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								MPMissions/DayZ_Epoch_24.Napf/dayz_code/compile/fn_selfActions.sqf
									
									
									
									
									
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								MPMissions/DayZ_Epoch_24.Napf/dayz_code/compile/fn_selfActions.sqf
									
									
									
									
									
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								MPMissions/DayZ_Epoch_24.Napf/dayz_code/compile/keyboard.sqf
									
									
									
									
									
										Executable file
									
								
							
							
						
						
									
										284
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/compile/keyboard.sqf
									
									
									
									
									
										Executable file
									
								
							@@ -0,0 +1,284 @@
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// (c) facoptere@gmail.com, licensed to DayZMod for the community
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#include "\ca\editor\Data\Scripts\dikCodes.h"
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local _dikCode = _this select 1;
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local _shiftState = _this select 2;
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local _ctrlState = _this select 3;
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local _altState = _this select 4;
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local _handled = false;
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if (isNil "keyboard_keys") then {
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    local _cancelBuild = {
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		DZE_cancelBuilding = true;
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		call dayz_EjectPlayer;
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		_handled = false;
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		if (r_player_dead) then {_handled = true;}; // Disable ESC after death
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    };
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	local _dze_f = {
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		if (!_ctrlState && !_altState) then {DZE_F = true;};
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	};
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	local _dze_q = {
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		if (!_ctrlState && !_altState) then {DZE_Q = true;};
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		if (!_ctrlState && _altState) then {DZE_Q_alt = true;};
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		if (_ctrlState && !_altState) then {DZE_Q_ctrl = true;};
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	};
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	local _dze_z = {
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		if (!_ctrlState && !_altState) then {DZE_Z = true;};
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		if (!_ctrlState && _altState) then {DZE_Z_alt = true;};
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		if (_ctrlState && !_altState) then {DZE_Z_ctrl = true;};
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	};
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	local _autoRun = {
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		if (!dayz_autoRun) then {
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			dayz_autoRun = true;
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			dayz_autoRunThread = [] spawn {
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				local _weapon = currentWeapon player;
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				while {dayz_autoRun} do {
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					// SurfaceIsWater does not work for ponds
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					// Check weapon to detect Arma action (dayz action is handled in dz_fn_switchWeapon)
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					if (player != vehicle player || {r_fracture_legs || {surfaceIsWater getPosASL player} || {currentWeapon player != _weapon} || {(call fn_nearWaterHole) select 0}}) exitWith {
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						call dayz_autoRunOff;
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					};
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					player playAction "FastF";
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					uiSleep 0.5;
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				};
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			};
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		} else {
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			call dayz_autoRunOff;
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		};
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		_handled = true;
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	};
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	local _filterCheat = {
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		//Overriding default engine handling does not stop cheat input, need manual disableUserInput too
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		_handled = [displayNull,_dikCode,_shiftState] call dze_filterCheats;
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	};
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	local _openGroups = {
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		if (dayz_requireRadio && {!("ItemRadio" in items player)}) then {
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			localize "STR_EPOCH_NEED_RADIO" call dayz_rollingMessages;
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		} else {
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			if (isNull findDisplay 80000) then {
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				if (!isNil "dayz_groupInit") then {[] spawn dayz_openGroupDialog;};
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			} else {
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				findDisplay 80000 closeDisplay 2;
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			};
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		};
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		_handled = true;
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	};
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	local _muteSound = {
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		call player_toggleSoundMute;
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		_handled = true;
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	};
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	local _statusUI = {
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		DZE_UI = DZE_UI + 1;
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		if (DZE_UI == 6) then {DZE_UI = 0; [format[localize "STR_UI_STATUS_ICONS" + " %1",localize "STR_DISABLED"],1] call dayz_rollingMessages;};
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		if (DZE_UI == 1) then {[format[localize "STR_UI_STATUS_ICONS" + " %1",localize "STR_ENABLED"],1] call dayz_rollingMessages;};
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		profileNamespace setVariable ["statusUI",DZE_UI];
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		saveProfileNamespace;
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		call ui_changeDisplay;
