Files
DayZ-Epoch/dayz_code/actions/tent_pitch.sqf
vbawol dd20524793 1.0.0.2 pre test
+ [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.
2013-04-10 08:54:13 -05:00

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private["_position","_tent","_location","_isOk","_backpack","_tentType","_trg","_key"];
//check if can pitch here
call gear_ui_init;
_playerPos = getPosATL player;
_item = _this;
_hastentitem = _this in magazines player;
_location = player modeltoworld [0,2.5,0];
_location set [2,0];
_building = nearestObject [(vehicle player), "HouseBase"];
_isOk = [(vehicle player),_building] call fnc_isInsideBuilding;
//_isOk = true;
//diag_log ("Pitch Tent: " + str(_isok) );
_config = configFile >> "CfgMagazines" >> _item;
_text = getText (_config >> "displayName");
if (!_hastentitem) exitWith {cutText [format[(localize "str_player_31"),_text,"pitch"] , "PLAIN DOWN"]};
//blocked
if (["concrete",dayz_surfaceType] call fnc_inString) then { _isOk = true; diag_log ("surface concrete"); };
//Block Tents in pounds
_objectsPond = nearestObjects [_playerPos, [], 10];
{
_isPond = ["pond",str(_x),false] call fnc_inString;
if (_isPond) then {
_pondPos = (_x worldToModel _playerPos) select 2;
if (_pondPos < 0) then {
_isOk = true;
};
};
} forEach _objectsPond;
//diag_log ("Pitch Tent: " + str(_isok) );
if (!_isOk) then {
//remove tentbag
player removeMagazine _item;
_dir = round(direction player);
//wait a bit
player playActionNow "Medic";
sleep 1;
_dis=20;
_sfx = "tentunpack";
[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
_classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Pitch" >> "create");
sleep 5;
//place tent (local)
_object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
_object setdir _dir;
_object setpos _location;
player reveal _object;
_location = getPosATL _object;
_object setVariable ["characterID",dayz_characterID,true];
//["dayzPublishObj",[dayz_characterID,_tent,[_dir,_location],_classname]] call callRpcProcedure;
dayzPublishObj = [dayz_characterID,_object,[_dir,_location],_classname];
publicVariableServer "dayzPublishObj";
cutText [localize "str_success_tent_pitch", "PLAIN DOWN"];
} else {
cutText [localize "str_fail_tent_pitch", "PLAIN DOWN"];
};