1.0.0.3 Developer Build

+ [FIXED] Battleye kick when calling dog. Thanks to @kikyou2
+ [FIXED] Moved vehicle event handler to server side with a call to all
connected clients. Before it was just set on only the owner and the
server. This should fix issues with damage/repair handling of just
purchased vehicles.
+ [FIXED] Fixed case sensitivity in building loot generation. This was
only a problem on new maps that share the same buildings as others yet
have differing case in the classnames.
+ [ADDED] New build-ables: Fence_corrugated_DZ, M240Nest_DZ,
CanvasHut_DZ, ParkBench_DZ, MetalGate_DZ, OutHouse_DZ, Wooden_shed_DZ,
WoodShack_DZ, StorageShed_DZ.
+ [ADDED] New crafting items: ItemCanvas, PartWoodLumber,
PartWoodPlywood, ItemCorrugated, ItemPole
+ [ADDED] 55 gallon (210 liter) Fuel Barrel that can only be used on
helicopters or fuel trucks.
+ [ADDED] All DayZ specific magazine items now only take one slot, this
also makes it easier to become over burdened so be careful about
blacking out.
+ [ADDED] More building loot spawn positions for Namalsk.
+ [FIXED] When packing tent get classname of new weapon_holder from
config.
+ [CHANGED] Totally reworked player building system. Preview and
placement accuracy has been significantly improved. Building now
requires X number of stages to complete. Players cannot build while in
combat.
+ [CHANGED] Added required tools array and is nearby checking for fire,
etc. Also, each item can now have 5 separate crafting options.
+ [CHANGED] Reworked refuel and siphon code to support more can types.
+ [CHANGED] Removed all infinite fueling sources and added
(KamazRefuel_DZ, UralRefuel_TK_EP1_DZ,MtvrRefuel_DES_EP1_DZ) variants of
the fuel trucks to remove auto refuel and increase siphon-able fuel
capacity to 10000.  Old style refuel can still be used if the variable
dayz_oldrefuel = true is set in the missions init.sqf.
+ [CHANGED] Remove object code now uses config variables instead of hard
coded into sqf (default: constructioncount = 5)
+ [CHANGED] Moved most arrays for revealing objects, allowed objects,
update objects, disallowed combat roll to arrays within variables.sqf.
So that these arrays are unified and easier to change.
+ [CHANGED] New vehicle spawns now have a new fuel system using a random
percent between min and max variables. Defaults: (DynamicVehicleFuelLow
= 0; DynamicVehicleFuelHigh = 100;)
+ [CHANGED] New vehicle spawns now damage all parts and without a
limiter on fuel and engine parts, this could cause a vehicle to be very
close to blowing up.
+ [CHANGED] Disabled simulation server side of all road debris and
crashes.
This commit is contained in:
vbawol
2013-04-17 10:04:34 -05:00
parent 3bc0bbca37
commit 211415389f
40 changed files with 2351 additions and 569 deletions

View File

@@ -35,7 +35,7 @@ dayz_disco = dayz_disco - [_playerID];
if (!isNull _object) then {
//Update Vehicle
{ [_x,"gear"] call server_updateObject } foreach
(nearestObjects [getPosATL _object, ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage"], 10]);
(nearestObjects [getPosATL _object, dayz_updateObjects, 10]);
if (alive _object) then {
[_object,(magazines _object),true,true] call server_playerSync;
//[_object,[],true,false] call server_playerSync;

View File

@@ -210,7 +210,7 @@ if (_characterID != "0") then {
_pos = _this select 0;
{
[_x, "gear"] call server_updateObject;
} forEach nearestObjects [_pos, ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage"], 10];
} forEach nearestObjects [_pos, dayz_updateObjects, 10];
//[_charPos] call server_updateNearbyObjects;
//Reset timer

View File

@@ -5,11 +5,8 @@ _object = _this select 1;
_worldspace = _this select 2;
_class = _this select 3;
if (!(_object isKindOf "Building")) exitWith {
deleteVehicle _object;
};
_allowed = [_object, "Server"] call check_publishobject;
if (!_allowed) exitWith { };
if (!_allowed) exitWith { deleteVehicle _object; };
//diag_log ("PUBLISH: Attempt " + str(_object));
@@ -22,11 +19,11 @@ _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 ,
//diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
_object setVariable ["lastUpdate",time];
_object setVariable ["ObjectUID", _uid,true];
_object setVariable ["characterID",dayz_characterID,true];
_allowedObjects = ["TentStorage", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ"];
if ((typeOf _object) in _allowedObjects) then {
if ((typeOf _object) in dayz_allowedObjects) then {
_object addMPEventHandler ["MPKilled",{_this call vehicle_handleServerKilled;}];
};

