You've already forked arma2-epoch-server
Mission files
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@ -0,0 +1,42 @@
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// Written by icomrade (https://github.com/icomrade)
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private["_itemText","_enoughMoney","_moneyInfo","_wealth","_success","_ownerPUID"];
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closeDialog 0;
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_itemText = if (Z_SingleCurrency) then {CurrencyName} else {[vg_maintainCost,true] call z_calcCurrency};
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_enoughMoney = false;
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_moneyInfo = [false, [], [], [], 0];
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if (Z_SingleCurrency) then {
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_wealth = player getVariable [(["cashMoney","globalMoney"] select Z_persistentMoney),0];
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_enoughMoney = (_wealth >= vg_maintainCost);
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} else {
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Z_Selling = false;
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_moneyInfo = vg_maintainCost call Z_canAfford;
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_enoughMoney = _moneyInfo select 0;
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};
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_success = true;
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if (vg_maintainCost > 0) then {
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_success = if (Z_SingleCurrency) then {_enoughMoney} else {[player,vg_maintainCost,_moneyInfo,false,0] call Z_payDefault};
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};
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if (!_success && _enoughMoney) exitWith {systemChat localize "STR_EPOCH_TRADE_GEAR_AND_BAG_FULL";};
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if (_enoughMoney || vg_maintainCost < 1) then {
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if (Z_SingleCurrency) then {
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player setVariable [(["cashMoney","globalMoney"] select Z_persistentMoney),(_wealth - vg_maintainCost),true];
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};
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localize "STR_CL_VG_MAINTAINSUCCESS" call dayz_rollingMessages;
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PVDZE_maintainGarage = if (vg_tiedToPole) then {
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_plotCheck = [player,false] call FNC_find_plots;
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_ownerPUID = if (_plotCheck select 1 > 0) then {(_plotCheck select 2) getVariable ["ownerPUID","0"]} else {dayz_playerUID};
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[player,_ownerPUID]
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} else {
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[player]
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};
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publicVariableServer "PVDZE_maintainGarage";
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} else {
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localize "STR_CL_VG_MAINTAINFAIL" call dayz_rollingMessages;
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// fn_isSheltered.sqf
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//
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// Author: Victor the Cleaner
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// Date: May 2022
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//
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// Calculate how much shelter the player has and represent it as variable DZE_sheltered.
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// Raycast and perform collision check
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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local _deepScan = {
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local _objects = lineIntersectsWith [_pos1, _pos2, _unit, objNull, true]; // sorted (nearest last)
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local _nearest = (count _objects) - 1; // nearest object
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local _idx = _this; // weight index
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scopeName "exit";
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for "_n" from _nearest to 0 step -1 do {
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local _object = _objects select _n;
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call {
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if (_object isKindOf "AllVehicles") exitWith {}; // exclude vehicles, zombies and other players
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local _model = _object call fn_getModelName;
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if (_model in DZE_allTrees) exitWith {}; // exclude trees
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///////////////////////////////////////////////////////////////////////////
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//
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// Get object edge data
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//
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///////////////////////////////////////////////////////////////////////////
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local _box = boundingBox _object;
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local _edge = [_box select 1, _box select 0] call DZE_fnc_vectorDiff;
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local _edgeX = _edge select 0;
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local _edgeY = _edge select 1;
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local _edgeZ = _edge select 2;
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local _proceed = false;
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call {
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if (_edgeX > _e2 && {(_edgeY > _e1 || {_edgeZ > _e1})}) exitWith {_proceed = true;};
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if (_edgeY > _e2 && {(_edgeX > _e1 || {_edgeZ > _e1})}) exitWith {_proceed = true;};
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if (_edgeZ > _e2 && {(_edgeX > _e1 || {_edgeY > _e1})}) exitWith {_proceed = true;};
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};
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if (_proceed) then {
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_hitWgt set [_idx, (_hitWgt select _idx) + (_scanWgt select _idx)]; // object meets criteria
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breakTo "exit";
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};
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};
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};
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};
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///////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// calculate ASL vector dome
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//
