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https://github.com/EpochModTeam/DayZ-Epoch.git
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+ [FIXED] Can now refuel and siphon while swimming again. Must stay at same position for 6 seconds. + [FIXED] Refuel sound now only plays when an actual refuel/siphon takes place. + [FIXED] Check fuel levels again just before refuel or siphon actions. + [FIXED] Player Zombies can now no longer pickup "Take %" objects. + [FIXED] Dogs now correctly consume any available raw meat. + [FIXED] Machete now spawns correctly, it was missing WeaponHolder_ItemMachete config. + [UPDATED] Updated batttleye scripts. + [CHANGED] Gutting zombies and animals now double checks for "meatHarvested" after animation and before action. + [CHANGED] Survivor2_DZ was not in the list of AllPlayers. + [CHANGED] Lowered alert radius when gutting zombies to 50m instead of 100m. + [CHANGED] Moved all clothes to cfgloots to reduce spawn chances as we add more. (clothes, militaryclothes, specialclothes) + [CHANGED] HMMWV URAL and UAZ road debris now has its own military loot tables that include sandbags. + [CHANGED] New vehicle spawns now have a new damage system using a random percent between min and max variables. Defaults: (DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100;) + [CHANGED] Animal count was too low was 5 now 8. Can be overridden with dayz_maxAnimals set inside mission init.sqf. + [ADDED] Taming dogs now has a 50% chance to fail and consume meat, Chance to tame without failure increases with number of days alive (dayz_skilllevel). + [ADDED] Added spawnMarkerCount variable override to use more spawn marker locations. (default=4) + [ADDED] Added medic animation requirement for gutting zombies and animals so you can now walk away to cancel gutting process. + [ADDED] Added old bandit skin back in as Skin_Bandit2_DZ as a drop on Residential. + [ADDED] New vehicle spawns now have a chance to spawn 0-3 loot randomly from all cfgloots. + [ADDED] Added new desert themed domed camping tent (ItemTentDomed) that holds 75 mags, 12 weapons, and 7 backpacks - thanks to vRNemesis for model and texture. + [ADDED] Added server side ability to enabled taming dogs and can be enabled by setting dayz_tameDogs = true; within mission init.sqf. (default: false) + [ADDED] Added parachute spawning players as a server side option enable server side with the variable dayz_paraSpawn = true; within mission init.sqf. (default: false) + [ADDED] Randomly spawning (like helicopter crashes) Mass Grave with 8-16 zombies and 2x more loot. + [REMOVED] Commented out remaining unused call to stream_locationCheck. + [INFO] Changes can be made to all zombie spawn variables via the mission init.sqf (defaults: dayz_maxLocalZombies = 40; dayz_maxGlobalZombies =30; dayz_maxZeds = 500;) + [INFO] DZEdebug = true; (default: false) will enable debug so that road debris and new vehicle spawns are visible via map markers. Also debug will enable "Save to arma.RPT" that allows access of a tool to obtain lootpos information for buildings used for adding support for additional maps.
66 lines
2.0 KiB
Plaintext
66 lines
2.0 KiB
Plaintext
/*
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File: tame_dog.sqf 1.1
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Author: Kane "Alby" Stone
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Edited by: [VB]AWOL
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Description:
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Allows a player to tame/domesticate a dog.
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Script is applied to object via addAction.
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Variables:
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_target = Object that action is attached too.
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_caller = Object that activates the action.
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_id = ID of the action handler.
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_dog = Intended target of the script.
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*/
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private["_target", "_caller", "_id", "_dog", "_pos", "_fsmid"];
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_target = _this select 0;
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_caller = _this select 1;
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_id = _this select 2;
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_dog = _this select 3;
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// expanded to allow all meats as input
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_removed = 0;
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_itemIn = "FoodmeatRaw";
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_countIn = 1;
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{
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if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
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_removed = _removed + ([player,_x] call BIS_fnc_invRemove);
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};
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if(_removed == 1) exitWith { _selected = _x; };
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} forEach magazines player;
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// get name of item removed
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_textRemoved = getText(configFile >> "CfgMagazines" >> _selected >> "displayName");
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// Only proceed if removed count matches
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if(_removed == _countIn) then {
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// add failure rate based on skill level variable (days alive)
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_chanceToFail = ((random 1 + (dayz_skilllevel/100)) > 0.5);
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if(!_chanceToFail) then {
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_animalID = _dog getVariable "fsm_handle";
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_animalID setFSMVariable ["_isTamed", true];
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sleep 1;
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diag_log format["DEBUG: %1, id: %2 [%3]",_dog,_animalID,completedFSM _animalID];
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if (!moveToCompleted _dog) then {
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_dog moveTo (position _dog);
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};
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_dog disableAI "FSM";
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(group _dog) setBehaviour "AWARE";
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_fsmid = [_dog, typeOf _dog] execFSM "\z\addons\dayz_code\system\dog_agent.fsm";
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_fsmid setFSMVariable ["_handle", _fsmid];
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player setVariable ["dogID", _fsmid];
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_dog setVariable ["fsm_handle", _fsmid];
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_dog setVariable ["characterID", dayz_characterID, true];
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cutText [format["Dog consumed %1, and is now tamed.",_textRemoved], "PLAIN DOWN"];
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} else {
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cutText [format["Dog consumed %1, yet remains untamed.",_textRemoved], "PLAIN DOWN"];
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};
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}; |