Files
DayZ-Epoch/dayz_code/actions/trade_items.sqf
vbawol 480c2a3bc9 1.0.0.9 Developer Build
+ [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.
2013-05-22 07:34:26 -05:00

267 lines
6.9 KiB
Plaintext

private["_iarray","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_textPartIn","_textPartOut","_bos","_isOk"];
// [part_out,part_in, qty_out, qty_in,];
if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"] };
TradeInprogress = true;
_total_parts_out = 0;
_activatingPlayer = _this select 1;
_part_out = (_this select 3) select 0;
_part_in = (_this select 3) select 1;
_qty_out = (_this select 3) select 2;
_qty_in = (_this select 3) select 3;
_buy_o_sell = (_this select 3) select 4;
_textPartIn = (_this select 3) select 5;
_textPartOut = (_this select 3) select 6;
_traderID = (_this select 3) select 7;
_removed = 0;
_tradeCounter = 0;
_bos = 0;
if(_buy_o_sell == "sell") then {
_bos = 1;
};
// Get total parts in
_qty = {_x == _part_in} count magazines player;
// Find number of possible trades
_total_trades = floor(_qty / _qty_in);
_abort = false;
if(_total_trades < 1) exitWith {
_needed = _qty_in - _qty;
cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
TradeInprogress = false;
};
// perform number of total trades
for "_x" from 1 to _total_trades do {
_removed = 0;
_tradeCounter = _tradeCounter + 1;
// cutText ["Starting trade, stand still to complete.", "PLAIN DOWN"];
if(_total_trades == 1) then {
cutText [format[("Starting trade, stand still to complete trade."),_tradeCounter,_total_trades] , "PLAIN DOWN"];
} else {
cutText [format[("Starting trade, stand still to complete trade %1 of %2."),_tradeCounter,_total_trades] , "PLAIN DOWN"];
};
player playActionNow "Medic";
//_dis=20;
//_sfx = "repair";
//[player,_sfx,0,false,_dis] call dayz_zombieSpeak;
//[player,_dis,true,(getPosATL player)] spawn player_alertZombies;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started and !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if (!_finished) exitWith {
r_interrupt = false;
[objNull, player, rSwitchMove,""] call RE;
player playActionNow "stop";
cutText ["Canceled Trade." , "PLAIN DOWN"];
};
if (_finished) then {
_qty = {_x == _part_in} count magazines player;
if (_qty >= _qty_in) then {
_removed = _removed + ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
if (_removed == _qty_in) then {
// Continue with trade.
dayzTradeObject = [_activatingPlayer,_traderID,_bos];
publicVariableServer "dayzTradeObject";
waitUntil {!isNil "dayzTradeResult"};
if(dayzTradeResult == "PASS") then {
// total of all parts
_total_parts_out = _total_parts_out + _qty_out;
cutText [format[("Traded %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
} else {
cutText [format[("Insufficient Stock %1"),_textPartOut] , "PLAIN DOWN"];
_abort = true;
// Return items taken
for "_x" from 1 to _removed do {
player addMagazine _part_in;
};
};
dayzTradeResult = nil;
} else {
// Return items from botched trade.
// TODO: this may never happen if so remove
for "_x" from 1 to _removed do {
player addMagazine _part_in;
};
_abort = true;
};
} else {
_needed = _qty_in - _qty;
cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
};
};
sleep 1;
if(_abort) exitWith {};
};
// pay out
if(_total_parts_out >= 1) then {
diag_log format["DEBUG TRADE #: %1", _total_parts_out];
if(_bos == 1) then {
//convert currency trades into next bar
// 10 ItemCopperBar > ItemCopperBar10oz
// 3 ItemCopperBar10oz > ItemSilverBar
// 10 ItemSilverBar > ItemSilverBar10oz
// 3 ItemSilverBar10oz > ItemGoldBar
// 10 ItemGoldBar > ItemGoldBar10oz
_next_highest_bar = "NA";
_third_highest_bar = "NA";
_next_highest_conv = 10000;
_third_highest_conv = 10000;
switch(true)do{
case (_part_out == "ItemCopperBar"): {
_next_highest_bar = "ItemCopperBar10oz";
_third_highest_bar = "ItemSilverBar";
_next_highest_conv = 10;
_third_highest_conv = 3;
};
case (_part_out == "ItemCopperBar10oz"): {
_next_highest_bar = "ItemSilverBar";
_third_highest_bar = "ItemSilverBar10oz";
_next_highest_conv = 3;
_third_highest_conv = 10;
};
case (_part_out == "ItemSilverBar"): {
_next_highest_bar = "ItemSilverBar10oz";
_third_highest_bar = "ItemGoldBar";
_next_highest_conv = 10;
_third_highest_conv = 3;
};
case (_part_out == "ItemSilverBar10oz"): {
_next_highest_bar = "ItemGoldBar";
_third_highest_bar = "ItemGoldBar10oz";
_next_highest_conv = 3;
_third_highest_conv = 10;
};
case (_part_out == "ItemGoldBar"): {
_next_highest_bar = "ItemGoldBar10oz";
_third_highest_bar = "NA";
_next_highest_conv = 10;
_third_highest_conv = 10000;
};
};
diag_log format["DEBUG TRADE part: %1 next: %2", _part_out,_next_highest_bar];
if(_total_parts_out >= _next_highest_conv) then {
_next_parts_out_raw = _total_parts_out / _next_highest_conv;
// whole parts
_next_parts_out = floor(_next_parts_out_raw);
diag_log format["DEBUG TRADE next whole parts: %1 part: %2", _next_parts_out,_next_highest_bar];
// find any whole remains
_remainder = floor((_next_parts_out_raw - _next_parts_out) * _next_highest_conv);
diag_log format["DEBUG TRADE remainder parts: %1 part: %2", _remainder,_part_out];
for "_x" from 1 to _remainder do {
player addMagazine _part_out;
};
// Find if needs further conversion
if (_next_parts_out >= _third_highest_conv) then {
_third_parts_out_raw = _next_parts_out / _third_highest_conv;
// whole parts
_third_parts_out = floor(_third_parts_out_raw);
diag_log format["DEBUG TRADE third whole parts: %1 part: %2", _third_parts_out,_third_highest_bar];
for "_x" from 1 to _third_parts_out do {
player addMagazine _third_highest_bar;
};
// find any whole remains
_remainder = floor((_third_parts_out_raw - _third_parts_out) * _third_highest_conv);
diag_log format["DEBUG TRADE remainder parts: %1 part: %2", _remainder,_next_highest_bar];
for "_x" from 1 to _remainder do {
player addMagazine _next_highest_bar;
};
} else {
diag_log format["DEBUG TRADE next parts: %1 part: %2", _next_parts_out,_next_highest_bar];
for "_x" from 1 to _next_parts_out do {
player addMagazine _next_highest_bar;
};
};
} else {
diag_log "DEBUG TRADE SELLING NORMALLY";
for "_x" from 1 to _total_parts_out do {
player addMagazine _part_out;
};
};
} else {
diag_log "DEBUG TRADE BUYING";
for "_x" from 1 to _total_parts_out do {
player addMagazine _part_out;
};
};
};
TradeInprogress = false;