Reptoll

Extra-RC | Проблема

Вопрос

Привет, сейчас занимаюсь созданием сервера. Возникла не большая проблема, попытался поставить вот это штуку: Вот эту.
И не работает даже в таком виде как у них. Посмотрите, прикладываю всё что может понадобится.

 

 

 

 

class ExtraRc {
class ItemToolbox {
class Use {
text = "Forge a bike!";
script = "['MMT_Civ'] execVM 'scripts\EVD\EVD_deploy.sqf'";
};
class Use1 {
text = "Assemble a mozzie!";
script = "['CSJ_GyroC'] execVM 'scripts\EVD\EVD_deploy.sqf'";
};
};
class Binocular {
class use {
text = "View distance: 0.8km";
script = "setViewDistance 800; systemChat('ViewDistance set to 0.8km')";
};
class use1 {
text = "View distance: 1km";
script = "setViewDistance 1000; systemChat('ViewDistance set to 1km')";
};
class use2 {
text = "View distance: 1.2km";
script = "setViewDistance 1200; systemChat('ViewDistance set to 1.2km')";
};
class use3 {
text = "View distance: 1.4km";
script = "setViewDistance 1400; systemChat('ViewDistance set to 1.4km')";
};
class use4 {
text = "View distance: 1.6km[Default]";
script = "setViewDistance 1600; systemChat('ViewDistance set to 1.6km')";
};
class use5 {
text = "View distance: 1.8km";
script = "setViewDistance 1800; systemChat('ViewDistance set to 1,0.8km')";
};
class use6 {
text = "View distance: 2km";
script = "setViewDistance 2000; systemChat('ViewDistance set to 2km')";
};
class use7 {
text = "View distance: 2.2km";
script = "setViewDistance 2200; systemChat('ViewDistance set to 2.2km')";
};
class use8 {
text = "View distance: 3km";
script = "setViewDistance 3000; systemChat('ViewDistance set to 3km')";
};
class use9 {
text = "View distance: 4km";
script = "setViewDistance 4000; systemChat('ViewDistance set to 4km')";
};
class use10 {
text = "View distance: 5km";
script = "setViewDistance 5000; systemChat('ViewDistance set to 5km')";
};
};
class Binocular_Vector {
class use {
text = "View distance: 0.8km";
script = "setViewDistance 800; systemChat('ViewDistance set to 0.8km')";
};
class use1 {
text = "View distance: 1km";
script = "setViewDistance 1000; systemChat('ViewDistance set to 1km')";
};
class use2 {
text = "View distance: 1.2km";
script = "setViewDistance 1200; systemChat('ViewDistance set to 1.2km')";
};
class use3 {
text = "View distance: 1.4km";
script = "setViewDistance 1400; systemChat('ViewDistance set to 1.4km')";
};
class use4 {
text = "View distance: 1.6km[Default]";
script = "setViewDistance 1600; systemChat('ViewDistance set to 1.6km')";
};
class use5 {
text = "View distance: 1.8km";
script = "setViewDistance 1800; systemChat('ViewDistance set to 1,0.8km')";
};
class use6 {
text = "View distance: 2km";
script = "setViewDistance 2000; systemChat('ViewDistance set to 2km')";
};
class use7 {
text = "View distance: 2.2km";
script = "setViewDistance 2200; systemChat('ViewDistance set to 2.2km')";
};
class use8 {
text = "View distance: 3km";
script = "setViewDistance 3000; systemChat('ViewDistance set to 3km')";
};
class use9 {
text = "View distance: 4km";
script = "setViewDistance 4000; systemChat('ViewDistance set to 4km')";
};
class use10 {
text = "View distance: 5km";
script = "setViewDistance 5000; systemChat('ViewDistance set to 5km')";
};
};
};
 

 

 

 

 

 

 

