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