mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Update server_publishObject
The hive call in server_publishObject is the same between vanilla and Epoch. The only difference is vanilla uses the _inventory area for owner, lock code, etc. variables where as modular Epoch items just store an empty array there. The object classname does not need to be sent in the PV because it can be obtained on the server. PVDZE_veh_Publish was not used.
This commit is contained in:
@@ -576,7 +576,7 @@ if (_hasrequireditem) then {
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_tmpbuilt setVariable ["CharacterID",_combination,true]; //set combination as a character ID
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//call publish precompiled function with given args and send public variable to server to save item to database
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PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],_classname];
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PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],[]];
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publicVariableServer "PVDZ_obj_Publish";
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cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5]; //display new combination
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@@ -589,7 +589,7 @@ if (_hasrequireditem) then {
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if(_tmpbuilt isKindOf "Land_Fire_DZ") then { //if campfire, then spawn, but do not publish to database
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_tmpbuilt spawn player_fireMonitor;
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} else {
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PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
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PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],[]];
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publicVariableServer "PVDZ_obj_Publish";
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};
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};
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@@ -524,7 +524,7 @@ if (_hasrequireditem) then {
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_tmpbuilt setVariable ["CharacterID",_combination,true];
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PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],_classname];
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PVDZ_obj_Publish = [_combination,_tmpbuilt,[_dir,_location],[]];
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publicVariableServer "PVDZ_obj_Publish";
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cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5];
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@@ -537,7 +537,7 @@ if (_hasrequireditem) then {
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if(_tmpbuilt isKindOf "Land_Fire_DZ") then {
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_tmpbuilt spawn player_fireMonitor;
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} else {
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PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname];
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PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],[]];
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publicVariableServer "PVDZ_obj_Publish";
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};
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};
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@@ -132,7 +132,6 @@ if (_finished) then {
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_location = (getPosATL _veh);
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//["PVDZE_veh_Publish",[_veh,[_dir,_location],_part_out,false,_keySelected]] call callRpcProcedure;
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PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,true,dayz_characterID,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -109,7 +109,6 @@ if (_qty >= _qty_in) then {
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_location = (getPosATL _veh);
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//["PVDZE_veh_Publish",[_veh,[_dir,_location],_part_out,false,_keySelected]] call callRpcProcedure;
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PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,true,dayz_characterID,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -154,7 +154,6 @@ if (_finished) then {
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_location = (getPosATL _veh);
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//["PVDZE_veh_Publish",[_veh,[_dir,_location],_part_out,false,_keySelected]] call callRpcProcedure;
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PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,false,_keySelected,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -130,7 +130,6 @@ if (_qty >= _qty_in) then {
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_location = (getPosATL _veh);
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//["PVDZE_veh_Publish",[_veh,[_dir,_location],_part_out,false,_keySelected]] call callRpcProcedure;
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PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,false,_keySelected,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -96,7 +96,6 @@ if (_finished) then {
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if (_canAfford) then {
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//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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// if (isNil "_obj") then { _obj = "Unknown Vehicle" };
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if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
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if(_bos == 1) then {
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@@ -154,7 +153,6 @@ if (_finished) then {
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_location = (getPosATL _veh);
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//["PVDZE_veh_Publish",[_veh,[_dir,_location],_part_out,false,_keySelected]] call callRpcProcedure;
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PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,false,_keySelected,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -96,7 +96,6 @@ if (_finished) then {
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if (_canAfford) then {
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//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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// if (isNil "_obj") then { _obj = "Unknown Vehicle" };
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if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
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if(_bos == 1) then {
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@@ -136,7 +135,6 @@ if (_finished) then {
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_location = (getPosATL _veh);
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//["PVDZE_veh_Publish",[_veh,[_dir,_location],_part_out,true,0]] call callRpcProcedure;
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PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,true,0,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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};