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		_handled = true;
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	};
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    local _rifle = {
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		2 call dz_fn_switchWeapon;
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        _handled = true;
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    };
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    local _pistol = {
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		3 call dz_fn_switchWeapon;
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        _handled = true;
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    };
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    local _melee = { // Also works for rifle on back if DZE_TwoPrimaries = 2;
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		4 call dz_fn_switchWeapon;
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        _handled = true;
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    };
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	local _surrender = {
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		call player_surrender;
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		_handled = true;
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    };
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    local _gear = {
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        if ((vehicle player != player) && {!_shiftState && !_ctrlState && !_altState && !dialog}) then {
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            createGearDialog [player, "RscDisplayGear"];
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            _handled = true;
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        } else {
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            if ((vehicle player == player) && {speed vehicle player > 0}) then {
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                //[objNull, player, rSwitchMove,""] call RE;
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                _handled = true;
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            };
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        };
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    };
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    local _forcesave = {
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		if (diag_tickTime - dayz_lastSave > 10) then {
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			call player_forceSave;
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		};
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    };
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    local _drop = {
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		local _doors = [];
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		if (r_drag_sqf) then {
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			_doors = nearestObjects [player, DayZ_DropDrageeObjects, 3]; //Prevent dropping dragged player through objects
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			if (count _doors > 0) then {_handled = true;};
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			force_dropBody = true;
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		} else {
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			_doors = nearestObjects [player, DZE_DoorsLocked, 3];
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			if (count _doors > 0 && {speed player > 0}) then {_handled = true;}; //Prevent sprint and prone through doors glitch
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		};
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    };
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    local _interrupt = {
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		r_interrupt = true;
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		if (DZE_Surrender) then {call dze_surrender_off};
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		if (dayz_autoRun) then {call dayz_autoRunOff;};
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    };
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    // TODO: left/right, when gear open: onKeyDown = "[_this,'onKeyDown',0,107,0,107] execVM '\z\addons\dayz_code\system\handleGear.sqf'";
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    local _noise = {
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		//Overriding default engine handling does not stop combination binds, need manual disableUserInput too
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		_handled = [displayNull,_dikCode,_shiftState] call dze_filterCheats;
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        if (diag_ticktime - dayz_lastCheckBit > 10 && {!(_dikCode in channel_keys)}) then {
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            dayz_lastCheckBit = diag_ticktime;
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            [player,20,true,(getPosATL player)] call player_alertZombies;
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        };
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    };
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    local _journal = {
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        if (!dayz_isSwimming && !dialog) then {
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            [player,4,true,(getPosATL player)] call player_alertZombies;
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            createDialog 'horde_journal_front_cover';
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        };
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        _handled = true;
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    };
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    local _bunnyhop = {
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		r_interrupt = true;
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		if (animationState player in ["bunnyhopunarmed","bunnyhoprifle"]) then {
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			//Fixes invisible weapon switch glitch if double tapping vault with no weapon in hands
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			_handled = true;
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		};
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		if (player isKindOf "PZombie_VB") then {
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			_handled = true; // do not allow player zombies to vault or jump
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		} else {
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			local _nearbyObjects = nearestObjects [getPosATL player, dayz_disallowedVault, 8];
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			if (count _nearbyObjects > 0) then {
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				if (diag_tickTime - dayz_lastCheckBit > 4) then {
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					[objNull, player, rSwitchMove,"GetOver"] call RE;
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					player playActionNow "GetOver";
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					dayz_lastCheckBit = diag_tickTime;
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				} else {