/*
FUNCTION COMPILES
*/
//Player only
if (!isDedicated) then {

"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf"; //macdog: custom right click stuff
player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";

player_removeTankTrap = {
//Object Array, Range, Error Message (@Skaronator)
[["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;
};
player_removeNet = {
[["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;
};

player_login = {
private ["_unit","_detail"];
_unit = _this select 0;
_detail = _this select 1;
if(_unit == getPlayerUID player) then {
player setVariable["publish",_detail];
};
};

player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";

player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";

//Objects
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";

local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";

//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour

pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";

dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";

//actions
player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";

player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";
player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";

//ui
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";

//System
player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
onPreloadStarted "dayz_preloadFinished = false;";
onPreloadFinished "dayz_preloadFinished = true;";

// helper functions
player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"
player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";

// combination of check && remove items
player_checkAndRemoveItems = {
private ["_items","_b"];
_items = _this;
_b = _items call player_checkItems;
if (_b) then {
_b = _items call player_removeItems;
};
_b
};

dayz_HungerThirst = {
dayz_hunger = dayz_hunger + (_this select 0);
dayz_thirst = dayz_thirst + (_this select 1);
};

epoch_totalCurrency = {
// total currency
_total_currency = 0;
{
_part = (configFile >> "CfgMagazines" >> _x);
_worth = (_part >> "worth");
if isNumber (_worth) then {
_total_currency = _total_currency + getNumber(_worth);
};
} count (magazines player);
_total_currency
};

epoch_itemCost = {
_trade_total = 0;
{
_part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0);
if (isClass (_part_in_configClass)) then {
_part_inWorth = (_part_in_configClass >> "worth");
if isNumber (_part_inWorth) then {
_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
};
};
} count _this;

//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
_trade_total
};

epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
// usage [["partinclassname",4]] call epoch_returnChange;

dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
// diag_log ("VAL: " + str(_this));
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};

ui_initDisplay = {
private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
disableSerialization;
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1204;
_control ctrlShow false;
if (!r_player_injured) then {
_ctrlBleed = _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs && !r_fracture_arms) then {
_ctrlFracture = _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
_ctrlDogFoodBorder = _display displayCtrl 1501;
_ctrlDogFoodBorder ctrlShow false;
_ctrlDogFood = _display displayCtrl 1701;
_ctrlDogFood ctrlShow false;

_ctrlDogWaterBorder = _display displayCtrl 1502;
_ctrlDogWaterBorder ctrlShow false;
_ctrlDogWater = _display displayCtrl 1702;
_ctrlDogWater ctrlShow false
};

dayz_losCheck = {
private["_target","_agent","_cantSee"];
_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
_agent = _this select 1;
_cantSee = true;
if (!isNull _target) then {

_tPos = visiblePositionASL _target;
_zPos = visiblePositionASL _agent;

_tPos set [2,(_tPos select 2)+1];
_zPos set [2,(_zPos select 2)+1];

if ((count _tPos > 0) && (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos];
if (!_cantSee) then {
_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
};
};
};
_cantSee
};

dayz_equipCheck = {
private ["_empty", "_needed","_diff","_success"];
_config = _this;
_empty = [player] call BIS_fnc_invSlotsEmpty;
_needed = [_config] call BIS_fnc_invSlotType;
_diff = [_empty,_needed] call BIS_fnc_vectorDiff;

_success = true;
{
if (_x > 0) then {_success = false};
} count _diff;
hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
_success
};

vehicle_gear_count = {
private["_counter"];
_counter = 0;
{
_counter = _counter + _x;
} count _this;
_counter
};

player_tagFriendlyMsg = {
if(player == (_this select 0)) then {
cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
};
};

player_serverModelChange = {
private["_object","_model"];
_object = _this select 0;
_model = _this select 1;
if (_object == player) then {
_model call player_switchModel;
};
};

player_guiControlFlash = {
private["_control"];
_control = _this;
if (ctrlShown _control) then {
_control ctrlShow false;
} else {
_control ctrlShow true;
};
};

