Files
DayZ-Epoch/SQF/dayz_code/system/player_spawn_2.sqf
A Man f68bbda0a3 Update Humanity System
This updates the humanity system. It removes the OpenTarget from Dayz Mod which is not needed for Epoch and more confusing as it helps to understand why a player gets a humanity drop or not.

The new system gives players always humanity.

Survivor killed Survivor = Negative Humanity
Survivor killed Bandit = Positive Humanity
Survivor killed Hero = Negative Humanity

Hero killed Bandit = Positive Humanity
Hero killed Hero = Negative Humanity
Hero killed Survivor = Negative Humanity

Bandit killed Bandit = Negative Humanity
Bandit killed Hero = Negative Humanity
Bandit killed Survivor = Negative Humanity

The values are strict and have no longer a complicated calculation based on a kill counter.

This change needs more testing in the beta state of this update.
2020-04-03 12:23:53 +02:00

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private ["_isOK", "_startcombattimer", "_myPos", "_wpnType", "_ismelee","_radsound", "_bloodloss","_NutritionLoss", "_Nutrition","_outsideMap","_lastUpdate","_tempPos","_lowBlood","_start", "_refObj", "_size", "_vel", "_speed","_isPZombie", "_radTimer", "_timer", "_timer30", "_timer150", "_timerMonitor","_hunger","_thirst","_result","_randomSpot","_distance","_mylastPos","_lastTemp","_rnd","_messTimer","_saveTime"];
disableSerialization;
_messTimer = 0;
_lastTemp = dayz_temperatur;
_isPZombie = player isKindOf "PZombie_VB";
_radTimer = 0;
_timer = diag_tickTime;
_timer30 = diag_Ticktime;
_timer150 = diag_ticktime;
_timerMonitor = diag_ticktime;
player setVariable ["temperature",dayz_temperatur,true];
player setVariable["friendlies",DZE_Friends,true];
//[0,0] call player_humanityChange;
//player addMagazine "Hatchet_swing";
//player addWeapon "MeleeHatchet";
while {1 == 1} do {
_start = diag_tickTime;
//Initialize
_refObj = vehicle player;
_size = (sizeOf typeOf _refObj) * 0.6;
_vel = velocity player;
_speed = round((_vel distance [0,0,0]) * 3.5);
_saveTime = (playersNumber west * 2) + 10;
//reset rating always
if (((rating player) > 0) or ((rating player) < 0)) then {
player setUnitRank "PRIVATE";
};
dayz_myLoad = (((count dayz_myBackpackMags) * 0.2) + (count dayz_myBackpackWpns)) + (((count dayz_myMagazines) * 0.1) + (count dayz_myWeapons * 0.5));
//reset position
_randomSpot = true;
_tempPos = getPosATL player;
_distance = respawn_west_original distance _tempPos;
if (_distance < 2000) then {
_randomSpot = false;
};
_distance = [0,0,0] distance _tempPos;
if (_distance < 500) then {
_randomSpot = false;
};
if (!isNil "_mylastPos") then {
_distance = _mylastPos distance _tempPos;
if (_distance > 400) then {
_randomSpot = false;
};
};
if (_randomSpot) then {
_mylastPos = _tempPos;
};
dayz_areaAffect = _size;
if ((diag_tickTime - _timer150) > 60) then {
//Digest Food.
if (r_player_foodstack > 0) then { r_player_foodstack = r_player_foodstack - 1; };
_timer150 = diag_ticktime;
};
if ((diag_tickTime - _timer) > 300) then {
_timer = diag_tickTime;
};
//Every 30 seconds force the client to update the server of all medical Values
if ((diag_tickTime - _timer30) > 30) then {
[] spawn {
private "_medical";
_medical = player call player_sumMedical;
PVDZ_playerMedicalSync = [player,_medical];
publicVariableServer "PVDZ_playerMedicalSync";
};
_timer30 = diag_tickTime;
};
//Record Check
_lastUpdate = diag_ticktime - dayZ_lastPlayerUpdate;
if (_lastUpdate > 8) then {
//POSITION?
_distance = dayz_myPosition distance player;
if (_distance > 10) then {
//Player has moved
dayz_myPosition = getPosATL player;
// Check for radiation
DZE_InRadiationZone = false;
_outsideMap = ((dayz_myPosition select 0) < dayz_minpos || {(dayz_myPosition select 1) < dayz_minpos} || {(dayz_myPosition select 0) > dayz_maxpos} || {(dayz_myPosition select 1) > dayz_maxpos});
if ((_outsideMap || {DZE_Quarantine}) && {!r_player_dead} && {!isNull (findDisplay 46)} && {player distance (getMarkerPos "respawn_west") > 15}) then {
