mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 20:13:13 +03:00
+ [CHANGED] Build-ables now get deleted from database when killed. + [ADDED] Basic fishing on ocean using toolbelt item: ItemFishingPole. TODO: add model + [ADDED] New way of chopping down trees that actually takes into account the size of the tree for number of chops/output. For example medium sized tree will typically require 3 animations and will yield 3 wood piles. + [ADDED] Airplane dealer to Namalsk and updated trader config. + [CHANGED] Can now remove park bench with refund. + [FIXED] dayz_maxGlobalZombies was not incrementing when other players are within 400m. Also, variable was overwritten in player_spawncheck code so a init variable was added dayz_maxGlobalZombiesInit (default=40) as well as dayz_maxGlobalZombiesIncrease (default=10) to control the amount of increase for each additional player within range. + [CHANGED] Any backpack placed on the ground will with gear will now disappear to all other players. + [FIXED] Added 5 second sleep to swimming in ground fix, now it should actually work without glitching. fixes #326 + [CHANGED] To prevent lost primary weapons in backpacks, all backpacks have been Upgraded. This requires that backpacks the weapon to magazines ratio be within 1:10. http://dayzepoch.com/wiki/index.php/Backpacks + [CLEANUP] disable debug of player zombie vision. + [ADDED] ASC EU Lights Mod FROM http://www.armaholic.com/page.php?id=12076 + [ADDED] New Craft-able light_pole_kit and Build-able LightPole_DZ for night lighting. RECIPE 4 lumber + 1 scrap + 1 Light Bulb + [ADDED] MAP Editorupgrade (EU) @MAP Mod FROM http://www.armaholic.com/page.php?id=6194 + [CHANGED] Picking up crowbar now gives toolbelt item instead of melee weapon.
273 lines
5.7 KiB
C++
273 lines
5.7 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 ItemFishingPole: ItemCore
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{
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scope=2;
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displayName="Fishing Pole";
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// TODO MODEL AND ICON
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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="Fishing Pole and with lure.";
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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="Cast Fishing Pole";
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script="spawn player_goFishing;";
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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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}; |