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@@ -90,7 +90,6 @@ if (_qty >= _qty_in) then {
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if (_qty >= _qty_in) then {
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//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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if (isNil "_obj") then { _obj = "Unknown Vehicle" };
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if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
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PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_obj,inTraderCity];
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@@ -138,7 +137,6 @@ if (_qty >= _qty_in) then {
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_location = (getPosATL _veh);
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//["PVDZE_veh_Publish",[_veh,[_dir,_location],_part_out,false,_keySelected]] call callRpcProcedure;
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PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,false,_keySelected,_activatingPlayer];
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publicVariableServer "PVDZE_veh_Publish2";
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@@ -93,7 +93,6 @@ if (_finished) then {
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if (_canAfford) then {
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//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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if (isNil "_bag") then { _bag = "Unknown Backpack" };
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if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
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if(_bos == 1) then {
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@@ -84,7 +84,6 @@ if (_qty >= _qty_in) then {
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if (_qty >= _qty_in) then {
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//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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if (isNil "_bag") then { _bag = "Unknown Backpack" };
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if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
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PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_bag,inTraderCity];
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@@ -140,7 +140,6 @@ if (_finished) then {
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if (_canAfford) then {
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//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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if (isNil "_part_out") then { _part_out = "Unknown Weapon/Magazine" };
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if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
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if(_bos == 1) then {
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@@ -80,7 +80,6 @@ if (_qty >= _qty_in) then {
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if (_qty >= _qty_in) then {
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//["PVDZE_obj_Trade",[_activatingPlayer,_traderID,_bos]] call callRpcProcedure;
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if (isNil "_part_out") then { _part_out = "Unknown Weapon/Magazine" };
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if (isNil "inTraderCity") then { inTraderCity = "Unknown Trader City" };
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PVDZE_obj_Trade = [_activatingPlayer,_traderID,_bos,_part_out,inTraderCity];
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@@ -159,8 +159,7 @@ if(!_cancel) then {
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_tent setVariable ["CharacterID",_combination,true];
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_tent setVariable ["OEMPos",_location,true];
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//["PVDZ_obj_Publish",[_combination,_tent,[_dir,_location],"VaultStorageLocked"]] call callRpcProcedure;
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PVDZ_obj_Publish = [_combination,_tent,[_dir,_location],"VaultStorageLocked"];
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PVDZ_obj_Publish = [_combination,_tent,[_dir,_location],[]];
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publicVariableServer "PVDZ_obj_Publish";
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cutText [format[(localize "str_epoch_player_179"),_combination], "PLAIN DOWN", 5];
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@@ -73,7 +73,7 @@
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if (isServer) then {
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"PVDZ_plr_Death" addPublicVariableEventHandler {_id = (_this select 1) spawn server_playerDied};
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"PVDZ_plr_Save" addPublicVariableEventHandler {_id = (_this select 1) call server_playerSync;};
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"PVDZ_obj_Publish" addPublicVariableEventHandler {(_this select 1) call server_publishObj};
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"PVDZ_obj_Publish" addPublicVariableEventHandler {(_this select 1) call server_publishObj}; //Used by built items (Epoch and Vanilla)
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"PVDZ_veh_Save" addPublicVariableEventHandler {(_this select 1) call server_updateObject};
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"PVDZ_plr_Login1" addPublicVariableEventHandler {_id = (_this select 1) call server_playerLogin};
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"PVDZ_plr_Login2" addPublicVariableEventHandler {(_this select 1) call server_playerSetup};
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@@ -86,10 +86,9 @@ if (isServer) then {
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// EPOCH ADDITIONS
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"PVDZE_maintainArea" addPublicVariableEventHandler {(_this select 1) spawn server_maintainArea};
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"PVDZE_obj_Swap" addPublicVariableEventHandler {(_this select 1) spawn server_swapObject};
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"PVDZE_veh_Publish" addPublicVariableEventHandler {(_this select 1) spawn server_publishVeh};
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"PVDZE_veh_Publish2" addPublicVariableEventHandler {(_this select 1) spawn server_publishVeh2};
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"PVDZE_veh_Upgrade" addPublicVariableEventHandler {(_this select 1) spawn server_publishVeh3};
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"PVDZE_obj_Swap" addPublicVariableEventHandler {(_this select 1) spawn server_swapObject}; //Used to downgrade and upgrade Epoch buildables
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"PVDZE_veh_Publish2" addPublicVariableEventHandler {(_this select 1) spawn server_publishVeh2}; //Used to purchase vehicles at traders
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"PVDZE_veh_Upgrade" addPublicVariableEventHandler {(_this select 1) spawn server_publishVeh3}; //Used for car upgrades
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"PVDZE_obj_Trade" addPublicVariableEventHandler {(_this select 1) spawn server_tradeObj};