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///////////////////////////////////////////////////////////////////////////////////////////////////
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local _unit = _this select 0; // vehicle player
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local _dir = _this select 1; // align hemisphere to building if inside
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local _rad = 50; // scan radius
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local _seg = 8; // initial segments
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local _spin = 0; // z spin offset per arc-cycle
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local _e1 = 2.5; // minimum edge length
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local _e2 = 4.6; // long edge length
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local _scanWgt = [1,1.5,2]; // scan weighting index
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local _hitWgt = [0,0,0]; // record hit weighting
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local _total = 0; // total hits, adjusted for weighting
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local _pos1 = aimPos _unit; // ASL from
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local _pos2 = +_pos1; // ASL to
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_pos2 set [2, (_pos2 select 2) + _rad]; // overhead pos
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2 call _deepScan; // perform initial raycast
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DZE_roofOverhead = (_hitWgt select 2) > 0; // valid sized object directly above
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for "_r" from 0 to 2 do {
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local _rx = 30 * _r; // aggregate x rotation above the horizon
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local _arc = 360 / (_seg / (_r max 1)); // arc segments per z rotation
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for "_a" from _arc to 360 step _arc do {
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local _rz = _dir + _a + _spin; // world direction with radial offset (or aligned to building)
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local _pz = sin _rx; // x rotation gives z height
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local _py = cos _rx; // x rotation gives y pos
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local _px = _py * -(sin _rz); // z rotation gives x pos
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_py = _py * (cos _rz); // z rotation gives y pos refactor
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_pos2 = [_px, _py, _pz]; // unit vector (relative)
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for "_i" from 0 to 2 do { // multiply and add from/to vectors
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_pos2 set [_i, ((_pos2 select _i) * _rad) + (_pos1 select _i)];
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};
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_r call _deepScan; // perform raycast
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};
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_spin = _spin + 22.5; // incremental z spin
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_total = _total + (_hitWgt select _r); // hit weighting running total
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};
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DZE_sheltered = _total / 30;
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@ -0,0 +1,186 @@
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/*
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DayZ Epoch Vehicle Upgrades
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Made for DayZ Unleashed by [VB]AWOL please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
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*/
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if (dayz_actionInProgress) exitWith {localize "STR_EPOCH_PLAYER_52" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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private ["_text","_requirementsTools","_upgradeName","_displayname","_vehicle","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_removed","_tobe_removed_total","_textMissing","_num_removed","_removed_total","_location","_dir","_objectCharacterID","_classname","_newclassname","_upgrade","_vehicle","_finished","_temp_removed_array_mag","_temp_removed_array_wep","_notNearestPlayer","_requirementsWeapon","_requirementsMagazine"];
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_upgrade = _this;
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_vehicle = cursorTarget;
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if (isNull _vehicle || !(_vehicle isKindOf "AllVehicles") || !(alive _vehicle)) exitWith {dayz_actionInProgress = false; systemChat localize "str_cursorTargetNotFound";};
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if (vehicle player != player) exitWith {dayz_actionInProgress = false; localize "STR_EPOCH_ACTIONS_18" call dayz_rollingMessages;};
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_classname = typeOf _vehicle;
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_displayname = getText (configFile >> "CfgVehicles" >> _classname >> "displayname");
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if (_classname in DZE_DisableVehicleUpgrade) exitWith {dayz_actionInProgress = false; format [localize "STR_EPOCH_VEHUP_NOT_ALLOWED",_displayname] call dayz_rollingMessages;};
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if ((player distance _vehicle) > 10) exitWith {dayz_actionInProgress = false; format [localize "STR_EPOCH_VEHUP_DISTANCE_TOO_FAR",_displayname] call dayz_rollingMessages;};
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if (count (crew _vehicle) == 0) then {
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_notNearestPlayer = _vehicle call dze_isnearest_player;
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if (local _vehicle && !_notNearestPlayer) then {
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// lookup vehicle and find if any upgrades are available
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_upgradeName = getText (configFile >> "CfgMagazines" >> _upgrade >> "displayname");
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// Can be removed after a futher Epoch Update, fixes the AAV_DZE could not be upgraded due to a missing config entry
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if (_classname == "AAV_DZE") then {
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_upgrade = ["AAV_DZE1",["ItemToolbox","ItemCrowbar"],[],[["ItemTankORP",1],["PartEngine",6],["PartGeneric",2],["ItemScrews",2]]];
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} else {
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_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "Upgrades" >> _upgrade);
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};
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if (!isNil "_upgrade" && {(count _upgrade) > 0}) then {
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closeDialog 0;
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_newclassname = _upgrade select 0;
