mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
+ [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.
267 lines
8.0 KiB
Plaintext
267 lines
8.0 KiB
Plaintext
private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_lastinstance","_friendlies","_randomSpot","_position","_debug","_distance","_hit","_fractures","_score","_findSpot","_pos","_isIsland","_w","_clientID","_spawnMC"];
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//Wait for HIVE to be free
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//diag_log ("SETUP: attempted with " + str(_this));
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_characterID = _this select 0;
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_playerObj = _this select 1;
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_playerID = getPlayerUID _playerObj;
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if (isNull _playerObj) exitWith {
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diag_log ("SETUP INIT FAILED: Exiting, player object null: " + str(_playerObj));
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};
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//Add MPHit event handler
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diag_log("Adding MPHit EH for " + str(_playerObj));
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_playerObj addMPEventHandler ["MPHit", {_this spawn fnc_plyrHit;}];
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if (_playerID == "") then {
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_playerID = getPlayerUID _playerObj;
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};
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if (_playerID == "") exitWith {
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diag_log ("SETUP INIT FAILED: Exiting, no player ID: " + str(_playerObj));
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};
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private["_dummy"];
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_dummy = getPlayerUID _playerObj;
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if ( _playerID != _dummy ) then {
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diag_log format["DEBUG: _playerID miscompare with UID! _playerID:%1",_playerID];
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_playerID = _dummy;
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};
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//Variables
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_worldspace = [];
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_state = [];
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//Do Connection Attempt
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_doLoop = 0;
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while {_doLoop < 5} do {
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_key = format["CHILD:102:%1:",_characterID];
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_primary = _key call server_hiveReadWrite;
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if (count _primary > 0) then {
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if ((_primary select 0) != "ERROR") then {
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_doLoop = 9;
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};
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};
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_doLoop = _doLoop + 1;
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};
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if (isNull _playerObj or !isPlayer _playerObj) exitWith {
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diag_log ("SETUP RESULT: Exiting, player object null: " + str(_playerObj));
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};
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//Wait for HIVE to be free
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//diag_log ("SETUP: RESULT: Successful with " + str(_primary));
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_medical = _primary select 1;
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_stats = _primary select 2;
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_state = _primary select 3;
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_worldspace = _primary select 4;
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_humanity = _primary select 5;
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_lastinstance = _primary select 6;
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_friendlies = [];
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//Set position
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_randomSpot = false;
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//diag_log ("WORLDSPACE: " + str(_worldspace));
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if (count _worldspace > 0) then {
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_position = _worldspace select 1;
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if (count _position < 3) then {
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//prevent debug world!
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_randomSpot = true;
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};
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_debug = getMarkerpos "respawn_west";
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_distance = _debug distance _position;
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if (_distance < 2000) then {
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_randomSpot = true;
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};
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_distance = [0,0,0] distance _position;
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if (_distance < 500) then {
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_randomSpot = true;
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};
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// Came from another server force random spawn
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if (_lastinstance != dayZ_instance) then {
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_randomSpot = true;
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}
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//_playerObj setPosATL _position;
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} else {
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_randomSpot = true;
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};
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//diag_log ("LOGIN: Location: " + str(_worldspace) + " doRnd?: " + str(_randomSpot));
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//set medical values
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if (count _medical > 0) then {
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_playerObj setVariable["USEC_isDead",(_medical select 0),true];
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_playerObj setVariable["NORRN_unconscious", (_medical select 1), true];
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_playerObj setVariable["USEC_infected",(_medical select 2),true];
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_playerObj setVariable["USEC_injured",(_medical select 3),true];
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_playerObj setVariable["USEC_inPain",(_medical select 4),true];
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_playerObj setVariable["USEC_isCardiac",(_medical select 5),true];
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_playerObj setVariable["USEC_lowBlood",(_medical select 6),true];
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_playerObj setVariable["USEC_BloodQty",(_medical select 7),true];
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_playerObj setVariable["unconsciousTime",(_medical select 10),true];
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// if (_playerID in dayz_disco) then {
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// _playerObj setVariable["NORRN_unconscious",true, true];
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// _playerObj setVariable["unconsciousTime",300,true];
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// } else {
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// _playerObj setVariable["unconsciousTime",(_medical select 10),true];
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// };
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//Add Wounds
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{
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_playerObj setVariable[_x,true,true];
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//["usecBleed",[_playerObj,_x,_hit]] call broadcastRpcCallAll;
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usecBleed = [_playerObj,_x,_hit];
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publicVariable "usecBleed";
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} forEach (_medical select 8);
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//Add fractures
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_fractures = (_medical select 9);
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_playerObj setVariable ["hit_legs",(_fractures select 0),true];
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_playerObj setVariable ["hit_hands",(_fractures select 1),true];
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if (count _medical > 11) then {
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//Additional medical stats
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_playerObj setVariable ["messing",(_medical select 11),true];
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};
