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* Fix arrow and other WeaponHolderBase inherited destrType Fixes WoodenArrowF and other WeaponHolderBase inherited objects catching fire when destroyed due to inherited destrType=building. Now using same destrType as WeaponHolder. * Remove two unused files * Fix missing return variable in sched_antiTeleport My mistake from 39bcedb * Fix floating arrows See EpochModTeam/DayZ-Epoch#1815 * QF6, test revivals some issues with players crashing and bodies duping. Reverted, animation on players change clothes. * Testing damage modification based on different fences. * Update pCleanupBase.sql #801 fix typo to make WoodenGate_1 degrade to WoodenGate_foundation * Update randomizeVehicleInventory.sql for issue#803 * Removed Transfusion kit from UAZ new spawns. * Update pCleanup.sql #805 * Update vehicle_spawns_groups.sql #807 * Remove two hardcoded Chernarus checks #812 For alt map compatibility. See #812 * Removed, WireFence Due to issues with some players and graphic glitches this item has been removed. * Replace Etool with Shovel. (etool still needed for base stuff ATM) * Revert pain effect to original #786 Reverts a42427f Fixes #786 * Revert pain effect to pre-1.8 version #786 * Update weapons and attachments to implement military flashlight attachment (#800) * Update stringtable.xml Added military flashlight * Create MFL.hpp * Create MFL_Pist.hpp * Update Attachments.hpp * Update Attachments.hpp * Update G17.hpp * Update Crossbow.hpp * Update M16A4.hpp * Update M4A1.hpp * Update Mosin.hpp * Update SA58.hpp * Update G17.hpp * removed duplicates atleast i hope i did 🎯 * Update Remington870.hpp * added remington MFL to the descriptions * Update stringtable.xml * Remove duplicate Land_Ind_Quarry CfgLoot class #706 Land_Ind_Quarry was defined twice, mistake from #706 @skigoggles * Water holes (#817) * Create waterHoleProxy.sqf add napf waterHoleProxy. coordinates * Create waterHoleProxy.sqf add namalsk waterHoleProxy coordinates * Update player_switchModel 1. Fixes swimming in ground glitch for alternative maps with respawn_west position in the water (like Napf, Tavi, Namalsk). 2. Camera is automatically returned to third person if player was in third person before changing clothes. 3. Old group is deleted immediately after player changes clothes if it is empty. This helps prevent the seagull issue (144 west groups exceeded) because deleteGroup only works where the group is local. The server could not delete old empty groups until the player that created them disconnected (locality change). https://community.bistudio.com/wiki/deleteGroup * Fixed Dupe userActions. * Updated Build Items Configs. Disassembly will no longer return all items. Based on removedParts Array, All other items not defined in removedParts will be given a chance to be given back based on chance removedChance. UserActions Updated. Untested. * Vehicle GetOut EH updated. Player exit location now draws a line from current position to vehicle exit position if the line intersects any fence item player is returned to vehicle. Untested. * Added default case to SendtoClient EH. Should log anything not covered, Not that anything should not be covered already. * Combine player_fillWater and player_drinkWater to one function Drink from hands at wells is now in UserActions. Drink from hands at ponds is removed for now, because a 50m nearestObjects search onEachFrame hurts client FPS too much. Players can still right click a container to drink at ponds. DrinkWater and fillWater are combined to one function since they were mostly identical. The pond search now uses the much faster search for waterHoleProxy rather than an empty array search using fnc_inString. The latter is reserved for alternative maps that do not have waterHoleProxy added yet. * Remove some more unused variables Also these don't run on the server. * Fix undefined color error in repair_vehicle.sqf Same error described in 6db1111 This adds better handling of repair parts not listed in the config. GetText always returns an empty string "" (not undefined) if the config entry does not exist, so isNil does not work here. * Add some missing server RPT logs to _DEBUG macro * Fix misspelled variable names DayZ_Ignators and destorytent * Split player_death into scheduled and unscheduled This allows for more reliable detection of source weapon, distance and method than my previous commit using spawn with sleep 96c9be3. The switchMove in player_death should fix the occasional running corpse issue according to