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_requirementsTools = _upgrade select 1;
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if (["",_requirementsTools,"none"] call dze_requiredItemsCheck) then {
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_requirementsWeapon = _upgrade select 2;
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_requirementsMagazine = _upgrade select 3;
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_missingQty = 0;
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_missing = "";
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_proceed = true;
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{
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_itemIn = _x select 0;
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_countIn = _x select 1;
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_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
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if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
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} count _requirementsMagazine;
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{
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_itemIn = _x;
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_countIn = 1;
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_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgWeapons" >> _x)) == _itemIn) } count weapons player;
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if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
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} count _requirementsWeapon;
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if (_proceed) then {
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[player,(getPosATL player),20,"repair"] spawn fnc_alertZombies;
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_finished = ["Medic",1] call fn_loopAction;
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if (!_finished) exitWith {};
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if (count (crew _vehicle) > 0) exitWith {format [localize "STR_CL_LOG_FAIL_PLAYER",_displayname] call dayz_rollingMessages;};
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["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
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_temp_removed_array_mag = [];
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_temp_removed_array_wep = [];
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_removed_total = 0;
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_tobe_removed_total = 0;
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{
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_removed = 0;
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_itemIn = _x select 0;
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_countIn = _x select 1;
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//diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
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_tobe_removed_total = _tobe_removed_total + _countIn;
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{
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if ((_removed < _countIn) && {(_x == _itemIn) || {configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn}}) then {
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_num_removed = ([player,_x] call BIS_fnc_invRemove);
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_removed = _removed + _num_removed;
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_removed_total = _removed_total + _num_removed;
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if (_num_removed >= 1) then {
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_temp_removed_array_mag set [count _temp_removed_array_mag,_x];
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};
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};
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} count magazines player;
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} forEach _requirementsMagazine;
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{
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_removed = 0;
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_itemIn = _x;
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_countIn = 1;
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//diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
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_tobe_removed_total = _tobe_removed_total + _countIn;
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{
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if ((_removed < _countIn) && {(_x == _itemIn) || {configName(inheritsFrom(configFile >> "cfgWeapons" >> _x)) == _itemIn}}) then {
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_num_removed = ([player,_x] call BIS_fnc_invRemove);
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_removed = _removed + _num_removed;
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_removed_total = _removed_total + _num_removed;
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if (_num_removed >= 1) then {
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_temp_removed_array_wep set [count _temp_removed_array_wep,_x];
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};
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};
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} count weapons player;
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} forEach _requirementsWeapon;
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// all parts removed proceed
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if (_tobe_removed_total == _removed_total) then {
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call player_forceSave;
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// Current charID
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_objectCharacterID = _vehicle getVariable ["CharacterID","0"];
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if (_objectCharacterID == "-1") then {
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localize "str_epoch_player_50" call dayz_rollingMessages;
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} else {
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// Get position
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_location = getposATL _vehicle;
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// Get direction
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_dir = getDir _vehicle;
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localize "STR_EPOCH_VEHUP_IN_PROGRESS" call dayz_rollingMessages;
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[_newclassname,objNull] call fn_waitForObject;
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dze_waiting = nil;
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PVDZE_veh_Upgrade = [_vehicle,[_dir,_location],_newclassname,_objectCharacterID,player,dayz_authKey];
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publicVariableServer "PVDZE_veh_Upgrade";
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//Wait for hive to finish spawning vehicle. Prevents dupe via player queuing multiple upgrades.