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					_handled = true;
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				};
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			};
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		};
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    };
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    _rifle1 = {
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        2 call dz_fn_switchWeapon;
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        _handled = true;
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    };
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    _rifle2 = {
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        4 call dz_fn_switchWeapon;
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        _handled = true;
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    };
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    _pistol = {
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        3 call dz_fn_switchWeapon;
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        _handled = true;
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    };
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    _painkiller = {
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        [0,0,0,[player]] execVM "rlnt\scripts\Weapon HUD\actions\rlnt_painkiller.sqf";
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        _handled = true;
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    };
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    _bandage = {
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        [0,0,0,[player]] execVM "rlnt\scripts\Weapon HUD\actions\rlnt_bandage.sqf";
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        _handled = true;
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    };
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    local _block = {
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        _handled = true;
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    };
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    local _addArray = {
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        {
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			if (_x <= 999999) then {
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				keyboard_keys set [_x, _this select 1];
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			};
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        } forEach (_this select 0);
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    };
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    keyboard_keys = [];
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	channel_keys = [];
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	voice_keys = [];
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	{voice_keys = voice_keys + (actionKeys _x)} count voice_actions;
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	{channel_keys = channel_keys + (actionKeys _x)} count ["NextChannel","PrevChannel"];
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    keyboard_keys resize 256;
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    [[DIK_ESCAPE], _cancelBuild] call _addArray;
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	[[DIK_INSERT], {DZE_Q_alt = true;}] call _addArray;
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	[[DIK_A,DIK_D,DIK_LEFT,DIK_RIGHT], _interrupt] call _addArray;
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	[[DIK_F], _dze_f] call _addArray;
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	[[DIK_PRIOR], _dze_q] call _addArray;
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	[[DIK_NEXT], _dze_z] call _addArray;
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	[[DIK_Q], {DZE_4 = true;}] call _addArray;
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	[[DIK_E], {DZE_6 = true;}] call _addArray;
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	[[DIK_0], _autoRun] call _addArray;
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	[[DIK_NUMPADMINUS,DIK_LSHIFT], _filterCheat] call _addArray;
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	[[DIK_SPACE], {DZE_5 = true;}] call _addArray;
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	[actionKeys "User6", {DZE_F = true;}] call _addArray;
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	[actionKeys "User7", {DZE_Q_ctrl = true;}] call _addArray;
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	[actionKeys "User8", {DZE_Z_ctrl = true;}] call _addArray;
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	[actionKeys "User13", {DZE_Q_alt = true;}] call _addArray;
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	[actionKeys "User14", {DZE_Z_alt = true;}] call _addArray;
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	[actionKeys "User15", {DZE_Q = true;}] call _addArray;
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	[actionKeys "User16", {DZE_Z = true;}] call _addArray;
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	[actionKeys "User17", {DZE_4 = true;}] call _addArray;
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	[actionKeys "User18", {DZE_6 = true;}] call _addArray;
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	[actionKeys "User19", {DZE_5 = true;}] call _addArray;
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	[actionKeys "Surrender", _surrender] call _addArray;
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    [[DIK_1], _rifle] call _addArray;
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    [[DIK_2], _pistol] call _addArray;
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    [[DIK_3], _melee] call _addArray;
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    [actionKeys "Gear", _gear] call _addArray;
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    [actionKeys "Prone", _drop] call _addArray;
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    [actionKeys "Crouch", _drop] call _addArray;
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    [actionKeys "MoveLeft", _interrupt] call _addArray;
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    [actionKeys "MoveRight", _interrupt] call _addArray;
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    [actionKeys "MoveForward", _interrupt] call _addArray;
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    [actionKeys "MoveBack", _interrupt] call _addArray;
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    [actionKeys "TurnLeft", _interrupt] call _addArray;
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    [actionKeys "TurnRight", _interrupt] call _addArray;
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	[actionKeys "PushToTalk", _noise] call _addArray;
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	[actionKeys "PushToTalkAll", _noise] call _addArray;
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	[actionKeys "PushToTalkCommand", _noise] call _addArray;
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	[actionKeys "PushToTalkDirect", _noise] call _addArray;
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	[actionKeys "PushToTalkGroup", _noise] call _addArray;
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	[actionKeys "PushToTalkSide", _noise] call _addArray;
 | 
			
