Files
DayZ-Epoch/SQF/dayz_code/config.cpp
A Man 58c4a4d1f7 Update remove/deconstruct, add helpers
Removing and Deconstructing Objects

- Now adds colored helpers to modular objects.
- Green: Refund one kit.
- Blue:  Refund entire recipe of parts (multiple items).
- Red:	 No refund will be given. Either because the object is too damaged, or the refund feature is disabled.
- If the object has a door open while selected, no helper will display/float in the open door space.
- The gear panel will only open if a refund is available.
- If a lit fire barrel is removed, the flame will now be extinguished.
- If a plot pole is removed, plot boundary helpers will now be deleted.
- Refunds for non-modular objects are handled by their respective config settings.
- Removed non-lockable storage objects will now refund their contents.
- The corresponding storage kit will be refunded.
- If there is room outdoors, backpacks will be arranged in a neat circle close to the refund point.
- If the spawn point is too close to a building, backpacks will spawn at the player's location.
- Helpers will now appear on wrecked/ruined modular objects.
- Helper color arrays were changed to helper transparency values only, to make it easier (and safer) for server owners.

Upgrading, Downgrading, Maintaining and Packing Objects

- Now includes colored helper spheres for improved player experience.
- Reapply damage to upgraded/downgraded object if necessary.

Changes made by @Victor-the-Cleaner
2021-09-19 18:50:14 +02:00

152 lines
3.6 KiB
C++

#include "Configs\basicDefines.hpp"
#include "version.hpp"
#include "Configs\CfgNonAIVehicles.hpp" //Axeman lights
class CfgPatches
{
class dayz_code
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] =
{
"csj_gyroac",
"pook_h13",
"map_eu",
//dayz_anim references all CA addons
"dayz_anim",
//dayz addons
"dayz",
"dayz_buildings", // Overwrite classes that use vanilla ItemPadlock with Epoch ItemComboLock
"dayz_communityassets",
"dayz_communityweapons",
"dayz_equip",
"dayz_sfx",
"dayz_vehicles",
"dayz_weapons",
"community_crossbow",
//shacktac addons
"st_bunnyhop",
"st_collision",
"st_evasive",
//Extra Epoch Addons
"asc_eu_lights",
"gnt_c185",
"usec_ch53"
};
};
};
class CfgMods
{
class DayZ
{
dir = "DayZ_Epoch";
name = "DayZ Epoch";
picture = "z\addons\dayz_code\gui\loadingscreen.paa";
hidePicture = 0;
hideName = 0;
action = "http://www.dayzepoch.com";
version = DayZVersion;
hiveVersion = 0.96;
//requiredAddons[] = {"Chernarus"}; // No need to load for other maps
};
};
class CfgAddons
{
//access = 1;
class PreloadBanks {};
class PreloadAddons
{
class dayz
{
list[] =
{
"csj_gyroac", // do not move down!
"pook_h13", // do not move down!
"dayz_code",
"dayz",
"dayz_equip",
"dayz_communityassets",
"dayz_weapons",
"dayz_communityweapons",
"dayz_sfx",
"ST_bunnyhop",
"st_collision",
"st_evasive",
"asc_eu_lights",
"gnt_c185",
"usec_ch53",
"redryder",
"Anzio_20",
"nst",
"dayz_epoch_b",
"dayz_epoch_c",
"CfgVehicles"
};
};
};
};
class DefaultEventhandlers {
init = "if (isNil 'BIS_Effects_Init_DZ') then {[] call compile preProcessFileLineNumbers '\z\addons\dayz_code\system\BIS_Effects\init.sqf';};";
};
#include "Configs\rscTitles.hpp"
#include "Configs\CfgWorlds.hpp"
#include "Configs\CfgMoves.hpp"
#include "Configs\CfgBody.hpp"
#include "Configs\CfgVehicles\CfgVehicles.hpp"
#include "Configs\CfgWeapons\CfgWeapons.hpp"
#include "Configs\CfgMagazines\CfgMagazines.hpp"
#include "Configs\CfgMarkers.hpp"
#include "Configs\CfgAmmo.hpp"
#include "Configs\CfgObjectCompositions.hpp"
#include "Configs\CfgTownGenerator\CfgTownGeneratorChernarus.hpp"
#include "Configs\CfgGrid\CfgGrid.hpp"
#include "Configs\CfgFaces.hpp"
#include "Configs\CfgGlasses.hpp"
#include "Configs\CfgArma.hpp"
#include "Configs\CfgRecoils.hpp"
#include "Configs\CfgParticles.hpp"
//#include "Configs\RadioProtocol.hpp"
//#include "gui\padlock\padlock_ui.hpp"
//Epoch Additions
#include "Configs\RscDisplay\safegui.hpp"
#include "Configs\RscDisplay\ZSCdefines.hpp"
#include "Configs\RscDisplay\advancedTrading.hpp"
#include "Configs\RscDisplay\plotManagement.hpp"
#include "Configs\RscDisplay\deathboards.hpp"
#include "Configs\CfgExtra\snappoints.hpp"
#include "Configs\CfgExtra\HelperVectors.hpp"
#include "external\R3F_Realism\R3F_Weight\R3F_CfgWeight.hpp"
#include "Configs\RscDisplay\doorManagement\doorManagement.hpp"
#include "Configs\RscDisplay\doorManagement\doorAccess.hpp"
#include "Configs\RscDisplay\zscDialogs.hpp"
#include "Configs\RscDisplay\remoteVehicle.hpp"
#include "Configs\RscDisplay\vehicleKeyChanger.hpp"
#include "Configs\RscDisplay\virtualGarage.hpp"
//#include "Configs\RscDisplay\tradermenu.hpp"
class CfgTasks
{
//agentTasks[] = {"ZedMainTask"};
class ZedMainTask
{
name = "Zed Main Task";
//fsm = "\ca\animals2\Data\scripts\main.fsm";
fsm = "\z\AddOns\dayz_code\system\main.fsm";
condition = "\ca\animals2\Data\scripts\createSingleTask.sqf";
description = "Zed master task";
destination = "";
resources[] = {};
};
};