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"PVDZE_plr_TradeMenu" addPublicVariableEventHandler {(_this select 1) spawn server_traders};
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"PVDZE_plr_DeathB" addPublicVariableEventHandler {(_this select 1) spawn server_deaths};
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@@ -508,7 +508,6 @@ PlayerDeaths = [];
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PVDZE_obj_Trade = []; // For all traders increment qty
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PVDZE_plr_DeathB = [];
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PVDZE_plr_TradeMenu = []; // For all traders
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PVDZE_veh_Publish = []; // For vehicle traders
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snapGizmos = [];
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snapGizmosNearby = [];
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s_player_combi = [];
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@@ -567,7 +566,7 @@ if (isServer) then {
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currentObjectUIDs = [];
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keyStartNumber = 100000000000;
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DZE_safeVehicle = ["ParachuteWest","ParachuteC"];
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serverVehicleCounter = [];
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if(isNil "EpochUseEvents") then {EpochUseEvents = false;};
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if(isNil "EpochEvents") then {EpochEvents = [];};
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if(isNil "DZE_vehicleAmmo") then {DZE_vehicleAmmo = 0;};
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if(isNil "dayz_MapArea") then {dayz_MapArea = 10000;};
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@@ -1,9 +1,11 @@
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#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
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private["_character","_clientID"];
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_character = _this select 0;
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_clientID = owner _character;
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#ifdef DZE_SERVER_DEBUG
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#ifdef SERVER_DEBUG
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diag_log ("HIVE: Player Death list Request by ClientID: "+ str(_clientID));
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diag_log(PlayerDeaths);
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#endif
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@@ -1,35 +1,43 @@
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private ["_class","_uid","_charID","_object","_worldspace","_key","_allowed"];
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//[dayz_characterID,_tent,[_dir,_location],"TentStorage"]
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_charID = _this select 0;
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#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
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private ["_type ","_objectUID ","_characterID ","_object","_worldspace","_key", "_ownerArray", "_inventory"];
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_characterID = _this select 0;
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_object = _this select 1;
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_worldspace = _this select 2;
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_class = _this select 3;
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_inventory = _this select 3;
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_type = typeOf _object;
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_allowed = [_object, "Server"] call check_publishobject;
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if (!_allowed) exitWith { deleteVehicle _object; };
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if ([_object, "Server"] call check_publishobject) then {
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//diag_log ("PUBLISH: Attempt " + str(_object));
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//diag_log ("PUBLISH: Attempt " + str(_object));
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_objectUID = _worldspace call dayz_objectUID2;
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_object setVariable [ "ObjectUID", _objectUID, true ];
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// we can't use getVariable because only the object creation is known from the server (position,direction,variables are not sync'ed yet)
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//_characterID = _object getVariable [ "characterID", 0 ];
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//_ownerArray = _object getVariable [ "ownerArray", [] ];
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_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:", dayZ_instance, _type, 0, _characterID, _worldspace, _inventory, [], 0,_objectUID ];
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//get UID
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_uid = _worldspace call dayz_objectUID2;
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_key call server_hiveWrite;
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//Send request
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_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];
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//diag_log ("HIVE: WRITE: "+ str(_key));
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_key call server_hiveWrite;
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if !(_object isKindOf "TrapItems") then {
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if (DZE_GodModeBase) then {
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_object addEventHandler ["HandleDamage", {false}];
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} else {
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_object addMPEventHandler ["MPKilled",{_this call vehicle_handleServerKilled;}];
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};
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};
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// Test disabling simulation server side on buildables only.
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_object enableSimulation false;
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_object setVariable ["lastUpdate",time];
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_object setVariable ["ObjectUID", _uid,true];
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// _object setVariable ["CharacterID",_charID,true];
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
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if (DZE_GodModeBase) then {
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_object addEventHandler ["HandleDamage", {false}];
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}else{
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_object addMPEventHandler ["MPKilled",{_this call vehicle_handleServerKilled;}];
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};
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// Test disabling simulation server side on buildables only.