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	[actionKeys "PushToTalkVehicle", _noise] call _addArray;
 | 
			
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    [actionKeys "VoiceOverNet", _noise] call _addArray;
 | 
			
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	[actionKeys "NextChannel", _noise] call _addArray;
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	[actionKeys "PrevChannel", _noise] call _addArray;
 | 
			
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    [actionKeys "Chat", _noise] call _addArray;
 | 
			
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    [actionKeys "User20", _journal] call _addArray;
 | 
			
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    [actionKeys "Diary", _journal] call _addArray;
 | 
			
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    [actionKeys "NetworkStats", _journal] call _addArray;
 | 
			
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	[[DIK_F1], _muteSound] call _addArray;
 | 
			
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	[[DIK_F3], _statusUI] call _addArray;
 | 
			
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	[[DIK_F4], {if (diag_tickTime - dayz_lastSave > 10) then {call player_forceSave;};_handled = true;}] call _addArray;
 | 
			
		||||
    [[DIK_TAB,DIK_DELETE], _forcesave] call _addArray;
 | 
			
		||||
	[actionKeys "LeanLeft", {DZE_4 = true; dayz_dodge = true;}] call _addArray;
 | 
			
		||||
	[actionKeys "LeanRight", {DZE_6 = true; dayz_dodge = true;}] call _addArray;
 | 
			
		||||
    [actionKeys "GetOver", _bunnyhop] call _addArray; // V
 | 
			
		||||
    [actionKeys "ForceCommandingMode", {DZE_5 = true;_handled = true;}] call _addArray;
 | 
			
		||||
    [[  DIK_F9,DIK_F10,DIK_F11,DIK_F12,
 | 
			
		||||
        DIK_F8,DIK_F7,DIK_F6,DIK_F5,
 | 
			
		||||
        DIK_F2,DIK_9,
 | 
			
		||||
        DIK_8,DIK_7,DIK_6], _block] call _addArray;
 | 
			
		||||
	if (dayz_groupSystem) then {
 | 
			
		||||
		[[DIK_F5], _openGroups] call _addArray;
 | 
			
		||||
		[[DIK_LWIN,DIK_RWIN], {dayz_groupNameTags = !dayz_groupNameTags;_handled = true;}] call _addArray;
 | 
			
		||||
		[actionKeys "TacticalView", _block] call _addArray;
 | 
			
		||||
	};
 | 
			
		||||
	[actionKeys "DSInterface", _block] call _addArray;
 | 
			
		||||
	[[DIK_P], {if (_shiftState) then {_handled = true;};}] call _addArray;
 | 
			
		||||
	//diag_log "keyboard_keys reset";
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
if (r_player_unconsciousInputDisabled) exitWith {true};
 | 
			
		||||
local _code = keyboard_keys select _dikCode;
 | 
			
		||||
if (!isNil "_code") then {
 | 
			
		||||
    call _code;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
_handled
 | 
			
		||||
							
								
								
									
										13
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/compile/local_lockUnlock.sqf
									
									
									
									
									
										Executable file
									
								
							
							
						
						
									
										13
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/compile/local_lockUnlock.sqf
									
									
									
									
									
										Executable file
									
								
							@@ -0,0 +1,13 @@
 | 
			
		||||
private ["_vehicle","_status"];
 | 
			
		||||
_vehicle = _this select 0;
 | 
			
		||||
_status = _this select 1;
 | 
			
		||||
 | 
			
		||||
if (local _vehicle) then {
 | 
			
		||||
	if(_status) then {
 | 
			
		||||
		_vehicle setVehicleLock "LOCKED";
 | 
			
		||||
		//_vehicle setVariable ["MF_Tow_Cannot_Tow",true,true];
 | 
			
		||||
	} else {
 | 
			
		||||
		_vehicle setVehicleLock "UNLOCKED";
 | 
			
		||||
		//_vehicle setVariable ["MF_Tow_Cannot_Tow",false,true];
 | 
			
		||||
	};
 | 
			
		||||
};
 | 
			
		||||
							
								
								
									
										106
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/compile/ui_selectSlot.sqf
									
									
									
									
									
										Executable file
									
								
							
							
						
						
									
										106
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/compile/ui_selectSlot.sqf
									
									
									
									
									
										Executable file
									
								
							@@ -0,0 +1,106 @@
 | 
			
		||||
//private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType"];
 | 
			
		||||
disableSerialization;
 | 
			
		||||
_control = _this select 0;
 | 
			
		||||
_button = _this select 1;
 | 
			
		||||
_parent = findDisplay 106;
 | 
			
		||||
 | 
			
		||||
if (carryClick) then {carryClick = false;};
 | 
			
		||||
 | 
			
		||||
if (_button == 1) then {
 | 
			
		||||
	if (animationState player in ["ainjppnemstpsnonwnondnon_rolltofront","amovppnemstpsnonwnondnon_healed"]) exitWith {
 | 
			
		||||
		//Prevent bypassing unconscious wake up animation with bandage or other right click actions
 | 
			
		||||
		localize "str_player_actionslimit" call dayz_rollingMessages;
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	private ["_conf","_name","_compile","_height","_item"];
 | 
			