gearDialog_create = {
private ["_i","_dialog"];
if (!isNull (findDisplay 106)) then {
(findDisplay 106) closeDisplay 0;
};
openMap false;
closeDialog 0;
if (gear_done) then {sleep 0.001;};
player action ["Gear", player];
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
_i = 0;
while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!
_i = _i + 1;
_dialog = findDisplay 106;
if (gear_done) then {sleep 0.001;};
if (_i in [100,200,299]) then {
closeDialog 0;
player action ["Gear", player];
};
if (_i > 300) exitWith {};
};
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
if ((parseNumber(_this select 0)) != 0) then {
ctrlActivate (_dialog displayCtrl 157);
if (gear_done) then {
waitUntil {ctrlShown (_dialog displayCtrl 159)};
sleep 0.001;
};
};
_dialog
};

gear_ui_offMenu = {
private["_control","_parent","_menu"];
disableSerialization;
_control = _this select 0;
_parent = findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
};

dze_surrender_off = {
player setVariable ["DZE_Surrendered", false, true];
DZE_Surrender = false;
};

gear_ui_init = {
private["_control","_parent","_menu","_dspl","_grpPos"];
disableSerialization;
_parent = findDisplay 106;
_control = _parent displayCtrl 6902;
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};

dayz_eyeDir = {
private["_vval","_vdir"];
_vval = (eyeDirection _this);
_vdir = (_vval select 0) atan2 (_vval select 1);
if (_vdir < 0) then {_vdir = 360 + _vdir};
_vdir
};

DZE_getModelName = {
_objInfo = toArray(str(_this));
_lenInfo = count _objInfo - 1;
_objName = [];
_i = 0;
// determine where the object name starts
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} count _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName set [(count _objName), (_objInfo select _k)];
};
_objName = toLower(toString(_objName));
_objName
};

dze_isnearest_player = {
private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
if(!isNull _this) then {
_nearPlayers = _this nearEntities ["CAManBase", 12];
_playerNear = ({isPlayer _x} count _nearPlayers) > 1;
_notClosest = false;
if (_playerNear) then {
// check if another player is closer
_playerDistance = player distance _this;
{
if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
} count _nearPlayers;
};
} else {
_notClosest = false;
};
_notClosest
};

// trader menu code
if (DZE_ConfigTrader) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";
}else{
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";
};
// recent murders menu code
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";

//This is still needed but the fsm should terminate if any errors pop up.
[] spawn {
private["_timeOut","_display","_control1","_control2"];
disableSerialization;
_timeOut = 0;
dayz_loadScreenMsg = "";
diag_log "DEBUG: loadscreen guard started.";
_display = uiNameSpace getVariable "BIS_loadingScreen";
if (!isNil "_display") then {
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
};
if (!isNil "dayz_DisplayGenderSelect") then {
waitUntil {!dayz_DisplayGenderSelect};
};

// 120 sec timeout (12000 * 0.01)
while { _timeOut < 12000 } do {
if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
if (!isNil "_display") then {
if ( isNull _display ) then {
waitUntil { !dialog; };
startLoadingScreen ["","RscDisplayLoadCustom"];
_display = uiNameSpace getVariable "BIS_loadingScreen";
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
};

if ( dayz_loadScreenMsg != "" ) then {
_control1 ctrlSetText dayz_loadScreenMsg;
dayz_loadScreenMsg = "";
};

_control2 ctrlSetText format["%1",round(_timeOut*0.01)];
};

_timeOut = _timeOut + 1;

if (_timeOut >= 12000) then {
1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
sleep 10;
endLoadingScreen;
endMission "END1";
};

sleep 0.01;
};
};

dayz_meleeMagazineCheck = {
private["_meleeNum","_magType"];
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum < 1) then {
player addMagazine _magType;
};
};

dayz_originalPlayer = player;

progressLoadingScreen 0.8;
};