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_object enableSimulation false;
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
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//diag_log ("PUBLISH: Created " + (_class) + " with ID " + _uid);
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#ifdef OBJECT_DEBUG
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diag_log ["PUBLISH: Created ",_type,"ObjectUID", _objectUID,"characterID", _characterID, " with variables/inventory:", _inventory ];
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#endif
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}
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else {
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#ifdef OBJECT_DEBUG
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diag_log ("PUBLISH: *NOT* created " + (_type ) + " (not allowed)");
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#endif
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};
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@@ -1,59 +0,0 @@
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private ["_weather","_windX","_windY","_weatherOptions","_numWeatherOptions","_forcastTime"];
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//[overCast,Fog,wind,rain]
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//wind is split randomly in to east-west/north-south direction
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_weatherOptions =
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[
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[0, 0, 4, 0],
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[0.1, 0.1, 5, 0.1],
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[0.3, 0.2, 6, 0.2],
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[0.4, 0.3, 7, 0.3],
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[0.5, 0.4, 8, 0.4],
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[0.5, 0.5, 9, 0.5],
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[0.6, 0.4, 10, 0.6],
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[0.7, 0.3, 11, 0.7],
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[0.8, 0.2, 12, 0.8],
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[0.9, 0.1, 13, 0.9],
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[1, 1, 15, 1]
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];
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_numWeatherOptions = count _weatherOptions;
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// get inital weather forcast for the next 5 minutes
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_forcastTime = 300;
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if (isNil "WeatherForcast" && isNil "WeatherForcastTime") then {
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WeatherForcast = floor(random(_numWeatherOptions));
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WeatherForcastTime = diag_tickTime;
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} else {
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// after 60 minutes get a new forcast
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if (WeatherForcastTime >= _forcastTime) then {
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WeatherForcast = floor(random(_numWeatherOptions));
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WeatherForcastTime = diag_tickTime;
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};
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};
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if (isNil "CurrentWeatherOption") then {
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// set inital weather to current forcast
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CurrentWeatherOption = WeatherForcast;
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} else {
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if(CurrentWeatherOption < WeatherForcast) then {
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// start transition up if forcast is higher in the array than current weather
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CurrentWeatherOption = ((CurrentWeatherOption + 1) min _numWeatherOptions);
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} else {
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// start transition down if forcast is lower in the array than current weather
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if (CurrentWeatherOption != WeatherForcast && WeatherForcastTime >= _forcastTime) then {
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CurrentWeatherOption = ((CurrentWeatherOption - 1) max 0) ;
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};
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};
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};
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// current weather
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_weather = _weatherOptions select CurrentWeatherOption;
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_windX = floor(random(_weather select 2));
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_windY = (_weather select 2) - _windX;
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_weather set [2,[_windX,_windY]];
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diag_log format["Weather %1", _weather];
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PVDZE_plr_SetWeather = _weather;
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publicVariable "PVDZE_plr_SetWeather";
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@@ -1,5 +1,5 @@