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waitUntil {!isNil "dze_waiting"};
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if (dze_waiting == "fail") then {
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{player addMagazine _x;} count _temp_removed_array_mag;
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{player addWeapon _x;} count _temp_removed_array_wep;
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format[localize "str_crafting_failed",_newclassname] call dayz_rollingMessages;
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} else {
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localize "STR_EPOCH_VEHUP_SUCCESS" call dayz_rollingMessages;
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["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
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};
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};
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} else {
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{player addMagazine _x;} count _temp_removed_array_mag;
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{player addWeapon _x;} count _temp_removed_array_wep;
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format[localize "str_epoch_player_145",_removed_total,_tobe_removed_total] call dayz_rollingMessages;
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};
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} else {
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_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
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format[localize "STR_EPOCH_ACTIONS_6",_missingQty, _textMissing] call dayz_rollingMessages;
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systemchat localize "STR_CRAFTING_NEEDED_ITEMS";
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if (count _requirementsMagazine > 0) then {
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{
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_text = getText(configFile >> "CfgMagazines" >> (_x select 0) >> "displayName");
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systemchat format ["%2x %1",_text,(_x select 1)];
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} count _requirementsMagazine;
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};
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if (count _requirementsWeapon > 0) then {
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{
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_text = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
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systemchat format ["1x %1",_text];
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} count _requirementsWeapon;
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};
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};
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};
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} else {
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format [localize "STR_EPOCH_VEHUP_NO_UPGRADE_FOR_VEHICLE",_upgradeName,_displayname] call dayz_rollingMessages;
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};
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} else {
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localize "str_epoch_player_245" call dayz_rollingMessages;
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};
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} else {
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format [localize "STR_CL_LOG_FAIL_PLAYER",_displayname] call dayz_rollingMessages;
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};
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dayz_actionInProgress = false;
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@ -1,13 +1,28 @@
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if (isServer) then {
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diag_log "Loading custom server compiles";
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};
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if (!isDedicated) then {
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diag_log "Loading custom client compiles";
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if (!isDedicated) then {
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//Add your custom or override functions here
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fnc_usec_selfActions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
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// All fixes down below can be removed in a future Epoch Update
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// Fix Wooden bases with wooden walls and floors got not properly recognized as shelter.
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fnc_issheltered = compile preprocessFileLineNumbers "dayz_code\compile\fn_isSheltered.sqf";
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// Fix upgrading AAV_DZE to AAV_DZE1 did not work, only needed if you are using the AAV_DZE
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player_upgradeVehicle = compile preprocessFileLineNumbers "dayz_code\compile\player_upgradeVehicle.sqf";
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// Fix Maintain the Virtual Garage with Coins does not work properly
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if (DZE_Virtual_Garage) then {
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Player_MaintainVG = compile preprocessFileLineNumbers "dayz_code\actions\virtualGarage\player_MaintainVG.sqf";
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};
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player_selectSlot = compile preprocessFileLineNumbers "dayz_code\compile\ui_selectSlot.sqf";
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fnc_usec_selfActions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
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locateVehicle = compile preprocessFileLineNumbers "scripts\locateVehicle.sqf";
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remoteVehicle = compile preprocessFileLineNumbers "scripts\remoteVehicle\remoteVehicle.sqf";
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};
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@ -1,16 +1,22 @@
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if (isServer) then {
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diag_log "Loading custom server variables";
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vkc_clearAmmo = true; // Clear the ammo of vehicles after they have been rekeyed/claimed? (stops users getting a free rearm)
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vkc_disableThermal = [""]; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
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vg_clearAmmo = true; // Clear the ammo of vehicles spawned during the same restart they are stored? (stops users storing a vehicle for a free rearm)
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vg_clearAmmo = true; // Clear the ammo of vehicles spawned during the same restart they are stored? (stops users storing a vehicle for a free rearm)
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vg_disableThermal = []; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
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vg_sortColumn = 0; //0 or an out of range value sorts by the default column 'DisplayName', otherwise 1 = 'DateStored', 2 = 'id', 3 = 'Name' (of storing player), 4 = 'DateMaintained'
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};
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if (!isDedicated) then {
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diag_log "Loading custom client variables";
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dayz_resetSelfActions1 = dayz_resetSelfActions;
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dayz_resetSelfActions = {
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call dayz_resetSelfActions1;
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// Add custom reset actions here
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};
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call dayz_resetSelfActions;
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vkc_claimPrice = 1000; // Amount in worth for claiming a vehicle. See the top of this script for an explanation.
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vkc_changePrice = 5000; // Amount in worth for changing the key for a vehicle. See the top of this script for an explanation.
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