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} else {
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//Reset Fractures
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_playerObj setVariable ["hit_legs",0,true];
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_playerObj setVariable ["hit_hands",0,true];
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_playerObj setVariable ["USEC_injured",false,true];
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_playerObj setVariable ["USEC_inPain",false,true];
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_playerObj setVariable ["messing",[0,0],true];
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};
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if (count _stats > 0) then {
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//register stats
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_playerObj setVariable["zombieKills",(_stats select 0),true];
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_playerObj setVariable["headShots",(_stats select 1),true];
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_playerObj setVariable["humanKills",(_stats select 2),true];
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_playerObj setVariable["banditKills",(_stats select 3),true];
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_playerObj addScore (_stats select 1);
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//Save Score
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_score = score _playerObj;
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_playerObj addScore ((_stats select 0) - _score);
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//record for Server JIP checks
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_playerObj setVariable["zombieKills_CHK",(_stats select 0)];
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_playerObj setVariable["headShots_CHK",(_stats select 1)];
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_playerObj setVariable["humanKills_CHK",(_stats select 2)];
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_playerObj setVariable["banditKills_CHK",(_stats select 3)];
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if (count _stats > 4) then {
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if (!(_stats select 3)) then {
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_playerObj setVariable["selectSex",true,true];
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};
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} else {
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_playerObj setVariable["selectSex",true,true];
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};
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} else {
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//Save initial loadout
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//register stats
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_playerObj setVariable["zombieKills",0,true];
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_playerObj setVariable["humanKills",0,true];
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_playerObj setVariable["banditKills",0,true];
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_playerObj setVariable["headShots",0,true];
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//record for Server JIP checks
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_playerObj setVariable["zombieKills_CHK",0];
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_playerObj setVariable["humanKills_CHK",0,true];
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_playerObj setVariable["banditKills_CHK",0,true];
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_playerObj setVariable["headShots_CHK",0];
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};
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if (_randomSpot) then {
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private["_counter","_position","_isNear","_isZero","_mkr"];
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if (!isDedicated) then {
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endLoadingScreen;
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};
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//Spawn modify via mission init.sqf
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if(isnil "spawnArea") then {
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spawnArea = 1500;
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};
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if(isnil "spawnShoremode") then {
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spawnShoremode = 1;
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};
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if(isnil "spawnMarkerCount") then {
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spawnMarkerCount = 4;
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};
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// The wiki states floor has a uniform distribution but will not reach the last number so we add +1
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_spawnMC = spawnMarkerCount + 1;
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//spawn into random
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_findSpot = true;
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_mkr = "";
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while {_findSpot} do {
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_counter = 0;
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while {_counter < 20 and _findSpot} do {
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// switched to floor
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_mkr = "spawn" + str(floor(random _spawnMC));
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_position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
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_isNear = count (_position nearEntities ["Man",100]) == 0;
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_isZero = ((_position select 0) == 0) and ((_position select 1) == 0);
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//Island Check //TeeChange
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_pos = _position;
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_isIsland = false; //Can be set to true during the Check
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for [{_w=0},{_w<=150},{_w=_w+2}] do {
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_pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)];
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if(surfaceisWater _pos) exitWith {
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_isIsland = true;
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};
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};
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if ((_isNear and !_isZero) || _isIsland) then {_findSpot = false};
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_counter = _counter + 1;
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};
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};
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_isZero = ((_position select 0) == 0) and ((_position select 1) == 0);
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_position = [_position select 0,_position select 1,0];
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if (!_isZero) then {
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//_playerObj setPosATL _position;
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_worldspace = [0,_position];
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};
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};
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//Record player for management
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dayz_players set [count dayz_players,_playerObj];
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//record player pos locally for server checking
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_playerObj setVariable["characterID",_characterID,true];
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_playerObj setVariable["humanity",_humanity,true];
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_playerObj setVariable["humanity_CHK",_humanity];
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//_playerObj setVariable["worldspace",_worldspace,true];
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//_playerObj setVariable["state",_state,true];
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_playerObj setVariable["lastPos",getPosATL _playerObj];
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_playerObj setVariable["friendlies",_friendlies,true];
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dayzPlayerLogin2 = [_worldspace,_state];
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_clientID = owner _playerObj;
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_clientID publicVariableClient "dayzPlayerLogin2";
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//record time started
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_playerObj setVariable ["lastTime",time];
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//_playerObj setVariable ["model_CHK",typeOf _playerObj];
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diag_log ("LOGIN PUBLISHING: " + str(_playerObj) + " Type: " + (typeOf _playerObj));
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dayzLogin = null;
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dayzLogin2 = null;
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//Save Login
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