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private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
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// do not make _roadList or _buildingList private in this function
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private ["_random","_lastIndex","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_iClass","_num","_allCfgLoots"];
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// do not make _roadList, _buildingList or _serverVehicleCounter private in this function
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#include "\z\addons\dayz_code\util\Math.hpp"
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#include "\z\addons\dayz_code\util\Vector.hpp"
|
||||
#include "\z\addons\dayz_code\loot\Loot.hpp"
|
||||
@@ -11,7 +11,7 @@ while {count AllowedVehiclesList > 0} do {
|
||||
_vehicle = _random select 0;
|
||||
_velimit = _random select 1;
|
||||
|
||||
_qty = {_x == _vehicle} count serverVehicleCounter;
|
||||
_qty = {_x == _vehicle} count _serverVehicleCounter;
|
||||
if (_qty <= _velimit) exitWith {}; // If under limit allow to proceed
|
||||
|
||||
// vehicle limit reached, remove vehicle from list
|
||||
@@ -22,10 +22,10 @@ while {count AllowedVehiclesList > 0} do {
|
||||
};
|
||||
|
||||
if (count AllowedVehiclesList == 0) then {
|
||||
diag_log "DEBUG: unable to find suitable vehicle to spawn";
|
||||
diag_log "DEBUG: unable to find suitable random vehicle to spawn";
|
||||
} else {
|
||||
// add vehicle to counter for next pass
|
||||
serverVehicleCounter set [count serverVehicleCounter,_vehicle];
|
||||
_serverVehicleCounter set [count _serverVehicleCounter,_vehicle];
|
||||
|
||||
// Find Vehicle Type to better control spawns
|
||||
_isAir = _vehicle isKindOf "Air";
|
||||
@@ -45,14 +45,12 @@ if (count AllowedVehiclesList == 0) then {
|
||||
// Spawn around buildings and 50% near roads
|
||||
if ((random 1) > 0.5) then {
|
||||
_position = _roadList call BIS_fnc_selectRandom;
|
||||
_position = _position modelToWorld [0,0,0];
|
||||
|
||||
_position = _position modelToWorld [0,0,0];
|
||||
_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
|
||||
//diag_log("DEBUG: spawning near road " + str(_position));
|
||||
} else {
|
||||
_position = _buildingList call BIS_fnc_selectRandom;
|
||||
_position = _position modelToWorld [0,0,0];
|
||||
|
||||
_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
|
||||
//diag_log("DEBUG: spawning around buildings " + str(_position));
|
||||
};
|
||||
|
||||
@@ -30,10 +30,10 @@ spawnComposition = compile preprocessFileLineNumbers "ca\modules\dyno\data\scrip
|
||||
server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\eventHandlers\server_sendToClient.sqf";
|
||||
|
||||
// EPOCH ADDITIONS
|
||||
server_swapObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf";
|
||||
server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf";
|
||||
server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf";
|
||||
server_publishVeh3 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf";
|
||||
server_swapObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; //Used to downgrade and upgrade Epoch buildables
|
||||
server_publishVeh = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf"; //Used to spawn random vehicles by server
|
||||
server_publishVeh2 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf"; //Used to purchase vehicles at traders
|
||||
server_publishVeh3 = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf"; //Used for car upgrades
|
||||
server_tradeObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
|
||||
server_traders = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
|
||||
server_spawnEvents = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
|
||||
|
||||
@@ -1,104 +1,2 @@
|
||||
/* Needs updating
|
||||
private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_fadeFire","_crashModel","_lootTable","_crashName","_spawnRoll","_position","_crash","_config","_hasAdjustment","_newHeight","_adjustedPos","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany","_pos","_lootPos"];
|
||||
|
||||
_guaranteedLoot = 3;
|
||||
_randomizedLoot = 4;
|
||||
_spawnChance = 0.50;
|
||||
_spawnMarker = 'center';
|
||||
// _spawnRadius = 5000;
|
||||
_spawnRadius = HeliCrashArea;
|
||||
_spawnFire = true;
|
||||
_fadeFire = false;
|
||||
_minLootRadius = 4;
|
||||
_maxLootRadius = 4;
|
||||
_spawnRoll = random 1;
|
||||
if (_spawnRoll <= _spawnChance) then {
|
||||
|
||||
_crashModel = ["UH60Wreck_DZ","CrashSite_US","UH60_NAVY_Wreck_DZ","UH60_ARMY_Wreck_DZ","UH60_NAVY_Wreck_burned_DZ","UH60_ARMY_Wreck_burned_DZ","Mass_grave_DZ"] call BIS_fnc_selectRandom;
|
||||
|
||||
if(_crashModel == "Mass_grave_DZ") then {
|
||||
_lootTable = "MassGrave";
|
||||
} else {
|
||||
_lootTable = "HeliCrash";
|
||||
};
|
||||
_maxLootRadius = _maxLootRadius - _minLootRadius;
|
||||
_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
|
||||
|
||||
// Loop for a new location without any vehicles
|
||||
_needsrelocated = true;
|
||||
while {_needsrelocated} do {
|
||||
_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
|
||||
_istoomany = _position nearObjects ["AllVehicles",10];
|
||||
if((count _istoomany) == 0) then { _needsrelocated = false; };
|
||||
};
|
||||
|
||||
//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
|
||||
|
||||
_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
|
||||
// Randomize the direction the wreck is facing
|
||||
_crash setDir round(random 360);
|
||||
|
||||
// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
|
||||
// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
|
||||
// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
|
||||
// spawn. This is optional.