icomrade: EpochModTeam/DayZ-Epoch@0c4d77d * Update zombie event handlers Missing updates from 09aa9f8. Zombie_initialize function no longer exists. Zombie_agent.fsm now expects object in first parameter, not position. The isNil check is needed for intro.sqs (A2OA main menu screen) because it spawns zombies without running variables.sqf. * Add shadow to dayz_rollingMessages * Prevent 'name' error when player is killed while logging in * Fix duplicate matchbox and knife issue Fixes issue described in: EpochModTeam/DayZ-Epoch#1849 Duplicate drop item functions were also removed. * Fix wrong classname DZ_ExplosivesBoxRU in loot table Classname typo * Prevent abuse of combine M24 and 2RndShotGun ammo Prevents duping exploit described in: EpochModTeam/DayZ-Epoch#1848 * Remove nutrition hit for push plane for now * Remove IR Laser from DZ L110A1 See: EpochModTeam/DayZ-Epoch#1873 * Revert lobby and player list background colors to A2OA default Partial reverts of my changes in a0fddf4 and fb0ec21. It requires too many changes to make the whole A2OA UI match. * Fix undefined error when dayz_bleedingeffect = 1; * Add waterHoleProxy support for alternative maps Continuation of b5a9125 * Should fix occasional running corpse issue according to icomrade * Add fuel tank classnames for alternative maps Added fuel tank classnames for Lingor, Sahrani and Panthera * Fixed script errors * Remove fn_upgradeActions Continuation and fixing some errors from 2ee5693 Upgrade, maintain and disassemble actions are all in the fence and gate configs now. * Remove unnecessary check for upgrade storage * Updated antiwallHack to include Land_Panelak in cherno, Updated dupe entry in waterholes * Use fast waterhole search for namalsk and napf Forgot this in 3df44ef * Rework player_death for respawnDelay=0; Partially reverts: 4d09b22 See: EpochModTeam/DayZ-Epoch#1825 (comment) * Move plant lib check to scheduled It uses sleep. * Add enable flies setting * Properly disable antiTP and sched security when dayz_antihack=0; This prevents them being called unnecessarily on loop. * Update damage handler - Added damage and selection to server RPT hit log - Increased damage a bit for RunOver due to consistently low damage in testing - Increased headshot damage for regular shots (non-melee, non-zombie hits) - Fixed hits from players shooting from vehicle weapons still not showing in server RPT. * Move POI back to local spawned again * Rename r_action_count to dayz_actionInProgress At the moment it is pointless to keep an action count tally, because we only ever check it for being 0 or 1. Any count higher or lower than that is irrelevant. It's better to use a boolean. * Remove some redundant checks * Swap some nearestObjects to nearObjects It's faster when distance sorting is not needed. See KK's note: https://community.bistudio.com/wiki/nearestObjects Building includes House and its child classes. See: https://community.bistudio.com/wiki/ArmA_2:_CfgVehicles#Static_Class_Vehicles * Fixed an error with Disassembly, Update an error in stringtables. * Updated object_build removed the EH, Updated fence damage handler. * Update Boat.hpp added loot+zed pos * Update Church.hpp * Update Farm.hpp * loot+zed pos changes * updated loot+zed pos * updated loot+zed pos * Update Residential.hpp * Moved sepsis message from systemChat to rolling messages system. * Remove duplicate HandleDamage event handler on zeds * Use typeOf for generator checks Nothing inherits from Generator_DZ, so there is no need to use isKindOf. * vehicle_getOut fixed for ASL and exitwith * Add vehicle check to upgrade system. Not Tested. * Flies Disable/Enable system moved to presets rather then a global settable value. This is too keep the original feeling of dayz dispirit the fps drop. Only Custom server presets can set this. * Fence WIP Updated, Added itemScrews for levels 5-7 fences (Construction, industrial), Updated Fence requirements, Updated Maintenance requirements, Updated Fence damage based on level. Still WIP * Added SQL 1.8.9, Changes fence maintenance requirements. * Updated Vehicle GetOut, Updated line intersectswith to exitwith soon as a fence is found setting the required vars * Block Topolka Dam walk under water glitch #826 See #826 * WIP - Client Side Ext * WIP - Client Side Ext p2 * Updated Git Ignore. * WIP - Client Side Ext .dll p3 * Use effectiveCommander for humanity hit * WIP: Client side Ext p4 * updated vehicle_locations.sql Added new vehicle spawn locations for atv, lb, huey, moto, car, military, truck, boat, bus, tractor * WIP: Client EXT Added global var to disable any systems needing the EXT, Added some logging info for the EXT. Pending changes due to signing issues. * WIP: Client EXT, Fixed a few issues, Removed global var to enable/disable due to the logic Monitor loading before the code. * Resolved #819 * Fix removal of repair and salvage actions As reported by @bchawke * Reduce pain shake intensity and frequency Intensity is visibly reduced. Frequency is reduced 2s loop --> 10s loop. This is based on feedback from 1.8.9 dev branch testing in discord. This partially reverts 9b6d3dc. * Fix misspelled building class Land_buova4_winter @skigoggles * use aimpos for _exitPosition * Fix a typo in stringtable.xml * Comment unused maintenance PVEH #832 See #832 * Tag map markers with player names * Fix panic sound overlapping See: EpochModTeam/DayZ-Epoch#1861 * Remove unnecessary rules and watermark waitUntils * Fix add melee to full toolbelt eating weapon Melee weapons were deleted when trying to add them to a full toolbelt. * Update to Core Patch BIS_Effects, add force eject Updated to Sa-Matra's latest Core Patch BIS Effects which fix the fire in the sky bug again: https://github.com/Goliath86/CorePatch/tree/master/CorePatch_FIS/data/scripts All vehicle explosion types (car, truck, boat, plane) need multiplayer testing when the development branch is updated. When a car explodes the crew is now force ejected. This prevents people hiding immune to damage inside the destroyed vehicle. When a helicopter or plane explodes the crew is now ejected and killed. This fixes the A2 bug where pilots always survive crashes. * Move study body back to fn_selfActions Adding UserActions to player units (CAManBase) is not efficient, because the condition evaluates all the time. This is ~1000x per second (onEachFrame) versus self actions 10x per second (0.1s loop). https://community.bistudio.com/wiki/addAction#Syntax This partially reverts 14f7f8b. * fixed g36c acog * Remove needless recompile of player_spawnCheck This was recompiling it every six seconds unnecessarily. * Fix potential undefined error on bear trap trigger * Add playerIsNear check to pack and upgrade tent This blocks a few dupe methods using tents. * Make server_playerSync exit log more accurate This will now show INFO instead of ERROR when sync exits while a player is changing clothes. * Move chop tree PVEH to server only compile Only compile this on the server machine, so setDamage scripts.txt exception is not needed on clients. * Sync createDialog formatting for scripts.txt filter DayZMod/Battleye-Filters@5cdf249 * Add message for already wearing clothes Because it isn't always obvious. * updated pCleanupOOB() add East and South boundaries per #835 . I have been running this on my server for months but was recently reminded due to player behavior. * Fix undefined variable _display error * Fix undefined error fnc_spawnObjects My mistake from 3df44ef * Add two German translations submitted by @AirwavesMan * Replace max blood constant of 12000 to r_player_bloodTotal to keep code consistent. * Remove some unused variables * Loot Table Update to increase barracks loot. * Removed the higher tier maintenance system. * Fix sandbag, tanktrap, camonet can be dismantled when building Mistake from dfc46ef As reported by E_Old_One on Discord * Updated damageHandler. * Fix missing upgrade action on fence foundation Fixed wooden fence foundation was missing upgrade action. I forgot UserActions does not inherit when it is included in a child class (must include all parent actions again). My mistake from 02bc22f Moved duplicate actions to macros for easy maintenance. * Move POI back to global spawn again These contain trees and buildings which need their chopped/destroyed status synchronized for all clients. This reverts 1f89bcf. * Fix unable to chop down POI trees As reported by Duraikan on Discord * Skip remove animation on single use trap trigger As reported on Discord, player should not stop and do remove animation after triggering a single use trap. * Some Ai Changes. * Corrected level 5-6 build mats. * Foxed an issue with AI Cleanup. * Fixed an issue with onpause using the wrong variable * Fillbloodbag removed extra logging events. * Change trap initState to unarmed Removed two unused files. As reported on Discord, initState=1 is currently not functional. The trap needs to be disarmed and armed again for it to trigger. InitState=0 works as intended. * Fix grenade and smoke tripwire not deleted after trigger Following 0780b49 * Increase secondary