//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";

fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage

// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)
object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
// Vehicle damage fix
vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
//fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;
fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon
curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
// player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!
private "_pos";
_thingy = _this select 0;
_pos = getPosASL _thingy;
if (surfaceIsWater _pos) then {
_thingy setPosASL _pos;
} else {
_thingy setPosATL (ASLToATL _pos);
};
};
FNC_GetPos = {
private "_pos";
if (isNil {_this select 0}) exitWith {[0,0,0]};
_thingy = _this select 0;
_pos = getPosASL _thingy;
if !(surfaceIsWater _pos) then {
_pos = ASLToATL _pos;
};
_pos
};
local_setFuel = {
private["_qty","_vehicle"];
_vehicle = _this select 0;
_qty = _this select 1;
_vehicle setFuel _qty;
};
zombie_initialize = {
private ["_unit","_position"];
_unit = _this select 0;
if (isServer) then {
_unit addEventHandler ["local", {_this call zombie_findOwner}];
};
_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];
_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];
};

dayz_EjectPlayer = {
// check if player in vehicle
private ["_noDriver","_vehicle","_inVehicle"];
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
if(_inVehicle) then {
_noDriver = ((_vehicle emptyPositions "driver") > 0);
if (_noDriver && (speed _vehicle) != 0) then {
player action [ "eject", _vehicle];
};
};
};

player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
if (_character getVariable[_x,false]) then {
_wounds set [count _wounds,_x];
};
} count USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["messing",[0,0]]
];
_medical
};

//Server Only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
} else {
eh_localCleanup = {};
};

initialized = true;
 

 

 

 

 

 

 

 

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 ((time - dayzClickTime) < 1) exitWith {};
if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};
if (_button == 1) then {
//dayzClickTime = time;
_group = _parent displayCtrl 6902;

_pos = ctrlPosition _group;
_pos set [0,((_this select 2) + 0.48)];
_pos set [1,((_this select 3) + 0.07)];

_item = gearSlotData _control;

_conf = configFile >> "cfgMagazines" >> _item;
if (!isClass _conf) then {
_conf = configFile >> "cfgWeapons" >> _item;
};
_name = getText(_conf >> "displayName");

_cfgActions = _conf >> "ItemActions";
_numActions = (count _cfgActions);
_height = 0;

//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
&& 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];
};

//macdog: Add extra context menus
_erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
_erc_numActions = (count _erc_cfgActions);
if (isClass _erc_cfgActions) then {
for "_j" from 0 to (_erc_numActions - 1) do
{
_menu = _parent displayCtrl (1600 + _j + _numActions);
_menu ctrlShow true;
_config = (_erc_cfgActions select _j);
_text = getText (_config >> "text");
_script = getText (_config >> "script");
_height = _height + (0.025 * safezoneH);
uiNamespace setVariable ['uiControl', _control];
_menu ctrlSetText _text;
_menu ctrlSetEventHandler ["ButtonClick",_script];
};
};
//end

_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;
};
 

 

 

 

 

 

respawn = "BASE"; respawndelay = 5; onLoadMission="DayZ_Epoch Napf"; OnLoadIntro = "Welcome to Napf"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={0,2,6}; enableItemsDropping=0; briefing = 0; debriefing = 0; onPauseScript = ""; loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa"; class Header { gameType = COOP; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 100; //Max # of players the mission supports }; aiKills = 1; diagRadio = 1; diagHit = 1; 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)"; }; // // the loading screen itself // 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 nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "img\nicePic.paa"; }; */ }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { 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}; }; }; }; //macdog: extra right click stuff #include "custom\extra_rc.hpp" 

 

 

 

 

Изменено пользователем Reptoll (история изменений)

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1 ответ на этот вопрос

Привет, сейчас занимаюсь созданием сервера. Возникла не большая проблема, попытался поставить вот это штуку: Вот эту.