|
||||
_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
|
||||
_hasAdjustment = isNumber(_config);
|
||||
_newHeight = 0;
|
||||
if (_hasAdjustment) then {
|
||||
_newHeight = getNumber(_config);
|
||||
};
|
||||
|
||||
// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
|
||||
_adjustedPos = [(_position select 0), (_position select 1), _newHeight];
|
||||
//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
|
||||
_crash setPos _adjustedPos;
|
||||
|
||||
// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
|
||||
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
|
||||
|
||||
_crash setVariable ["ObjectID","1",true];
|
||||
_pos = getPos _crash;
|
||||
// Disable simulation server side
|
||||
_crash enableSimulation false;
|
||||
|
||||
_num = round(random _randomizedLoot) + _guaranteedLoot;
|
||||
|
||||
if(_crashModel == "Mass_grave_DZ") then {
|
||||
_spawnFire = false;
|
||||
_num = _num * 2;
|
||||
};
|
||||
|
||||
if (_spawnFire) then {
|
||||
//["PVDZ_obj_Fire",[_crash,2,time,false,_fadeFire]] call broadcastRpcCallAll;
|
||||
PVDZ_obj_Fire = [_crash,2,time,false,_fadeFire];
|
||||
publicVariable "PVDZ_obj_Fire";
|
||||
_crash setvariable ["fadeFire",_fadeFire,true];
|
||||
};
|
||||
|
||||
if (DZE_MissionLootTable) then {
|
||||
_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
|
||||
} else {
|
||||
_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
|
||||
};
|
||||
_CBLBase = dayz_CBLBase find (toLower(_lootTable));
|
||||
_weights = dayz_CBLChances select _CBLBase;
|
||||
_cntWeights = count _weights;
|
||||
|
||||
for "_x" from 1 to _num do {
|
||||
//create loot
|
||||
_maxLootRadius = (random _maxLootRadius) + _minLootRadius;
|
||||
_lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos;
|
||||
_index1 = floor(random _cntWeights);
|
||||
_index2 = _weights select _index1;
|
||||
_itemType = _itemTypes select _index2;
|
||||
[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
|
||||
};
|
||||
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
|
||||
_nearby = _pos nearObjects ["ReammoBox", sizeOf(_crashModel)];
|
||||
{
|
||||
_x setVariable ["permaLoot",true];
|
||||
} count _nearBy;
|
||||
};
|
||||
|
||||
*/
|
||||
// Using vanilla crash sites now.
|
||||
// The 1.0.5.1 version was outdated and needs a full rewrite.
|
||||
@@ -1,70 +1,2 @@
|
||||
/* Needs updating
|
||||
private ["_guaranteedLoot","_randomizedLoot","_spawnChance","_spawnMarker","_spawnRadius","_crashModel","_lootTable","_spawnRoll","_position","_crash","_config","_num","_itemTypes","_index","_weights","_cntWeights","_nearby","_itemType","_needsrelocated","_istoomany","_pos","_lootPos"];
|
||||
|
||||
_guaranteedLoot = 4;
|
||||
_randomizedLoot = 8;
|
||||
_spawnChance = 0.50;
|
||||
_spawnMarker = 'center';
|
||||
_spawnRadius = (HeliCrashArea/2);
|
||||
_minLootRadius = 4;
|
||||
_maxLootRadius = 4;
|
||||
_spawnRoll = random 1;
|
||||
if (_spawnRoll <= _spawnChance) then {
|
||||
|
||||
_crashModel = "Supply_Crate_DZE";
|
||||
|
||||
_lootTable = "SupplyDrop";
|
||||
|
||||
// Loop for a new location without any vehicles
|
||||
_needsrelocated = true;
|
||||
while {_needsrelocated} do {
|
||||
_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
|
||||
_istoomany = _position nearObjects ["AllVehicles",10];
|
||||
if((count _istoomany) == 0) then { _needsrelocated = false; };
|
||||
};
|
||||
|
||||
//diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
|
||||
|
||||
_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
|
||||
|
||||
// Randomize the direction the wreck is facing
|
||||
_crash setDir round(random 360);
|
||||
|
||||
_crash setPos _position;
|
||||
|
||||
// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
|
||||
//dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
|
||||
|
||||
//_crash setVariable ["ObjectID","1",true];
|
||||
_pos = getPos _crash;
|
||||
// Disable simulation server side
|
||||
_crash enableSimulation false;
|
||||
|
||||
_num = (round(random _randomizedLoot)) + _guaranteedLoot;
|
||||
|
||||
if (DZE_MissionLootTable) then {
|
||||
_itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
|
||||
} else {
|
||||
_itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");
|
||||
};
|
||||
_CBLBase = dayz_CBLBase find (toLower(_lootTable));
|
||||
_weights = dayz_CBLChances select _CBLBase;
|
||||
_cntWeights = count _weights;
|
||||
|
||||
for "_x" from 1 to _num do {
|
||||
//create loot
|
||||
_maxLootRadius = (random _maxLootRadius) + _minLootRadius;
|
||||
_lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos;
|
||||
_index1 = floor(random _cntWeights);
|
||||
_index2 = _weights select _index1;
|
||||
_itemType = _itemTypes select _index2;
|
||||
[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
|
||||
};
|
||||
|
||||
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 && other such items.