DZE_InRadiationZone = true;
};
player setVariable["posForceUpdate",true,true];
dayz_unsaved = true;
dayZ_lastPlayerUpdate = diag_ticktime;
};
};
_hunger = (abs((((r_player_bloodTotal - r_player_blood) / r_player_bloodTotal) * 5) + _speed + dayz_myLoad) * 3);
if (diag_ticktime - dayz_panicCooldown < 120) then {
_hunger = _hunger * 2;
};
dayz_hunger = dayz_hunger + (_hunger / 70); //60 Updated to 80
dayz_hunger = (dayz_hunger min SleepFood) max 0;
//Thirst
_thirst = 2;
if (_refObj == player) then {
_thirst = (_speed + 4) * 3;
};
dayz_thirst = dayz_thirst + (_thirst / 60) * (dayz_temperatur / dayz_temperaturnormal); //TeeChange Temperatur effects added Max Effects: -25% and + 16.6% waterloss
dayz_thirst = (dayz_thirst min SleepWater) max 0;
//diag_log format ["playerSpawn2 %1/%2",dayz_hunger,dayz_thirst];
//Calories
if (dayz_nutrition > 0) then {
_Nutrition = dayz_nutrition;
_hunger = (abs((((r_player_bloodTotal - r_player_blood) / r_player_bloodTotal) * 5) + _speed + dayz_myLoad) * 3);
_thirst = 2; if (_refObj == player) then {_thirst = (_speed + 4) * 3;};
_NutritionLoss = _Nutrition - (((_thirst / 1000) + (_hunger / 1000)) * (dayz_temperatur / dayz_temperaturnormal));
r_player_Nutrition = _NutritionLoss;
} else {
r_player_Nutrition = 0;
};
dayz_nutrition = r_player_Nutrition;
//Temperatur
2 call player_temp_calculation; //2 = sleep time of this loop //TeeChange
if ((_lastTemp - dayz_temperatur) > 0.75 || {(_lastTemp - dayz_temperatur) < -0.75}) then {
player setVariable ["temperature",dayz_temperatur,false];
PVDZ_serverStoreVar = [player,"temperature",dayz_temperatur];
publicVariableServer "PVDZ_serverStoreVar";
_lastTemp = dayz_temperatur;
};
dayz_temperatur = (dayz_temperatur min dayz_temperaturmax) max dayz_temperaturmin;
//can get nearby infection
if (!r_player_infected && {!_isPZombie}) then {
// Infectionriskstart
if (dayz_temperatur < ((80 / 100) * (dayz_temperaturnormal - dayz_temperaturmin) + dayz_temperaturmin)) then { //TeeChange
{
if (_x getVariable["USEC_infected",false]) then {
_rnd = (random 1) * (((dayz_temperaturnormal - dayz_temperatur) * (100 /(dayz_temperaturnormal - dayz_temperaturmin)))/ 50); //TeeChange
if (_rnd < 0.1) then {
_rnd = random 1;
if (_rnd > 0.7) then {
r_player_infected = true;
//player setVariable["USEC_infected",true];
};
};
};
} count (_mylastPos nearEntities ["CAManBase",12]);
if (dayz_temperatur < ((50 / 100) * (dayz_temperaturnormal - dayz_temperaturmin) + dayz_temperaturmin)) then { //TeeChange
_rnd = (random 1) * (((dayz_temperaturnormal - dayz_temperatur) * (100 /(dayz_temperaturnormal - dayz_temperaturmin)))/ 25); //TeeChange
if (_rnd < 0.05) then {
_rnd = random 1;
if (_rnd > 0.95) then {
r_player_infected = true;
//player setVariable["USEC_infected",true];
};
};
};
};
};
//If has infection reduce blood cough and add shake
if (r_player_infected) then {
if !(player getVariable["USEC_infected",false]) then {
player setVariable["USEC_infected",true,true];
};
};
// Radiation zones rapid blood loss
if (DZE_InRadiationZone) then {
_radsound = "radzone1";
_bloodloss = 10;
if (_radTimer > 5 && _radTimer < 10) then {
_radsound = "radzone2";
_bloodloss = 20;
};
if (_radTimer > 10) then {
_radsound = "radzone3";
_bloodloss = 30;
};
if (_radTimer > 15) then {
_radsound = "radzone4";
_bloodloss = 50;
};
_result = r_player_blood - _bloodloss;
if (_result < 0) then {
[player,"rad"] call player_death;
} else {
r_player_blood = _result;
};
addCamShake [2, 1, 25];
[player,_radsound,0,true] call dayz_zombieSpeak;
_radTimer = _radTimer + 1;
} else {
_radTimer = 0;
};
// Regen some blood if player is well fed and resting
// Attention: regen _result must not trigger the "up" arrow of the blood icon
if (r_player_blood < r_player_bloodTotal && {dayz_hunger < SleepFood} && {dayz_thirst < SleepWater} && {!r_player_injured} && {!r_player_infected} && {!(r_player_Sepsis select 0)} && {!r_player_unconscious}) then {