repair and salvage distance for helis This should prevent the secondary actions list being removed at a shorter distance than the primary actions, as reported by @skigoggles on Discord * Require grenade to rearm smoke and frag tripwires Following 6a7c53e, this is a better option than deleting the trap entirely after one trigger or allowing unlimited triggers without refilling the grenade (currently in 1.8.8). * Use lazy evaluation for drivable vehicle UserActions This checks fewer conditions onEachFrame when inside a drivable vehicle, which is most of the time these two evaluate. * Fix trap deleted when removing with no room in gear Trap was eaten because deletion was done before checking if gear was full. IsKindOf does not work for CfgMagazines in A2, so the line in object_pickup always returned false. https://community.bistudio.com/wiki/isKindOf * Block bypassing unconscious wake up animation with bandage * Add classic bloodbag system * Update player_sharpen.sqf Fixes extra knife being deleted if player already had a fully sharpened knife on their toolbelt (duplicate weapon). * Fix typo from 5816ad7 * Fix dayz_lastSave time in player_onPause again Correction from f8c8850. This variable is set in player_forceSave and uses diag_tickTime. https://github.com/DayZMod/DayZ/blob/Development/SQF/dayz_code/compile/player_forceSave.sqf#L16 * Added Ghost models for tents. Untested. * Loot Updated, NVGoggles Swapped to spawn at barracks & removed from crashsites, c4 Swapped to spawn at crashsites & removed from barracks * Fix tent ghost config typo from 8c48716 * Add 10s count down to abort button * Skip gear sound in player_forceSave Don't play sound when gear flashes open momentarily for force save. * Upgrade Storage updated, Moved getVariable system to the top of the script and added an exitwith clause if the original UID is 0 or if the player has no cursorTarget. * Loot Updated. Pipe bombs (c4) updated to spawn at both barracks and crash sites with varying changes to chances. * Journal updated. changed Survived log to days/hours/mins Waiting for changes to the hive.dll to return duration values rather then date created. * Loot group updated. nvgoogles updates to Tools rather then Magazine. * Updated Survival Time in Journal. Should only show time ingame. * Updated crashsite Loot c4 group. * Variable update for survival. * Hive update to support survival time. 2015 redist is needed for server admins. * Adding ironsight & Boltaction animation for CZ550 what the title said * Unbinarized, deleted unnecessary files & renamed files * Removed WebAdmin support DB files. * Fix loot table typo from 5b3e929 * Fix object_upgradeStorage error from 6e4a697 ObjectUID is wiped after server restart. * Use more accurate session time for dayz_survived * Add some German and Russian translations German translations submitted by @AirwavesMan Russian translations submitted by @dreamforceinc * Update jerry_fill.sqf The player is now informed of how much fuel is needed to fill all containers in their gear. A_player_jerryfilling variable is now redundant with dayz_actionInProgress which stops fn_selfActions from running. * Add reliable workaround for swimming in ground and air issue This only applies to alternative maps that have respawn_west in water. * Prevent drop melee weapon dupe Prevents duplicating melee weapons by double clicking to drop and right clicking at the same time as described in: EpochModTeam/DayZ-Epoch#1916 Also simplified player_addToolbelt by removing unnecessary code. * Update RunOver damage handling Being runover does not always register a "Legs" hit, so dayz_hitBy variable was never resetting until relog in some cases. Using a timer guarantees reset. The serach for nearby vehicles uses the faster nearEntities and only runs when the player is not inside a vehicle now. Dayz_sourceBleeding is now the last unit who caused major damage to the player or null after bandaging. This prevents the wrong source being used in player_death when a player is caused to bleed by one unit and then shot and killed by a different one shortly after. Resets in setup_functions_med.sqf were already done in medBandaged.sqf directly above. * Make free slots display more accurate in gear Use the cursorTarget at the time the gear dialog was opened instead of the cursorTarget at the time the script runs. The script can be delayed by several seconds (spawn is scheduled). * Fix CFGMoves Server CTD Patch by icomrade for binocular animation crash. See: Goliath86/CorePatch#3 This can be removed if it is