		||||
	_group = _parent displayCtrl 6902;
 | 
			
		||||
 | 
			
		||||
	_pos = ctrlPosition _group;
 | 
			
		||||
 | 
			
		||||
	_item = gearSlotData _control;
 | 
			
		||||
	if ( //No right click action
 | 
			
		||||
		(!DZE_SelfTransfuse && {_item in ["ItemBloodbag","wholeBloodBagANEG","wholeBloodBagAPOS","wholeBloodBagBNEG","wholeBloodBagBPOS","wholeBloodBagABNEG","wholeBloodBagABPOS","wholeBloodBagONEG","wholeBloodBagOPOS"]})
 | 
			
		||||
	) exitWith {};
 | 
			
		||||
	
 | 
			
		||||
	if (mouseOverCarry) then {
 | 
			
		||||
		_item = DayZ_onBack;
 | 
			
		||||
		carryClick = true;
 | 
			
		||||
	};
 | 
			
		||||
 | 
			
		||||
	_pos set [0,((_this select 2) + 0.46)];
 | 
			
		||||
	_pos set [1,((_this select 3) + 0.07)];
 | 
			
		||||
 | 
			
		||||
	_conf = configFile >> "cfgMagazines" >> _item;
 | 
			
		||||
	if (!isClass _conf) then {
 | 
			
		||||
		_conf = configFile >> "cfgWeapons" >> _item;
 | 
			
		||||
	};
 | 
			
		||||
	_name = getText(_conf >> "displayName");
 | 
			
		||||
 | 
			
		||||
	_cfgActions = _conf >> "ItemActions";
 | 
			
		||||
	_numActions = (count _cfgActions);
 | 
			
		||||
	_height = 0;
 | 
			
		||||
	if (!dayz_groupSystem && {_item == "ItemRadio"}) then {_numActions = 1;}; // Used to bypass the group action when not enabled.
 | 
			
		||||
	
 | 
			
		||||
	//Populate Menu
 | 
			
		||||
	for "_i" from 0 to (_numActions - 1) do
 | 
			
		||||
	{
 | 
			
		||||
		_menu = _parent displayCtrl (1600 + _i);
 | 
			
		||||
		_menu ctrlShow true;
 | 
			
		||||
		_config = (_cfgActions select _i);
 | 
			
		||||
		_type = getText (_config >> "text");
 | 
			
		||||
		_script = getText (_config >> "script");
 | 
			
		||||
		_outputOriented = getNumber (_config >> "outputOriented") == 1;
 | 
			
		||||
		_height = _height + (0.025 * safezoneH);
 | 
			
		||||
		_compile = format["_id = '%2' %1;",_script,_item];
 | 
			
		||||
		uiNamespace setVariable ['uiControl', _control];
 | 
			
		||||
		if (_outputOriented) then {
 | 
			
		||||
			/*
 | 
			
		||||
				This flag means that the action is output oriented
 | 
			
		||||
				the output class will then be transferred to the script
 | 
			
		||||
				and the type used for the name
 | 
			
		||||
			*/
 | 
			
		||||
			_array = getArray (_config >> "output");
 | 
			
		||||
			_outputClass = _array select 0;
 | 
			
		||||
			_outputType = _array select 1;
 | 
			
		||||
			_name = getText (configFile >> _outputType >> _outputClass >> "displayName");
 | 
			
		||||
			_compile = format["_id = ['%2',%3] %1;",_script,_item,_array];
 | 
			
		||||
		};
 | 
			
		||||
 | 
			
		||||
		_menu ctrlSetText format[_type,_name];
 | 
			
		||||
		_menu ctrlSetEventHandler ["ButtonClick",_compile];
 | 
			
		||||
	};
 | 
			
		||||
	
 | 
			
		||||
	_isKey = ((["ItemKey",_item] call fnc_inString) && (_item != "ItemKeyKit"));
 | 
			
		||||
 | 
			
		||||
	{
 | 
			
		||||
		private["_classname","_text","_execute","_condition","_option"];
 | 
			
		||||
		_classname   = _x select 0;
 | 
			
		||||
		_text        = _x select 1;
 | 
			
		||||
		_execute     = _x select 2;
 | 
			
		||||
		_condition   = _x select 3;
 | 
			
		||||
		if (count _this > 4) then {_option = _x select 4};
 | 
			
		||||
 | 
			
		||||
		if ((_item == _classname || (_isKey && (_className == "ItemKey"))) && (call compile _condition)) then {
 | 
			
