Closed AirwavesMan closed 2 years ago
I like the new modular/snap building, but, some of us are left handed, unfortunately rotating objects is all bound to arrow keys, so basically, I can't move while I'm building, it just rotates the object. Any tips on fixing that?
Hi @ndavalos, when you are building, can you try using the WASD keys and confirm if they allow you to move your character? I know you are left-handed, but can you please check this first and confirm that both sets of keys are active; the WASD and the arrow keys. Thanks.
The keys work, although, they are already bound to different keys. I know because I hit "s" and it performed the vault action, so they are working. I adjusted my own code and found that simply changing
[[DIK_UP], _dze_up] call _addArray; [[DIK_DOWN], _dze_down] call _addArray; [[DIK_LEFT], _dze_left] call _addArray; [[DIK_RIGHT], _dze_right] call _addArray;
in keyboard.sqf will fix the issue. It would probably be useful to give the option of changing the keys in configVariables.sqf, or just set them to the number pad directionals like so:
[[DIK_NUMPAD8], _dze_up] call _addArray; [[DIK_NUMPAD2], _dze_down] call _addArray; [[DIK_NUMPAD4], _dze_left] call _addArray; [[DIK_NUMPAD6], _dze_right] call _addArray;
That will of course require changing STR_EPOCH_TUT_KEY_ARROWS as well in stringtable.xml
An option to switch between right-handed and left-handed with F6 got added with https://github.com/EpochModTeam/DayZ-Epoch/commit/03636463c6912bda27e39c8249f90cbbde884f5e
Found an issue with fn_exitSwim.sqf, if you are on Taviana and log out on an oil rig, there is a good chance you'll end up spawning in the water swimming because fn_exitSwim executes and uses setposATL. Also, fn_exitswim hasn't ever really worked right on Namalsk in some areas (it all depends on where you log out), this will fix it to work consistently:
private ["_unit","_paraPosition","_para"];
if ((typeName _this) == "ARRAY") then {
_unit = _this select 0;
_paraPosition = _this select 1;
} else {
_unit = _this;
if (surfaceiswater (getpos _unit)) then {
_paraPosition = getposASL _unit;
} else {
_paraPosition = getposATL _unit;
};
};
_unit allowDamage false;
_para = "ParachuteWest" createVehicleLocal [0,0,0];
_para setPos [(_paraPosition select 0),(_paraPosition select 1),(_paraPosition select 2) + 0.1];
_unit moveInDriver _para;
deleteVehicle _para;
if (surfaceiswater _paraPosition) then {
_unit setPosASL _paraPosition;
} else {
_unit setPosATL _paraPosition;
};
_unit allowDamage true;
I added the ability to either pass the location or just the player so it can be used in different ways. Also I added 0.1 to the z pos due to placing the parachute right at player z is kind of pointless since you need to pull them out of the ground a little bit anyways. Releasing them from the parachute won't damage them by adding a little to the z pos regardless, and shouldn't affect their ultimate end position. I tested various scenarios on Namalsk and it seems to work perfectly now. I also recommend calling fn_exitswim with a spawn to run it scheduled, less issues with it not working. Unscheduled seems to make it act funny sometimes depending on the map and performance of the client. Also running it scheduled no longer produces the move out while mov in in progress in the client rpt. Feel free to change the private to local if you want, there really won't be much of a performance gain either way.
The scripts battleye filter will need to be adjusted with:
!="paraPosition select 2) + 0.1];\n_unit moveInDriver _para;\ndeleteVehicle _para;\nif (surfaceiswater _paraPosition) then {\n_unit set"
RC2 will be up tomorrow.
Ladies and Gentlemen we are ready for our first Epoch 1.0.7.1 Release Candidate.
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