_result = (1-(dayz_hunger + dayz_thirst)/(SleepWater + SleepFood));
call {
if (_result < 0.25) exitWith {}; // not well fed
if ((toArray(animationState player) select 5) == 112) exitWith { // prone
_result = _result * (1 + 10 * (r_player_bloodTotal - r_player_blood) / r_player_bloodTotal);
};
if (speed player < 1) exitWith { // still
_result = _result * (1 + 4 * sqrt((r_player_bloodTotal - r_player_blood) / r_player_bloodTotal));
};
};
r_player_bloodregen = r_player_bloodregen + _result;
};
if (r_player_blood > r_player_bloodTotal) then {
r_player_blood = r_player_bloodTotal;
};
//Record low bloow
_lowBlood = player getVariable ["USEC_lowBlood", false];
if (r_player_blood < r_player_bloodTotal) then {
if (!_lowBlood) then {
player setVariable ["USEC_lowBlood",true,true];
};
} else {
if (_lowBlood && {!r_player_injured}) then {
player setVariable ["USEC_lowBlood",false,true];
r_player_lowblood = false;
};
};
//Broadcast Hunger/Thirst
_messTimer = _messTimer + 1;
if (_messTimer > 60) then {
_messTimer = 0;
player setVariable ["messing",[dayz_hunger,dayz_thirst,dayz_nutrition],false];
PVDZ_serverStoreVar = [player,"messing",[dayz_hunger,dayz_thirst,dayz_nutrition]];
publicVariableServer "PVDZ_serverStoreVar";
};
//Save Checker
if (dayz_unsaved || {(diag_ticktime - dayz_lastSave) > 300}) then {
if ((diag_ticktime - dayz_lastSave) > _saveTime) then {
PVDZ_plr_Save = [player,nil,false,dayz_playerAchievements];
publicVariableServer "PVDZ_plr_Save";
//PVDZ_serverStoreVar = [player,"Achievements",dayz_playerAchievements];
//publicVariableServer "PVDZ_serverStoreVar";
//player setVariable ["Achievements",dayz_playerAchievements,false];
dayz_unsaved = false;
dayz_lastSave = diag_ticktime;
};
};
// sort out pickup actions
_isOK = (pickupInit && {!canPickup}) || {!pickupInit && {canPickup}};
if (_isOK) then {
if (pickupInit && {!canPickup}) then {
canPickup = true;
pickupInit = false;
};
} else {
// reset
canPickup = false;
pickupInit = true;
};
_startcombattimer = player getVariable["startcombattimer", 0];
if (_startcombattimer == 1) then { //Do not use _PlayerNearby it makes building impossible, this is handled in player_onPause.sqf just fine
player setVariable["combattimeout", diag_tickTime + 30, false];
if !(player getVariable["inCombat",false]) then {player setVariable["inCombat",true,true];};
player setVariable["startcombattimer", 0, false];
};
uiSleep 2;
_myPos = player getVariable["lastPos",[]];
if (count _myPos > 0) then {
player setVariable["lastPos",_mylastPos, true];
player setVariable["lastPos",[]];
};
//Melee Weapons ammo fix
if(isNil "login_ammochecked") then {
login_ammochecked = true;
_wpnType = primaryWeapon player;
_ismelee = (getNumber (configFile >> "CfgWeapons" >> _wpnType >> "melee") == 1);
if (_ismelee) then {
call dayz_meleeMagazineCheck;
};
};
//Two primary guns pickup exploit fix
if ((DZE_TwoPrimaries < 2) && (primaryWeapon player != "") && (!(primaryWeapon player in MeleeWeapons)) && (dayz_onBack != "") && (!(dayz_onBack in MeleeWeapons)) && (isNull (findDisplay 106)) &&
(animationState player != "amovpknlmstpslowwrfldnon_amovpknlmstpsraswrfldnon" OR animationState player != "amovpercmstpslowwrfldnon_amovpercmstpsraswrfldnon" OR animationState player != "amovpercmstpslowwrfldnon_amovpercmstpsraswrfldnon")) then {
localize "str_player_ammo_2primary" call dayz_rollingMessages;
player playActionNow "stop";
player action ["dropWeapon", player, primaryWeapon player];
//sleep 3;
//["gear"] call player_switchWeapon;
//sleep 1;
};
//Crowbar ammo fix
//"MeleeCrowbar" call dayz_meleeMagazineCheck;
/*
_stop = diag_tickTime;
if ((diag_tickTime - _timerMonitor) > 60) then {
diag_log format ["Loop Monitor - Spawn2: %1, DA: %2, SA: %3",(_stop - _start),(diag_tickTime - (player getVariable "damageActions")),(diag_tickTime - (player getVariable "selfActions"))];
_timerMonitor = diag_ticktime;
};
*/
};