Update vanilla building

Vanilla commits:

8fdd0e915a

6afd0bc103
This commit is contained in:
ebaydayz
2017-02-02 15:28:39 -05:00
parent 2bf589e151
commit 59b1d1ea60
4 changed files with 94 additions and 44 deletions

View File

@@ -15,6 +15,8 @@ _uid = getPlayerUID player;
_keepOnSlope = 0 == (getNumber (configFile >> "CfgVehicles" >> _classname >> "canbevertical"));
//_damageArray = (getArray (configFile >> "CfgVehicles" >> _classname >> "damageValues"));
Dayz_constructionContext set [ 4, false ]; // Stop the construction mode, cf. player_build.sqf
//if (count Dayz_constructionContext < 5) then { Dayz_constructionContext set [ 5, false ]; // };
@@ -61,8 +63,8 @@ if (_build) then {
_variables set [ count _variables, ["ownerArray", [getPlayerUID player]]];
_variables set [ count _variables, ["padlockCombination", _passcode]];
_object removeAllEventHandlers "HandleDamage";
_object addeventhandler ["HandleDamage",{ diag_log (_this); if ((_this select 4) == 'PipeBomb') then { _this call fnc_Obj_FenceHandleDam; } else { false }; } ];
//_object removeAllEventHandlers "HandleDamage";
//_object addeventhandler ["HandleDamage",{ [_this,_damageArray] call fnc_Obj_FenceHandleDam; } ];
};
_object setVariable ["characterID",dayz_characterID, true];

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@@ -26,7 +26,7 @@ _show = switch _action do {
//Built Items (Fence,Gates)
//case "ObjectUpgrade": {CAN_DO && !IN_VEHICLE && !(_object getVariable["BuildLock",false])};
//case "ObjectMaintenance": {CAN_DO && !IN_VEHICLE && (_object getVariable["Maintenance",false] or IS_DAMAGED)};
//case "ObjectDisassembly": {CAN_DO && !IN_VEHICLE && HAS_TOOLBOX && !(_object getVariable["BuildLock",false]) && ((getPlayerUID player in _object getVariable["ownerArray",[]]) or (count (_object getVariable["ownerArray",[]]) == 0) or (typeOf _object in ["WoodenFence_1_foundation","WoodenGate_foundation"]))};
//case "ObjectDisassembly": {CAN_DO && !IN_VEHICLE && HAS_TOOLBOX && !(_object getVariable["BuildLock",false]) && (((getPlayerUID player) in (_object getVariable["ownerArray",[]])) or (count (_object getVariable["ownerArray",[]]) == 0) or (typeOf _object in ["WoodenFence_1_foundation","WoodenGate_foundation"]))};
default {false};
};