		||||
			_menu = _parent displayCtrl (1600 + _numActions);
 | 
			
		||||
			_menu ctrlShow true;
 | 
			
		||||
			_height = _height + (0.025 * safezoneH);
 | 
			
		||||
			uiNamespace setVariable ['uiControl', _control];
 | 
			
		||||
			_menu ctrlSetText _text;
 | 
			
		||||
			if (_isKey && (_className == "ItemKey")) then {
 | 
			
		||||
				_menu ctrlSetEventHandler ["ButtonClick",format ["[%1,%2] %3",str _item,_option,_execute]];
 | 
			
		||||
			} else {
 | 
			
		||||
				_menu ctrlSetEventHandler ["ButtonClick",_execute];
 | 
			
		||||
			};
 | 
			
		||||
			_numActions = _numActions + 1;
 | 
			
		||||
		};
 | 
			
		||||
	} forEach DZE_CLICK_ACTIONS;	
 | 
			
		||||
	
 | 
			
		||||
	_pos set [3,_height];
 | 
			
		||||
 | 
			
		||||
	//hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];
 | 
			
		||||
 | 
			
		||||
	_group ctrlShow true;
 | 
			
		||||
	ctrlSetFocus _group;
 | 
			
		||||
	_group ctrlSetPosition _pos;
 | 
			
		||||
	_group ctrlCommit 0;
 | 
			
		||||
};
 | 
			
		||||
							
								
								
									
										7
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/configVariables.sqf
									
									
									
									
									
										Executable file
									
								
							
							
						
						
									
										7
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/configVariables.sqf
									
									
									
									
									
										Executable file
									
								
							@@ -0,0 +1,7 @@
 | 
			
		||||
if (isServer) then {
 | 
			
		||||
	diag_log "Loading custom server configVariables";
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
if (!isDedicated) then {
 | 
			
		||||
	diag_log "Loading custom client configVariables";
 | 
			
		||||
};
 | 
			
		||||
							
								
								
									
										114
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/gui/description.hpp
									
									
									
									
									
										Executable file
									
								
							
							
						
						
									
										114
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/gui/description.hpp
									
									
									
									
									
										Executable file
									
								
							@@ -0,0 +1,114 @@
 | 
			
		||||
class RscText
 | 
			
		||||
{
 | 
			
		||||
	type = 0;
 | 
			
		||||
	idc = -1;
 | 
			
		||||
	x = 0;
 | 
			
		||||
	y = 0;
 | 
			
		||||
	h = 0.037;
 | 
			
		||||
	w = 0.3;
 | 
			
		||||
	style = 0x100; 
 | 
			
		||||
	font = Zeppelin32;
 | 
			
		||||
	SizeEx = 0.03921;
 | 
			
		||||
	colorText[] = {1,1,1,1};
 | 
			
		||||
	colorBackground[] = {0, 0, 0, 0};
 | 
			
		||||
	linespacing = 1;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class RscPicture
 | 
			
		||||
{
 | 
			
		||||
	access=0;
 | 
			
		||||
	type=0;
 | 
			
		||||
	idc=-1;
 | 
			
		||||
	style=48;
 | 
			
		||||
	colorBackground[]={0,0,0,0};
 | 
			
		||||
	colorText[]={1,1,1,1};
 | 
			
		||||
	font="TahomaB";
 | 
			
		||||
	sizeEx=0;
 | 
			
		||||
	lineSpacing=0;
 | 
			
		||||
	text="";
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class RscLoadingText : RscText
 | 
			
		||||
{
 | 
			
		||||
	style = 2;
 | 
			
		||||
	x = 0.323532;
 | 
			
		||||
	y = 0.666672;
 | 
			
		||||
	w = 0.352944;
 | 
			
		||||
	h = 0.039216;
 | 
			
		||||
	sizeEx = 0.03921;
 | 
			
		||||
	colorText[] = {0.543,0.5742,0.4102,1.0};
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class RscProgress
 | 
			
		||||
{
 | 
			
		||||
	x = 0.344;
 | 
			
		||||
	y = 0.619;
 | 
			
		||||
	w = 0.313726;
 | 
			
		||||
	h = 0.0261438;
 | 
			
		||||
	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
 | 
			
		||||
	colorFrame[] = {0,0,0,0};
 | 
			
		||||
	colorBar[] = {1,1,1,1};
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class RscProgressNotFreeze
 | 
			
