HMMWV URAL and UAZ road debris now has its own military loot tables that include sandbags. + [CHANGED] New vehicle spawns now have a new damage system using a random percent between min and max variables. Defaults: (DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100;) + [CHANGED] Animal count was too low was 5 now 8. Can be overridden with dayz_maxAnimals set inside mission init.sqf. + [ADDED] Taming dogs now has a 50% chance to fail and consume meat, Chance to tame without failure increases with number of days alive (dayz_skilllevel). + [ADDED] Added spawnMarkerCount variable override to use more spawn marker locations. (default=4) + [ADDED] Added medic animation requirement for gutting zombies and animals so you can now walk away to cancel gutting process. + [ADDED] Added old bandit skin back in as Skin_Bandit2_DZ as a drop on Residential. + [ADDED] New vehicle spawns now have a chance to spawn 0-3 loot randomly from all cfgloots. + [ADDED] Added new desert themed domed camping tent (ItemTentDomed) that holds 75 mags, 12 weapons, and 7 backpacks - thanks to vRNemesis for model and texture. + [ADDED] Added server side ability to enabled taming dogs and can be enabled by setting dayz_tameDogs = true; within mission init.sqf. (default: false) + [ADDED] Added parachute spawning players as a server side option enable server side with the variable dayz_paraSpawn = true; within mission init.sqf. (default: false) + [ADDED] Randomly spawning (like helicopter crashes) Mass Grave with 8-16 zombies and 2x more loot. + [REMOVED] Commented out remaining unused call to stream_locationCheck. + [INFO] Changes can be made to all zombie spawn variables via the mission init.sqf (defaults: dayz_maxLocalZombies = 40; dayz_maxGlobalZombies =30; dayz_maxZeds = 500;) + [INFO] DZEdebug = true; (default: false) will enable debug so that road debris and new vehicle spawns are visible via map markers. Also debug will enable "Save to arma.RPT" that allows access of a tool to obtain lootpos information for buildings used for adding support for additional maps.
71 lines
2.1 KiB
Plaintext
71 lines
2.1 KiB
Plaintext
private["_position","_tent","_location","_isOk","_backpack","_tentType","_trg","_key"];
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//check if can pitch here
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call gear_ui_init;
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_playerPos = getPosATL player;
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_item = _this;
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_hastentitem = _this in magazines player;
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_location = player modeltoworld [0,2.5,0];
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_location set [2,0];
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_building = nearestObject [(vehicle player), "HouseBase"];
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_isOk = [(vehicle player),_building] call fnc_isInsideBuilding;
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//_isOk = true;
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//diag_log ("Pitch Tent: " + str(_isok) );
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_config = configFile >> "CfgMagazines" >> _item;
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_text = getText (_config >> "displayName");
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if (!_hastentitem) exitWith {cutText [format[(localize "str_player_31"),_text,"pitch"] , "PLAIN DOWN"]};
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//blocked
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if (["concrete",dayz_surfaceType] call fnc_inString) then { _isOk = true; diag_log ("surface concrete"); };
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//Block Tents in pounds
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_objectsPond = nearestObjects [_playerPos, [], 10];
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{
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_isPond = ["pond",str(_x),false] call fnc_inString;
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if (_isPond) then {
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_pondPos = (_x worldToModel _playerPos) select 2;
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if (_pondPos < 0) then {
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_isOk = true;
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};
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};
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} forEach _objectsPond;
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//diag_log ("Pitch Tent: " + str(_isok) );
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if (!_isOk) then {
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//remove tentbag
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player removeMagazine _item;
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_dir = round(direction player);
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//wait a bit
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player playActionNow "Medic";
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sleep 1;
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_dis=20;
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_sfx = "tentunpack";
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[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
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[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
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_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Pitch" >> "create");
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sleep 5;
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//place tent (local)
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_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
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_object setdir _dir;
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_object setpos _location;
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player reveal _object;
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_location = getPosATL _object;
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_object setVariable ["characterID",dayz_characterID,true];
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//["dayzPublishObj",[dayz_characterID,_tent,[_dir,_location],_classname]] call callRpcProcedure;
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dayzPublishObj = [dayz_characterID,_object,[_dir,_location],_classname];
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publicVariableServer "dayzPublishObj";
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cutText [localize "str_success_tent_pitch", "PLAIN DOWN"];
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} else {
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cutText [localize "str_fail_tent_pitch", "PLAIN DOWN"];
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};
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