|
||||
_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
|
||||
{
|
||||
_x setVariable ["permaLoot",true];
|
||||
} count _nearBy;
|
||||
};
|
||||
*/
|
||||
// Using vanilla care packages now.
|
||||
// The 1.0.5.1 version was outdated and needs a full rewrite.
|
||||
@@ -11,6 +11,7 @@ dayz_serverIDMonitor = [];
|
||||
dayz_versionNo = getText (configFile >> "CfgMods" >> "DayZ" >> "version");
|
||||
dayz_hiveVersionNo = getNumber (configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");
|
||||
_hiveLoaded = false;
|
||||
_serverVehicleCounter = [];
|
||||
diag_log "HIVE: Starting";
|
||||
|
||||
//Set the Time
|
||||
@@ -187,7 +188,7 @@ if (_status == "ObjectStreamStart") then {
|
||||
_object setVelocity [0,0,1];
|
||||
_object call fnc_veh_ResetEH;
|
||||
if (_ownerID != "0" && !(_object isKindOf "Bicycle")) then {_object setVehicleLock "locked";};
|
||||
serverVehicleCounter set [count serverVehicleCounter,_type]; // total each vehicle
|
||||
_serverVehicleCounter set [count _serverVehicleCounter,_type]; // total each vehicle
|
||||
};
|
||||
} else {
|
||||
if (_type in DayZ_nonCollide) then {
|
||||
@@ -339,9 +340,10 @@ if !(DZE_ConfigTrader) then {
|
||||
};
|
||||
|
||||
if (_hiveLoaded) then {
|
||||
[] spawn {
|
||||
_serverVehicleCounter spawn {
|
||||
// spawn_vehicles
|
||||
// Get all buildings and roads only once. Very taxing, but only on first startup
|
||||
_serverVehicleCounter = _this;
|
||||
_startTime = diag_tickTime;
|
||||
_buildingList = [];
|
||||
_cfgLootFile = if (DZE_MissionLootTable) then {missionConfigFile >> "CfgLoot" >> "Buildings"} else {configFile >> "CfgLoot" >> "Buildings"};
|
||||
@@ -352,7 +354,7 @@ if (_hiveLoaded) then {
|
||||
} count (dayz_centerMarker nearObjects ["building",DynamicVehicleArea]);
|
||||
_roadList = dayz_centerMarker nearRoads DynamicVehicleArea;
|
||||
|
||||
_vehLimit = MaxVehicleLimit - (count serverVehicleCounter);
|
||||
_vehLimit = MaxVehicleLimit - (count _serverVehicleCounter);
|
||||
if (_vehLimit > 0) then {
|
||||
diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
|
||||
for "_x" from 1 to _vehLimit do {call spawn_vehicles;};
|
||||
@@ -374,7 +376,7 @@ if (_hiveLoaded) then {
|
||||
};
|
||||
};
|
||||
|
||||
[] spawn server_spawnEvents;
|
||||
if (EpochUseEvents) then {[] spawn server_spawnEvents;};
|
||||
_debugMarkerPosition = getMarkerPos "respawn_west";
|
||||
_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
|
||||
_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 100; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 50; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,10 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
//Server Events
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 400; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 700; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 400; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 2500; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 250; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 200; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 150; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 100; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 250; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 200; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 250; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 200; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 350; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 2000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 2000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 50; // Max number of random road blocks to spawn around the m
|
||||
MaxVehicleLimit = 50; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 250; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 300; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 150; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 500; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 50; // Max number of random road blocks to spawn around the m
|
||||
MaxVehicleLimit = 25; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 500; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 100; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 50; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 500; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
@@ -58,9 +58,9 @@ MaxDynamicDebris = 100; // Max number of random road blocks to spawn around the
|
||||
MaxVehicleLimit = 50; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 500; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
|
||||
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
|
||||
// DO NOT EDIT BELOW HERE //
|
||||
|
||||
Reference in New Issue
Block a user