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@@ -9,49 +9,97 @@ Metal Defaults - [Object,[High Explosive(0.5),Medium Explosive(0.25),Melee damag
--Note, Melee damage runs this script 12 times per hit.
************************************************************/
private["_obj","_total","_damage"];
//Object the EH is assigned too
_obj = _this select 0;
//array holding dam sent to the eventhandler
//_damageArray _this select 1;
/*
private["_obj","_total","_damage"];
if !((_this select 4) in ["PipeBomb","explosive_bolt","Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]) exitwith { false };
//Object the EH is assigned too
_obj = ((_this select 0) select 0);
//array holding dam sent to the eventhandler
//_damageArray _this select 1;
if !(((_this select 0) select 4) in ["PipeBomb","explosive_bolt","Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]) exitwith { false };
_damage = switch (1==1) do {
case (((_this select 0) select 4) in ["PipeBomb"]): { (((_this select 0) select 1) select 0) }; //0.5 High explosive
case (((_this select 0) select 4) in ["explosive_bolt"]): { (((_this select 0) select 1) select 1) }; //0.25 Medium explosive, maybe grenades and other such items.
case (((_this select 0) select 4) in ["Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]): { (((_this select 0) select 2) + random(0.05) }; //0.00001 Melee damage,
//default { 0 };
};
//Server running or client
if (isServer) then {
if !(_obj in needUpdate_FenceObjects) then {
needUpdate_FenceObjects set [count needUpdate_FenceObjects, _obj];
};
//TotalDamage Set by the server
_obj setDamage (damage _obj) + _damage;
//diag_log format["Server Reporting - %1",needUpdate_FenceObjects];
} else {
//If its a client send to server for saving and damage setting.
PVDZ_fence_Update = [_obj,(damage _obj) + _damage];
publicVariableServer "PVDZ_fence_Update";
//diag_log ("Client Reporting");
};
//} else {
// //We really coulde just send to server and have the server setDamage
// //send to server then back to owning client/server
// PVDZ_send = [_obj,"objWallDamage",_this];
// publicVariableServer "PVDZ_send";
//};
diag_log format["Object: %1, Damage:%2(%4), Projectile:%3",typeof ((_this select 0) select 0),((damage _obj) + _damage),((_this select 0) select 4),(damage _obj)];
*/
private["_obj","_damage"];
//[_this,[0.5,0.25,0.00001]]
if !(((_this select 0) select 4) in ["PipeBomb","explosive_bolt","Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]) exitwith { false };
_obj = ((_this select 0) select 0);
//_selectionName = ((_this select 0) select 1);
//_damage = ((_this select 0) select 2);
//_source = ((_this select 0) select 3);
//_projectile = ((_this select 0) select 4);
//_damageArray = (_this select 1);
_damage = switch (1==1) do {
case ((_this select 4) in ["PipeBomb"]): { ((_this select 1) select 0) }; //0.5 High explosive
case ((_this select 4) in ["explosive_bolt"]): { ((_this select 1) select 1) }; //0.25 Medium explosive, maybe grenades and other such items.
case ((_this select 4) in ["Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]): { ((_this select 1) select 2) + random(0.05) }; //0.00001 Melee damage,
default { 0 };
case (((_this select 0) select 4) in ["PipeBomb"]): { ((_this select 1) select 0) }; //0.5 High explosive
case (((_this select 0) select 4) in ["explosive_bolt"]): { ((_this select 1) select 1) }; //0.25 Medium explosive, maybe grenades and other such items.
case (((_this select 0) select 4) in ["Hatchet_Swing_Ammo","Crowbar_Swing_Ammo","Machete_Swing_Ammo"]): { ((_this select 1) select 2) + random(0.0005) }; //0.00001 Melee damage,
//default { 0 };
};
//Server running or client
if (isServer) then {
if !(_obj in needUpdate_FenceObjects) then {
needUpdate_FenceObjects set [count needUpdate_FenceObjects, _obj];
/*
//Server running or client
if (isServer) then {
if !(_obj in needUpdate_FenceObjects) then {
needUpdate_FenceObjects set [count needUpdate_FenceObjects, _obj];
};
//TotalDamage Set by the server
_obj setDamage (damage _obj) + _damage;
//diag_log format["Server Reporting - %1",needUpdate_FenceObjects];
} else {
//If its a client send to server for saving and damage setting.
PVDZ_fence_Update = [_obj,(damage _obj) + _damage];
publicVariableServer "PVDZ_fence_Update";
//diag_log ("Client Reporting");
};
//TotalDamage Set by the server
_obj setDamage (damage _obj) + _damage;
//diag_log format["Server Reporting - %1",needUpdate_FenceObjects];
} else {
//If its a client send to server for saving and damage setting.
PVDZ_fence_Update = [_obj,(damage _obj) + _damage];
publicVariableServer "PVDZ_fence_Update";
//diag_log ("Client Reporting");
};
*/
//} else {
// //We really coulde just send to server and have the server setDamage
// //send to server then back to owning client/server
// PVDZ_send = [_obj,"objWallDamage",_this];
// publicVariableServer "PVDZ_send";
//};
diag_log format["Object: %1, Damage:%2(%4), Projectile:%3",typeof (_this select 0),((damage _obj) + _damage),(_this select 4),(damage _obj)];
diag_log format["Object: %1, Damage:%4 + %5(%2), Projectile:%3",(typeof _obj),((damage _obj) + _damage),((_this select 0) select 4),(damage _obj),_damage];
// all "HandleDamage event" functions should return the effective damage that the engine will record for that part
false
(damage _obj) + _damage

View File

@@ -1724,11 +1724,11 @@
<German>Wartung</German>
</Key>
<Key ID="str_disassembly">
<English>%1 Disassembly</English>
<Russian>%1 Разборка</Russian>
<French>Démonter la %1</French>
<Czech>Demontáž %1</Czech>
<German>%1 abbauen</German>
<English>Disassembly</English>
<Russian>Разборка</Russian>
<French>Démonter la</French>
<Czech>Demontáž</Czech>
<German>abbauen</German>
</Key>
<Key ID="str_build">
<English>Build %1</English>