		||||
{
 | 
			
		||||
	idc = -1;
 | 
			
		||||
	type = 45;
 | 
			
		||||
	style = 0;
 | 
			
		||||
	x = 0.022059;
 | 
			
		||||
	y = 0.911772;
 | 
			
		||||
	w = 0.029412;
 | 
			
		||||
	h = 0.039216;
 | 
			
		||||
	texture = "#(argb,8,8,3)color(0,0,0,0)";
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
class DayZ_loadingScreen
 | 
			
		||||
{ 
 | 
			
		||||
	idd = -1;
 | 
			
		||||
	duration = 10e10;
 | 
			
		||||
	fadein = 0;
 | 
			
		||||
	fadeout = 0;
 | 
			
		||||
	name = "loading screen";
 | 
			
		||||
	class controlsBackground
 | 
			
		||||
	{
 | 
			
		||||
		class blackBG : RscText
 | 
			
		||||
		{
 | 
			
		||||
			x = safezoneX;
 | 
			
		||||
			y = safezoneY;
 | 
			
		||||
			w = safezoneW;
 | 
			
		||||
			h = safezoneH;
 | 
			
		||||
			text = "";
 | 
			
		||||
			colorText[] = {0,0,0,0};
 | 
			
		||||
			colorBackground[] = {0,0,0,1};
 | 
			
		||||
		};
 | 
			
		||||
	};
 | 
			
		||||
	class controls
 | 
			
		||||
	{
 | 
			
		||||
		class Title1 : RscLoadingText
 | 
			
		||||
		{
 | 
			
		||||
			text = "$STR_LOADING";
 | 
			
		||||
		};
 | 
			
		||||
		class CA_Progress : RscProgress
 | 
			
		||||
		{
 | 
			
		||||
			idc = 104;
 | 
			
		||||
			type = 8;
 | 
			
		||||
			style = 0;
 | 
			
		||||
			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
 | 
			
		||||
		};
 | 
			
		||||
		class CA_Progress2 : RscProgressNotFreeze
 | 
			
		||||
		{
 | 
			
		||||
			idc = 103;
 | 
			
		||||
		};
 | 
			
		||||
		class Name2: RscText
 | 
			
		||||
		{
 | 
			
		||||
			idc = 101;
 | 
			
		||||
			x = 0.05;
 | 
			
		||||
			y = 0.029412;
 | 
			
		||||
			w = 0.9;
 | 
			
		||||
			h = 0.04902;
 | 
			
		||||
			text = "";
 | 
			
		||||
			sizeEx = 0.05;
 | 
			
		||||
			colorText[] = {0.543,0.5742,0.4102,1.0};
 | 
			
		||||
		};
 | 
			
		||||
	};
 | 
			
		||||
};
 | 
			
		||||
							
								
								
									
										14
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/init/compiles.sqf
									
									
									
									
									
										Executable file
									
								
							
							
						
						
									
										14
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/init/compiles.sqf
									
									
									
									
									
										Executable file
									
								
							@@ -0,0 +1,14 @@
 | 
			
		||||
if (isServer) then {
 | 
			
		||||
	diag_log "Loading custom server compiles";
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
if (!isDedicated) then {
 | 
			
		||||
	diag_log "Loading custom client compiles";
 | 
			
		||||
 | 
			
		||||
	player_selectSlot = compile preprocessFileLineNumbers "dayz_code\compile\ui_selectSlot.sqf";
 | 
			
		||||
	fnc_usec_selfActions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
 | 
			
		||||
	locateVehicle = compile preprocessFileLineNumbers "scripts\locateVehicle.sqf";
 | 
			
		||||
	remoteVehicle = compile preprocessFileLineNumbers "scripts\remoteVehicle\remoteVehicle.sqf";
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
DZ_KeyDown_EH = compile preprocessFileLineNumbers "dayz_code\compile\keyboard.sqf";
 | 
			
		||||
							
								
								
									
										50
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/init/variables.sqf
									
									
									
									
									
										Executable file
									
								
							
							
						
						
									
										50
									
								
								MPMissions/DayZ_Epoch_24.Napf/dayz_code/init/variables.sqf
									
									
									
									
									