fixed in the upcoming corepatch. * Lower resource layer for rolling messages Using an excessively high layer negatively impacts client frames. * Update player_chopWood.sqf The tree can be deleted after chopping down if it was added with createVehicle (POI). * Update napf and namalsk WaterHoleProxy locations * Fix potential undefined error for dayz_characterID on login The scheduler can start selfActions before this is defined in player_Monitor.fsm when login is slow. * Remove unused legacy wrecks * Allow removal of RIS from SA58_RIS_DZ Note RIS can not be removed from higher variants due to other attachments depending on the RIS being attached first. * Updated Pickup_PK, UH1h PK should now allow players to rearm, Both vehicles rearm action moved to userActions. Action tested, full test needed * Updated da9da12 Readded Inherit options for each vehicle. * Changes for CZ550 and LeeEnfield Changed the scope to the orriginal Stepscope Optimized animations for CZ550 Added Boltaction animation to LeeEnfield * Opticsmode inherit from m24 * changed the inherit from huntingrifle to m24 * New minimal version of the inventory system. * Rearm ammo fix for da9da12 * Removed backpack class from minimal inventory screen * Fix issue with attempting to build multiple times * Remove two unused files * Removed damageActions for rearm vehicles. System moved to UserActions * optimizing of the model.cfg's * Updated Readme * Some basic loot changes for the zero buildings (need some rework) * Revert "Some basic loot changes for the zero buildings (need some rework)" This reverts commit 1ed668a. * Update pCleanupOOB.sql variable misname and synatx errror * nsonP, Corrected typo in pCleanupBase https://github.com/DayZMod/DayZ/pull/848/files * Fixed an issue with duration/Alive Timer * Fix survival time not counted after clothes change #849 This partially reverts 8309427 * Fix double tranquilized message Spawn is delayed (scheduled) * Update vehicle_inventory.sql reduced satchel charge to 1 MAX with a 15% spawn chance. * removed ItemBagScrews * Fixed an issue with level 4 gates showing lockable status. * panalak building hacks spots blocked. * Fixed Screws displayname * Updated. Have an equal chance to spawn empty fuelcans and jerrycans without affecting their overall rates. Thanks Inurosen. #853 * Updated crossbow reload. Needs testing. * C4 Changes to crashsites. * Permission file updated. * Fixed dissemble issue with fences/gates * Crafting cleanup * Create Office.hpp updated for for white Tavi variants * Fix fuel containers loot group typo from e51bde7 Forgot to leave off last comma in array * Remove unused crafting translations Continuation of 809de6a * Update some Russian translations Submitted by @dreamforceinc * Add medic anim function with proper interrupt Removed three unused files and some variables made redundant by actionInProgress * Prevent double death issue * Should fix the recoil bug reported here https://epochmod.com/forum/topic/43817-horrible-visual-recoil-bug-since-1061/#comment-291759 * AntiWallHack updated. * Fixed an issue with (Members already defined) LAND_Tav_panelak,LAND_Tav_panelak2, * Loot tables updated for nails,screws * Fence Damage handler for Owner, Building refreshLoot moved to configs (Should allow different refresh timers for different buildings), Started zero building loot * GearMenu updated with more save systems. * Revert "GearMenu updated with more save systems." This reverts commit 53cb81a. * Lower journal cover sound volume #840 is correct. This sound was inconsistently loud. Fixes #840 * Improve reliability of user input disable during knock out This should fix input not always being fully disabled during a knockout, as shown by Term in the Discord testing channel. This has been live in Epoch 1.0.6.1 for a couple months with no issues reported so far. Added by icomrade: EpochModTeam/DayZ-Epoch@70948ad * Fix short knockouts for tranquilizer bolt As reported by Term in Discord testing channel The knockout is now guaranteed to be 20s-80s for tranq bolts as set in the damage handler. This change allows r_player_timeout to be pre-set if desired, instead of always generating a random value based on passed damage in fnc_usec_damageUnconscious. Removed redundant setVariable already done in fnc_usec_damageUnconscious * Remove unused gui files I reverted my commits a0fddf4 and fb0ec21 in 7e47281 and forgot to remove these. * Update POI * Revert Topolka dam fix #826 See #826 * Disabled non-SD mags in SD ARs
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