И не работает даже в таком виде как у них. Посмотрите, прикладываю всё что может понадобится.

 

 

 

 

class ExtraRc {
class ItemToolbox {
class Use {
text = "Forge a bike!";
script = "['MMT_Civ'] execVM 'scripts\EVD\EVD_deploy.sqf'";
};
class Use1 {
text = "Assemble a mozzie!";
script = "['CSJ_GyroC'] execVM 'scripts\EVD\EVD_deploy.sqf'";
};
};
class Binocular {
class use {
text = "View distance: 0.8km";
script = "setViewDistance 800; systemChat('ViewDistance set to 0.8km')";
};
class use1 {
text = "View distance: 1km";
script = "setViewDistance 1000; systemChat('ViewDistance set to 1km')";
};
class use2 {
text = "View distance: 1.2km";
script = "setViewDistance 1200; systemChat('ViewDistance set to 1.2km')";
};
class use3 {
text = "View distance: 1.4km";
script = "setViewDistance 1400; systemChat('ViewDistance set to 1.4km')";
};
class use4 {
text = "View distance: 1.6km[Default]";
script = "setViewDistance 1600; systemChat('ViewDistance set to 1.6km')";
};
class use5 {
text = "View distance: 1.8km";
script = "setViewDistance 1800; systemChat('ViewDistance set to 1,0.8km')";
};
class use6 {
text = "View distance: 2km";
script = "setViewDistance 2000; systemChat('ViewDistance set to 2km')";
};
class use7 {
text = "View distance: 2.2km";
script = "setViewDistance 2200; systemChat('ViewDistance set to 2.2km')";
};
class use8 {
text = "View distance: 3km";
script = "setViewDistance 3000; systemChat('ViewDistance set to 3km')";
};
class use9 {
text = "View distance: 4km";
script = "setViewDistance 4000; systemChat('ViewDistance set to 4km')";
};
class use10 {
text = "View distance: 5km";
script = "setViewDistance 5000; systemChat('ViewDistance set to 5km')";
};
};
class Binocular_Vector {
class use {
text = "View distance: 0.8km";
script = "setViewDistance 800; systemChat('ViewDistance set to 0.8km')";
};
class use1 {
text = "View distance: 1km";
script = "setViewDistance 1000; systemChat('ViewDistance set to 1km')";
};
class use2 {
text = "View distance: 1.2km";
script = "setViewDistance 1200; systemChat('ViewDistance set to 1.2km')";
};
class use3 {
text = "View distance: 1.4km";
script = "setViewDistance 1400; systemChat('ViewDistance set to 1.4km')";
};
class use4 {
text = "View distance: 1.6km[Default]";
script = "setViewDistance 1600; systemChat('ViewDistance set to 1.6km')";
};
class use5 {
text = "View distance: 1.8km";
script = "setViewDistance 1800; systemChat('ViewDistance set to 1,0.8km')";
};
class use6 {
text = "View distance: 2km";
script = "setViewDistance 2000; systemChat('ViewDistance set to 2km')";
};
class use7 {
text = "View distance: 2.2km";
script = "setViewDistance 2200; systemChat('ViewDistance set to 2.2km')";
};
class use8 {
text = "View distance: 3km";
script = "setViewDistance 3000; systemChat('ViewDistance set to 3km')";
};
class use9 {
text = "View distance: 4km";
script = "setViewDistance 4000; systemChat('ViewDistance set to 4km')";
};
class use10 {
text = "View distance: 5km";
script = "setViewDistance 5000; systemChat('ViewDistance set to 5km')";
};
};
};
 

 

 

 

 

 

 

/*
FUNCTION COMPILES
*/
//Player only
if (!isDedicated) then {

"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial rating
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf"; //macdog: custom right click stuff
player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";

player_removeTankTrap = {
//Object Array, Range, Error Message (@Skaronator)
[["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;
};
player_removeNet = {
[["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;
};

player_login = {
private ["_unit","_detail"];
_unit = _this select 0;
_detail = _this select 1;
if(_unit == getPlayerUID player) then {
player setVariable["publish",_detail];
};
};

player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";

player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";