										Executable file
									
								
							@@ -0,0 +1,50 @@
 | 
			
		||||
if (isServer) then {
 | 
			
		||||
	diag_log "Loading custom server variables";
 | 
			
		||||
 | 
			
		||||
	vkc_clearAmmo = true; // Clear the ammo of vehicles after they have been rekeyed/claimed? (stops users getting a free rearm)
 | 
			
		||||
    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"];
 | 
			
		||||
 | 
			
		||||
    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)
 | 
			
		||||
    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"];
 | 
			
		||||
    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'
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
if (!isDedicated) then {
 | 
			
		||||
	diag_log "Loading custom client variables";
 | 
			
		||||
 | 
			
		||||
	vkc_claimPrice = 1000; // Amount in worth for claiming a vehicle. See the top of this script for an explanation.
 | 
			
		||||
    vkc_changePrice = 5000; // Amount in worth for changing the key for a vehicle. See the top of this script for an explanation.
 | 
			
		||||
 | 
			
		||||
    vg_list = ["Plastic_Pole_EP1_DZ"]; // List of objects/traders that are allowed to interact with virtual garage. i.e: ["Plastic_Pole_EP1_DZ","Worker2"];
 | 
			
		||||
    vg_blackListed = []; // Array of vehicle config classes as well as vehicle classnames that are blacklisted from being stored, i.e ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"]
 | 
			
		||||
    vg_heliPads = ["Helipad_Civil_DZ","Helipad_Rescue_DZ","Helipad_Army_DZ","Helipad_Cross_DZ","Helipad_ParkBorder_DZ"]; // Array of heli pad classnames
 | 
			
		||||
    vg_removeKey = true; // Remove the key from the players inventory after storing vehicle?
 | 
			
		||||
    vg_requireKey = true; // Require the player to have the key when storing a locked vehicle.
 | 
			
		||||
    vg_storeWithGear = true; // Allow storing vehicles with gear?
 | 
			
		||||
    vg_tiedToPole = true; // Tie the virtual garage to a local plot pole? If no plot pole is present (i.e a communal garage at a trader etc) the players UID will be used.
 | 
			
		||||
    vg_pricePer = 100; // Price in worth to store a vehicle per gear item, use 0 if you want it to be free.
 | 
			
		||||
    vg_maintainCost = 10000; //cost is 1000 per 10oz gold, gem cost is as defined in DZE_GemWorthArray; if you use ZSC then this is an amount of coins. This is a flate rate for all vehicles in the garage/per player depending on vg_tiedToPole
 | 
			
		||||
    vg_price = [["Land",500],["Air",500],["Ship",500]];
 | 
			
		||||
    /*
 | 
			
		||||
        vg_price can be an array of vehicle config classes as well as vehicle classnames, you need to put these in order of what you prefer to get checked first.
 | 
			
		||||
        Price is in worth for briefcases or coins for gold based servers (10,000 worth is considered 1 briefcase, 100,000 coins is considered 1 briefcase)
 | 
			
		||||
 | 
			
		||||
        i.e:
 | 
			
		||||
        vg_price = [["Land",500],["Air",300],["Ship",100]];
 | 
			
		||||
        vg_price = [["350z_red",200],["Land",500],["AH1Z",1000],["Air",300],["Ship",100]];
 | 
			
		||||
    */
 | 
			
		||||
    vg_limit = [["Land",10],["Air",5],["Ship",5]];
 | 
			
		||||
    /*
 | 
			
		||||
        vg_limit can be an array of vehicle config classes and classnames to narrow down what players can store or it can be a numerical value for a total limit.
 | 
			
		||||
        These can be classnames as well as config classnames, you need to put these in order of what you prefer to get checked first.
 | 
			
		||||
 | 
			
		||||
        i.e:
 | 
			
		||||
        vg_limit = [["Land",5],["Air",3],["Ship",1]];
 | 
			
		||||
        vg_limit = [["350z_red",2],["Land",5],["AH1Z",1],["Air",3],["Ship",1]];
 | 
			
		||||
        vg_limit = 5;
 | 
			
		||||
    */
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
Z_singleCurrency = true;
 | 
			
		||||
Z_globalBanking = true;
 | 
			
		||||
Z_globalBankingTraders = true;
 | 
			
		||||
		Reference in New Issue
	
	Block a user