mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +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.
256 lines
5.4 KiB
C++
256 lines
5.4 KiB
C++
class CfgWeapons {
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class ItemCore;
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class ItemMap_Debug: ItemCore {
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descriptionshort = "Debug Map - Admin use only";
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displayname = "Map";
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picture = "\ca\ui\data\gear_picture_map_ca.paa";
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scope = 2;
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simulation = "ItemMap";
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class Library {
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libtextdesc = "Debug Map - Admin use only";
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};
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};
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class ItemSmeltingKit: ItemCore {
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displayname = "Smelting Kit";
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};
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class ItemAnvil: ItemCore {
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displayname = "Anvil";
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};
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class ItemCompass: ItemCore {
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model="z\addons\dayz_communityassets\models\compass.p3d";
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};
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class Crossbow;
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class Crossbow_DZ : Crossbow {
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magazines[] =
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{
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"Quiver",
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"WoodenArrow"
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};
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};
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class MeleeWeapon;
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class MeleeHatchet: MeleeWeapon
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{
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scope=2;
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autoreload=1;
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magazineReloadTime=0;
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model="\dayz_weapons\models\Hatchet_weaponized";
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picture="\dayz_equip\textures\equip_hatchet_CA.paa";
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displayName="$STR_EQUIP_NAME_41";
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magazines[]=
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{
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"Hatchet_Swing"
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};
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handAnim[]=
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{
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"OFP2_ManSkeleton",
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"\dayz_weapons\anim\melee_hatchet_holding.rtm"
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};
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class ItemActions
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{
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class Use
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{
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text="$STR_ACTIONS_CHOPWOOD";
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script="spawn player_chopWood;";
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};
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class Toolbelt
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{
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text="Add to Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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"MeleeHatchet"
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};
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output[]=
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{
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"ItemHatchet"
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};
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};
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class Drop
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{
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text="Drop Hatchet";
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script="spawn player_dropWeapon;";
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use[]=
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{
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"Hatchet_Swing"
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};
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};
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};
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class Library
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{
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libTextDesc="$STR_EQUIP_DESC_41";
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};
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descriptionShort="$STR_EQUIP_DESC_41";
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};
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class MeleeCrowbar: MeleeHatchet
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{
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scope=2;
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autoreload=1;
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magazineReloadTime=0;
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model="\dayz_weapons\models\crowbar_weaponized";
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picture="\dayz_weapons\textures\equip_crowbar_CA.paa";
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displayName="Crowbar";
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magazines[]=
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{
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"Crowbar_Swing"
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};
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class ItemActions
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{
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class Toolbelt
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{
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text="Add to Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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"MeleeCrowbar"
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};
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output[]=
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{
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"ItemCrowbar"
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};
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};
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class Drop
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{
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text="Drop Crowbar";
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script="spawn player_dropWeapon;";
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use[]=
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{
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"Crowbar_Swing"
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};
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};
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};
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class Library
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{
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libTextDesc="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
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};
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descriptionShort="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
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};
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class ItemCrowbar: ItemCore
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{
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scope=2;
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displayName="Crowbar";
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model="\dayz_equip\models\crowbar.p3d";
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picture="\dayz_weapons\textures\equip_crowbar_CA.paa";
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descriptionShort="A tool consisting of a metal bar with a single curved end and flattened points, often with a small fissure on one or both ends for removing nails.";
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class ItemActions
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{
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class Toolbelt
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{
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text="Remove from Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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"ItemCrowbar"
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};
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output[]=
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{
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"MeleeCrowbar"
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};
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};
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};
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};
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class MeleeMachete: MeleeHatchet
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{
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scope=2;
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autoreload=1;
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magazineReloadTime=0;
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model="\z\addons\dayz_communityassets\models\machete_weaponized.p3d";
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picture="\z\addons\dayz_communityassets\pictures\equip_machete_CA.paa";
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displayName="Machete";
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magazines[]=
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{
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"Machete_Swing"
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};
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class ItemActions
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{
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class Toolbelt
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{
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text="Add to Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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"MeleeMachete"
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};
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output[]=
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{
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"ItemMachete"
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};
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};
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class Drop
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{
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text="Drop Machete";
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script="spawn player_dropWeapon;";
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use[]=
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{
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"Machete_Swing"
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};
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};
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};
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class Library
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{
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libTextDesc="";
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};
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descriptionShort="An agricultural tool turned into a weapon, the Machete may be less versatile than the common hatchet, but it packs a punch.";
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};
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class ItemMachete: ItemCore
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{
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scope=2;
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displayName="Machete";
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model="\z\addons\dayz_communityassets\models\machete.p3d";
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picture="\z\addons\dayz_communityassets\pictures\equip_machete_CA.paa";
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descriptionShort="An agricultural tool turned into a weapon, the Machete may be less versatile than the common hatchet, but it packs a punch.";
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class ItemActions
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{
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class Toolbelt
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{
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text="Remove from Toolbelt";
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script="spawn player_addToolbelt;";
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use[]=
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{
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"ItemMachete"
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};
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output[]=
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{
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"MeleeMachete"
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};
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};
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};
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};
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class GrenadeLauncher; // External class reference
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class Flare : GrenadeLauncher {
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class ThrowMuzzle;
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class MolotovCocktailMuzzle : ThrowMuzzle {
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displayName = "$STR_ACTION_THROW";
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magazines[] = {
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"TrashJackDaniels",
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"ItemSodaEmpty",
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"TrashTinCan",
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"FoodCanGriffEmpty",
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"FoodCanBadguyEmpty",
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"FoodCanBoneboyEmpty",
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"FoodCanCornEmpty",
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"FoodCanCurgonEmpty",
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"FoodCanDemonEmpty",
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"FoodCanFraggleosEmpty",
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"FoodCanHerpyEmpty",
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"FoodCanOrlokEmpty",
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"FoodCanPowellEmpty",
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"FoodCanTylersEmpty",
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"FoodCanUnlabeledEmpty",
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"ItemSodaCokeEmpty",
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"ItemSodaPepsiEmpty",
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"ItemSodaMdewEmpty",
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"ItemSodaMtngreenEmpty",
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"ItemSodaR4z0rEmpty",
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"ItemSodaClaysEmpty",
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"ItemSodaSmashtEmpty",
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"ItemSodaDrwasteEmpty",
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"ItemSodaLemonadeEmpty",
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"ItemSodaLvgEmpty",
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"ItemSodaMzlyEmpty",
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"ItemSodaRabbitEmpty"
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};
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};
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};
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}; |