//Objects
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";

local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";

//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviour
wild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviour

pz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";

dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";

//actions
player_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";

player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";
player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";

//ui
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";

//System
player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
onPreloadStarted "dayz_preloadFinished = false;";
onPreloadFinished "dayz_preloadFinished = true;";

// helper functions
player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"
player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";

// combination of check && remove items
player_checkAndRemoveItems = {
private ["_items","_b"];
_items = _this;
_b = _items call player_checkItems;
if (_b) then {
_b = _items call player_removeItems;
};
_b
};

dayz_HungerThirst = {
dayz_hunger = dayz_hunger + (_this select 0);
dayz_thirst = dayz_thirst + (_this select 1);
};

epoch_totalCurrency = {
// total currency
_total_currency = 0;
{
_part = (configFile >> "CfgMagazines" >> _x);
_worth = (_part >> "worth");
if isNumber (_worth) then {
_total_currency = _total_currency + getNumber(_worth);
};
} count (magazines player);
_total_currency
};

epoch_itemCost = {
_trade_total = 0;
{
_part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0);
if (isClass (_part_in_configClass)) then {
_part_inWorth = (_part_in_configClass >> "worth");
if isNumber (_part_inWorth) then {
_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));
};
};
} count _this;

//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];
_trade_total
};

epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
// usage [["partinclassname",4]] call epoch_returnChange;

dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
// diag_log ("VAL: " + str(_this));
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};

ui_initDisplay = {
private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
disableSerialization;
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1204;
_control ctrlShow false;
if (!r_player_injured) then {
_ctrlBleed = _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs && !r_fracture_arms) then {
_ctrlFracture = _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
_ctrlDogFoodBorder = _display displayCtrl 1501;
_ctrlDogFoodBorder ctrlShow false;
_ctrlDogFood = _display displayCtrl 1701;
_ctrlDogFood ctrlShow false;

_ctrlDogWaterBorder = _display displayCtrl 1502;
_ctrlDogWaterBorder ctrlShow false;
_ctrlDogWater = _display displayCtrl 1702;
_ctrlDogWater ctrlShow false
};

dayz_losCheck = {
private["_target","_agent","_cantSee"];
_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
_agent = _this select 1;
_cantSee = true;
if (!isNull _target) then {

_tPos = visiblePositionASL _target;
_zPos = visiblePositionASL _agent;

_tPos set [2,(_tPos select 2)+1];
_zPos set [2,(_zPos select 2)+1];

if ((count _tPos > 0) && (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos];
if (!_cantSee) then {
_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
};
};
};
_cantSee
};

dayz_equipCheck = {
private ["_empty", "_needed","_diff","_success"];
_config = _this;
_empty = [player] call BIS_fnc_invSlotsEmpty;
_needed = [_config] call BIS_fnc_invSlotType;
_diff = [_empty,_needed] call BIS_fnc_vectorDiff;

_success = true;
{
if (_x > 0) then {_success = false};
} count _diff;
hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
_success
};

vehicle_gear_count = {
private["_counter"];
_counter = 0;
{
_counter = _counter + _x;
} count _this;
_counter
};

player_tagFriendlyMsg = {
if(player == (_this select 0)) then {
cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
};
};

player_serverModelChange = {
private["_object","_model"];
_object = _this select 0;
_model = _this select 1;
if (_object == player) then {
_model call player_switchModel;
};
};

player_guiControlFlash = {
private["_control"];
_control = _this;
if (ctrlShown _control) then {
_control ctrlShow false;
} else {
_control ctrlShow true;
};
};

