mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-21 02:46:29 +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.
180 lines
5.3 KiB
Plaintext
180 lines
5.3 KiB
Plaintext
private ["_veh","_location","_isOk","_part_out","_part_in","_qty_out","_qty_in","_qty","_buy_o_sell","_obj","_objectID","_objectUID","_bos","_started","_finished","_animState","_isMedic","_dir","_helipad","_removed","_keyColor","_keyNumber","_keySelected","_isKeyOK","_config","_okToSell","_needed","_activatingPlayer","_textPartIn","_textPartOut","_traderID"];
|
|
|
|
if(TradeInprogress) exitWith { cutText ["Trade already in progress." , "PLAIN DOWN"]; };
|
|
TradeInprogress = true;
|
|
|
|
// [part_out,part_in, qty_out, qty_in, loc];
|
|
|
|
_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;
|
|
_bos = 0;
|
|
|
|
if(_buy_o_sell == "buy") then {
|
|
_qty = {_x == _part_in} count magazines player;
|
|
} else {
|
|
_obj = nearestObjects [(getPosATL player), [_part_in], dayz_sellDistance];
|
|
_qty = count _obj;
|
|
_bos = 1;
|
|
};
|
|
|
|
|
|
if (_qty >= _qty_in) then {
|
|
|
|
cutText ["Starting trade, stand still to complete trade.", "PLAIN DOWN"];
|
|
|
|
// force animation
|
|
player playActionNow "Medic";
|
|
|
|
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 {
|
|
|
|
// Double check for items
|
|
if(_buy_o_sell == "buy") then {
|
|
_qty = {_x == _part_in} count magazines player;
|
|
} else {
|
|
_obj = nearestObjects [(getPosATL player), [_part_in], 20];
|
|
_qty = count _obj;
|
|
};
|
|
|
|
if (_qty >= _qty_in) then {
|
|
|
|
//["dayzTradeObject",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
|
|
dayzTradeObject = [_activatingPlayer,_traderID,_bos];
|
|
publicVariableServer "dayzTradeObject";
|
|
|
|
diag_log format["DEBUG Starting to wait for answer: %1", dayzTradeObject];
|
|
|
|
waitUntil {!isNil "dayzTradeResult"};
|
|
|
|
diag_log format["DEBUG Complete Trade: %1", dayzTradeResult];
|
|
|
|
if(dayzTradeResult == "PASS") then {
|
|
|
|
if(_buy_o_sell == "buy") then {
|
|
|
|
// First select key color
|
|
_keyColor = ["Green","Red","Blue","Yellow","Black"] call BIS_fnc_selectRandom;
|
|
|
|
// then select number from 1 - 2500
|
|
_keyNumber = (floor(random 2500)) + 1;
|
|
|
|
// Combine to key (eg.ItemKeyYellow2494) classname
|
|
_keySelected = format[("ItemKey%1%2"),_keyColor,_keyNumber];
|
|
|
|
_isKeyOK = isClass(configFile >> "CfgWeapons" >> _keySelected);
|
|
|
|
_config = _keySelected;
|
|
_isOk = [player,_config] call BIS_fnc_invAdd;
|
|
if (_isOk and _isKeyOK) then {
|
|
|
|
_removed = ([player,_part_in,_qty_in] call BIS_fnc_invRemove);
|
|
if(_removed == _qty_in) then {
|
|
_dir = round(random 360);
|
|
|
|
_helipad = nearestObjects [player, ["HeliHCivil","HeliHempty"], 100];
|
|
if(count _helipad > 0) then {
|
|
_location = (getPosATL (_helipad select 0));
|
|
} else {
|
|
_location = [(position player),0,20,1,2,2000,0] call BIS_fnc_findSafePos;
|
|
};
|
|
|
|
//place vehicle spawn marker (local)
|
|
_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
|
|
|
|
_location = (getPosATL _veh);
|
|
|
|
//["dayzPublishVeh",[_veh,[_dir,_location],_part_out,false,_keySelected]] call callRpcProcedure;
|
|
dayzPublishVeh2 = [_veh,[_dir,_location],_part_out,false,_keySelected];
|
|
publicVariableServer "dayzPublishVeh2";
|
|
|
|
player reveal _veh;
|
|
|
|
cutText [format[("Bought %3 for %1 %2, key added to toolbelt."),_qty_in,_textPartIn,_textPartOut], "PLAIN DOWN"];
|
|
} else {
|
|
player removeMagazine _keySelected;
|
|
};
|
|
} else {
|
|
cutText ["You do not have enough room on your toolbelt.", "PLAIN DOWN"];
|
|
};
|
|
} else {
|
|
|
|
_obj = _obj select 0;
|
|
|
|
_okToSell = true;
|
|
if(_okToSell and !isNull _obj and alive _obj) then {
|
|
|
|
// Sell Vehicle
|
|
for "_x" from 1 to _qty_out do {
|
|
player addMagazine _part_out;
|
|
};
|
|
|
|
_objectID = _obj getVariable ["ObjectID","0"];
|
|
_objectUID = _obj getVariable ["ObjectUID","0"];
|
|
|
|
//["dayzDeleteObj",[_objectID,_objectUID]] call callRpcProcedure;
|
|
dayzDeleteObj = [_objectID,_objectUID];
|
|
publicVariableServer "dayzDeleteObj";
|
|
|
|
deleteVehicle _obj;
|
|
|
|
cutText [format[("Sold %1 %2 for %3 %4"),_qty_in,_textPartIn,_qty_out,_textPartOut], "PLAIN DOWN"];
|
|
};
|
|
};
|
|
|
|
{player removeAction _x} forEach s_player_parts;s_player_parts = [];
|
|
s_player_parts_crtl = -1;
|
|
|
|
} else {
|
|
cutText [format[("Insufficient Stock %1"),_textPartOut] , "PLAIN DOWN"];
|
|
};
|
|
dayzTradeResult = nil;
|
|
};
|
|
};
|
|
|
|
} else {
|
|
_needed = _qty_in - _qty;
|
|
if(_buy_o_sell == "buy") then {
|
|
cutText [format[("Need %1 More %2"),_needed,_textPartIn] , "PLAIN DOWN"];
|
|
} else {
|
|
cutText [format[("No %1 found within 20 meters."),_textPartIn] , "PLAIN DOWN"];
|
|
};
|
|
};
|
|
|
|
TradeInprogress = false; |