View File

@@ -28,25 +28,8 @@ if (_spawnDMG) then {
_totaldam = 0;
_hitpoints = _object call vehicle_getHitpoints;
{
_dam = 0;
if(["Body",_x,false] call fnc_inString) then {
_dam = call generate_new_damage;
};
if(["Engine",_x,false] call fnc_inString) then {
_dam = call generate_exp_damage;
};
if(["HRotor",_x,false] call fnc_inString) then {
_dam = call generate_new_damage;
};
if(["Fuel",_x,false] call fnc_inString) then {
_dam = call generate_exp_damage;
};
if(["Wheel",_x,false] call fnc_inString) then {
_dam = call generate_new_damage;
};
if(["Glass",_x,false] call fnc_inString) then {
_dam = call generate_new_damage;
};
// generate damage on all parts
_dam = call generate_new_damage;
_selection = getText(configFile >> "cfgVehicles" >> _class >> "HitPoints" >> _x >> "name");
@@ -60,11 +43,8 @@ if (_spawnDMG) then {
// just set low base dmg - may change later
_damage = 0;
// 50% chance that vehicle will have a little gas
_randFuel = random(1);
if(_randFuel > 0.5) then {
_fuel = random(0.5);
};
// New fuel min max
_fuel = (random(DynamicVehicleFuelHigh-DynamicVehicleFuelLow)+DynamicVehicleFuelLow) / 100;
};
};
@@ -134,5 +114,9 @@ dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
_object call fnc_vehicleEventHandler;
// testing - should make sure everyone has eventhandlers for vehicles was unused...
dayzVehicleInit = _object;
publicVariable "dayzVehicleInit";
diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_uid));
};

View File

@@ -97,6 +97,12 @@ _key call server_hiveWrite;
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
_object call fnc_vehicleEventHandler;
// for non JIP users this should make sure everyone has eventhandlers for vehicles.
dayzVehicleInit = _object;
publicVariable "dayzVehicleInit";
diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_uid));
};

View File

@@ -79,6 +79,9 @@ while {true} do {
_crash setVariable ["ObjectID",1,true];
// Disable simulation server side
_crash enableSimulation false;
_num = round(random _randomizedLoot) + _guaranteedLoot;
if(_crashModel == "Mass_grave") then {
@@ -97,7 +100,7 @@ while {true} do {
_config = configFile >> "CfgBuildingLoot" >> _lootTable;
_itemTypes = [] + getArray (_config >> "itemType");
_index = dayz_CBLBase find _lootTable;
_index = dayz_CBLBase find toLower(_lootTable);
_weights = dayz_CBLChances select _index;
_cntWeights = count _weights;

View File

@@ -3,4 +3,4 @@ _pos = _this select 0;
{
[_x, "gear"] call server_updateObject;
} forEach nearestObjects [_pos, ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage"], 10];
} forEach nearestObjects [_pos, dayz_updateObjects, 10];

View File

@@ -33,15 +33,15 @@ if (!_parachuteWest) then {
_isNotOk = true;
// Loop to wait it out
_counter = _object getVariable ["markedForRemoval","0"];
_counter = _object getVariable ["markedForRemoval",0];
_removeCounter = _counter + 1;
_object setVariable ["markedForRemoval",(_counter + 1)];
};
};
if (_isNotOk and _removeCounter < 5) exitWith { diag_log(format["About to remove vehicle: %1 - %2 / 10", typeOf _object, _removeCounter]); };
if (_isNotOk and _removeCounter >= 5) exitWith { deleteVehicle _object; };
if (_isNotOk and _removeCounter < 10) exitWith { diag_log(format["About to remove vehicle: %1 - %2 / 10", typeOf _object, _removeCounter]); };
if (_isNotOk and _removeCounter >= 10) exitWith { deleteVehicle _object; };
_lastUpdate = _object getVariable ["lastUpdate",time];

View File

@@ -58,9 +58,8 @@ check_publishobject = {
_allowed = false;
diag_log format ["DEBUG: Checking if Object: %1 is allowed published by %2", _object, _playername];
_allowedObjects = ["TentStorage", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ"];
if ((typeOf _object) in _allowedObjects) then {
if ((typeOf _object) in dayz_allowedObjects) then {
diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
_allowed = true;
};
@@ -257,8 +256,9 @@ spawn_vehicles = {
clearMagazineCargoGlobal _veh;
// Add 0-3 loots to vehicle using random cfgloots
_allCfgLoots = [] + (getArray (configFile >> "cfgLoot"));
_num = floor(random 4);
_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
diag_log("DEBUG: spawing loot inside vehicle " + str(_allCfgLoots));
@@ -320,6 +320,8 @@ spawn_roadblocks = {
diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
_veh enableSimulation false;
// Randomize placement a bit
_veh setDir round(random 360);
_veh setpos _position;
@@ -364,6 +366,13 @@ if(isnil "DynamicVehicleDamageHigh") then {
DynamicVehicleDamageHigh = 100;
};
if(isnil "DynamicVehicleFuelLow") then {
DynamicVehicleFuelLow = 0;
};
if(isnil "DynamicVehicleFuelHigh") then {
DynamicVehicleFuelHigh = 100;
};
// Damage generator function
generate_new_damage = {
private ["_damage"];

View File

@@ -25,7 +25,6 @@ if (_script != "") then
serverVehicleCounter = [];
_allowedObjects = ["TentStorage", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ"];
//Stream in objects
/* STREAM OBJECTS */
//Send the key
@@ -99,13 +98,10 @@ _allowedObjects = ["TentStorage", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1
clearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;
if ((typeOf _object) in _allowedObjects) then {
// Forces object to ground may not be needed
// _pos set [2,0];
// Must be set to damage buildables
if ((typeOf _object) in dayz_allowedObjects) then {
_object addMPEventHandler ["MPKilled",{_this call vehicle_handleServerKilled;}];
};
_object setdir _dir;
_object setpos _pos;
_object setDamage _damage;
@@ -190,7 +186,6 @@ _allowedObjects = ["TentStorage", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1
};
//Monitor the object
//_object enableSimulation false;
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
};
} forEach _myArray;