gearDialog_create = {
private ["_i","_dialog"];
if (!isNull (findDisplay 106)) then {
(findDisplay 106) closeDisplay 0;
};
openMap false;
closeDialog 0;
if (gear_done) then {sleep 0.001;};
player action ["Gear", player];
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
_i = 0;
while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!
_i = _i + 1;
_dialog = findDisplay 106;
if (gear_done) then {sleep 0.001;};
if (_i in [100,200,299]) then {
closeDialog 0;
player action ["Gear", player];
};
if (_i > 300) exitWith {};
};
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
if ((parseNumber(_this select 0)) != 0) then {
ctrlActivate (_dialog displayCtrl 157);
if (gear_done) then {
waitUntil {ctrlShown (_dialog displayCtrl 159)};
sleep 0.001;
};
};
_dialog
};

gear_ui_offMenu = {
private["_control","_parent","_menu"];
disableSerialization;
_control = _this select 0;
_parent = findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
};

dze_surrender_off = {
player setVariable ["DZE_Surrendered", false, true];
DZE_Surrender = false;
};

gear_ui_init = {
private["_control","_parent","_menu","_dspl","_grpPos"];
disableSerialization;
_parent = findDisplay 106;
_control = _parent displayCtrl 6902;
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};

dayz_eyeDir = {
private["_vval","_vdir"];
_vval = (eyeDirection _this);
_vdir = (_vval select 0) atan2 (_vval select 1);
if (_vdir < 0) then {_vdir = 360 + _vdir};
_vdir
};

DZE_getModelName = {
_objInfo = toArray(str(_this));
_lenInfo = count _objInfo - 1;
_objName = [];
_i = 0;
// determine where the object name starts
{
if (58 == _objInfo select _i) exitWith {};
_i = _i + 1;
} count _objInfo;
_i = _i + 2; // skip the ": " part
for "_k" from _i to _lenInfo do {
_objName set [(count _objName), (_objInfo select _k)];
};
_objName = toLower(toString(_objName));
_objName
};

dze_isnearest_player = {
private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
if(!isNull _this) then {
_nearPlayers = _this nearEntities ["CAManBase", 12];
_playerNear = ({isPlayer _x} count _nearPlayers) > 1;
_notClosest = false;
if (_playerNear) then {
// check if another player is closer
_playerDistance = player distance _this;
{
if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
} count _nearPlayers;
};
} else {
_notClosest = false;
};
_notClosest
};

// trader menu code
if (DZE_ConfigTrader) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";
}else{
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";
};
// recent murders menu code
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";

//This is still needed but the fsm should terminate if any errors pop up.
[] spawn {
private["_timeOut","_display","_control1","_control2"];
disableSerialization;
_timeOut = 0;
dayz_loadScreenMsg = "";
diag_log "DEBUG: loadscreen guard started.";
_display = uiNameSpace getVariable "BIS_loadingScreen";
if (!isNil "_display") then {
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
};
if (!isNil "dayz_DisplayGenderSelect") then {
waitUntil {!dayz_DisplayGenderSelect};
};

// 120 sec timeout (12000 * 0.01)
while { _timeOut < 12000 } do {
if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
if (!isNil "_display") then {
if ( isNull _display ) then {
waitUntil { !dialog; };
startLoadingScreen ["","RscDisplayLoadCustom"];
_display = uiNameSpace getVariable "BIS_loadingScreen";
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
};

if ( dayz_loadScreenMsg != "" ) then {
_control1 ctrlSetText dayz_loadScreenMsg;
dayz_loadScreenMsg = "";
};

_control2 ctrlSetText format["%1",round(_timeOut*0.01)];
};

_timeOut = _timeOut + 1;

if (_timeOut >= 12000) then {
1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
sleep 10;
endLoadingScreen;
endMission "END1";
};

sleep 0.01;
};
};

dayz_meleeMagazineCheck = {
private["_meleeNum","_magType"];
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum < 1) then {
player addMagazine _magType;
};
};

dayz_originalPlayer = player;

progressLoadingScreen 0.8;
};

