mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-20 10:26:28 +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.
151 lines
4.1 KiB
Plaintext
151 lines
4.1 KiB
Plaintext
private["_position","_veh","_location","_isOk","_backpack","_vehType","_trg","_key","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID"];
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if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"]; };
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TradeInprogress = true;
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// [part_out,part_in, qty_out, qty_in, loc];
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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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_bos = 0;
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if(_buy_o_sell == "buy") then {
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_qty = {_x == _part_in} count magazines player;
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} else {
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_obj = nearestObjects [(getPosATL player), [_part_in], 20];
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_qty = count _obj;
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_bos = 1;
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};
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if (_qty >= _qty_in) then {
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cutText ["Starting trade, stand still to complete trade.", "PLAIN DOWN"];
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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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_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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// Double check for items
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if(_buy_o_sell == "buy") then {
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_qty = {_x == _part_in} count magazines player;
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} else {
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_obj = nearestObjects [(getPosATL player), [_part_in], 20];
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_qty = count _obj;
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};
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if (_qty >= _qty_in) then {
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//["dayzTradeObject",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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dayzTradeObject = [_activatingPlayer,_traderID,_bos];
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publicVariableServer "dayzTradeObject";
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diag_log format["DEBUG Starting to wait for answer: %1", dayzTradeObject];
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waitUntil {!isNil "dayzTradeResult"};
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diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
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if(dayzTradeResult == "PASS") then {
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if(_buy_o_sell == "buy") then {
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for "_x" from 1 to _qty_in do {
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player removeMagazine _part_in;
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};
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_dir = round(random 360);
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_location = [(position player),0,20,1,2,2000,0] call BIS_fnc_findSafePos;
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//place vehicle spawn marker (local)
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_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
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_location = (getPosATL _veh);
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//["dayzPublishVeh",[_veh,[_dir,_location],_part_out,false,dayz_playerUID]] call callRpcProcedure;
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dayzPublishVeh2 = [_veh,[_dir,_location],_part_out,false,dayz_playerUID];
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publicVariableServer "dayzPublishVeh2";
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player reveal _veh;
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cutText [format[("Bought %3 %4 for %1 %2"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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} else {
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// Sell Vehicle
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for "_x" from 1 to _qty_out do {
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player addMagazine _part_out;
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};
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_obj = _obj select 0;
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_objectID = _obj getVariable ["ObjectID","0"];
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_objectUID = _obj getVariable ["ObjectUID","0"];
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//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
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dayzDeleteObj = [_objectID,_objectUID];
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publicVariableServer "dayzDeleteObj";
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deleteVehicle _obj;
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cutText [format[("Sold %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
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};
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{player removeAction _x} forEach s_player_parts;s_player_parts = [];
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s_player_parts_crtl = -1;
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} else {
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cutText [format[("Insufficient Stock %1"),_textPartOut] , "PLAIN DOWN"];
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};
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dayzTradeResult = nil;
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};
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};
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} else {
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_needed = _qty_in - _qty;
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if(_buy_o_sell == "buy") then {
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cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
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} else {
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cutText [format[("No %1 found within 20 meters."),_textPartIn] , "PLAIN DOWN"];
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};
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};
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TradeInprogress = false; |