//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";

fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage

// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
object_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)
object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
// Vehicle damage fix
vehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
//fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehicle
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;
fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
local_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weapon
curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
// player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!
private "_pos";
_thingy = _this select 0;
_pos = getPosASL _thingy;
if (surfaceIsWater _pos) then {
_thingy setPosASL _pos;
} else {
_thingy setPosATL (ASLToATL _pos);
};
};
FNC_GetPos = {
private "_pos";
if (isNil {_this select 0}) exitWith {[0,0,0]};
_thingy = _this select 0;
_pos = getPosASL _thingy;
if !(surfaceIsWater _pos) then {
_pos = ASLToATL _pos;
};
_pos
};
local_setFuel = {
private["_qty","_vehicle"];
_vehicle = _this select 0;
_qty = _this select 1;
_vehicle setFuel _qty;
};
zombie_initialize = {
private ["_unit","_position"];
_unit = _this select 0;
if (isServer) then {
_unit addEventHandler ["local", {_this call zombie_findOwner}];
};
_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];
_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];
};

dayz_EjectPlayer = {
// check if player in vehicle
private ["_noDriver","_vehicle","_inVehicle"];
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
if(_inVehicle) then {
_noDriver = ((_vehicle emptyPositions "driver") > 0);
if (_noDriver && (speed _vehicle) != 0) then {
player action [ "eject", _vehicle];
};
};
};

player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
if (_character getVariable[_x,false]) then {
_wounds set [count _wounds,_x];
};
} count USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["messing",[0,0]]
];
_medical
};

//Server Only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
} else {
eh_localCleanup = {};
};

initialized = true;
 

 

 

 

 

 

 

 

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 ((time - dayzClickTime) < 1) exitWith {};
if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};
if (_button == 1) then {
//dayzClickTime = time;
_group = _parent displayCtrl 6902;

_pos = ctrlPosition _group;
_pos set [0,((_this select 2) + 0.48)];
_pos set [1,((_this select 3) + 0.07)];

_item = gearSlotData _control;

_conf = configFile >> "cfgMagazines" >> _item;
if (!isClass _conf) then {
_conf = configFile >> "cfgWeapons" >> _item;
};
_name = getText(_conf >> "displayName");

_cfgActions = _conf >> "ItemActions";
_numActions = (count _cfgActions);
_height = 0;

//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
&& 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];
};

//macdog: Add extra context menus
_erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
_erc_numActions = (count _erc_cfgActions);
if (isClass _erc_cfgActions) then {
for "_j" from 0 to (_erc_numActions - 1) do
{
_menu = _parent displayCtrl (1600 + _j + _numActions);
_menu ctrlShow true;
_config = (_erc_cfgActions select _j);
_text = getText (_config >> "text");
_script = getText (_config >> "script");
_height = _height + (0.025 * safezoneH);
uiNamespace setVariable ['uiControl', _control];
_menu ctrlSetText _text;
_menu ctrlSetEventHandler ["ButtonClick",_script];
};
};
//end

_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;
};
 

 

 

 

 

 

respawn = "BASE"; respawndelay = 5; onLoadMission="DayZ_Epoch Napf"; OnLoadIntro = "Welcome to Napf"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={0,2,6}; enableItemsDropping=0; briefing = 0; debriefing = 0; onPauseScript = ""; loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa"; class Header { gameType = COOP; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 100; //Max # of players the mission supports }; aiKills = 1; diagRadio = 1; diagHit = 1; 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)"; }; // // the loading screen itself // 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 nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "img\nicePic.paa"; }; */ }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { 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}; }; }; }; //macdog: extra right click stuff #include "custom\extra_rc.hpp" 

 

 

 

 

хз конечно, но подклассы совпадать не должны

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Забронировать это рекламное место


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    • Автор: dimquea
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      Код вот такой:
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