Add function for vehicle addons

This adds a remove and add ammo function for vehicles. Also a keep flares check if the vehicle ammo got removed.
Server admins can add/remove different weapons to vehicles by just editing server_spawnVehicle.
This commit is contained in:
A Man
2022-03-22 18:27:33 +01:00
parent 637f1f4450
commit 981e217b8e
12 changed files with 148 additions and 82 deletions

View File

@@ -102,6 +102,10 @@ if (isServer) then {
dayz_POIs = false; //Enable POI's
dayz_enableGhosting = false;
dayz_ghostTimer = 120;
DZE_disableThermal = []; // Array of vehicle classnames to disable thermal on when being spawned. i.e: ["AH1Z","MTVR"];
DZE_clearVehicleAmmo = true; // Clears the ammo of vehicles spawned, bought, claimed and upgraded during the same restart
DZE_clearVehicleFlares = false; // Clears the flares of vehicles during the same restart, DZE_clearVehicleAmmo must be true in order to work
DZE_addVehicleAmmo = false; // Adds ammo to all spawned, bought, claimed and upgraded vehicles during the same restart
// ZSC
Z_globalBankingTraders = false; // Enable banking NPCs at trader cities.
@@ -109,14 +113,8 @@ if (isServer) then {
// Safe Zone Relocating
DZE_SafeZone_Relocate = false; //Enables relocating of vehicles left in Safe Zones over a server restart.
if (DZE_VehicleKey_Changer) then {
vkc_clearAmmo = true; // Clear the ammo of vehicles after they have been rekeyed/claimed? (stops users getting a free rearm)
vkc_disableThermal = [""]; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
};
if (DZE_Virtual_Garage) then {
vg_clearAmmo = true; // Clear the ammo of vehicles spawned during the same restart they are stored? (stops users storing a vehicle for a free rearm)
vg_disableThermal = []; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
vg_sortColumn = 0; //0 or an out of range value sorts by the default column 'DisplayName', otherwise 1 = 'DateStored', 2 = 'id', 3 = 'Name' (of storing player), 4 = 'DateMaintained'
};
};

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@@ -18,37 +18,4 @@ VG_RandomizeMyKey = {
_return;
};
vg_serverKey = toString (8 call VG_RandomizeMyKey);
vg_alreadySpawned = [];
VG_ClearTurrets = {
//By denvdmj (probably, I found it on the biki)
private ["_weaponArray","_findRecurse","_class","_obj","_turret","_mags"];
_obj = _this;
_weaponArray = [];
_weaponArray set [count _weaponArray,[-1]];
_findRecurse = {
private ["_root", "_class", "_path", "_currentPath", "_thisThis"];
_root = (_this select 0);
_path = +(_this select 1);
_thisThis = _this select 2;
for "_i" from 0 to count _root -1 do {
_class = _root select _i;
if (isClass _class) then {
_currentPath = _path + [_i];
{_weaponArray set [count _weaponArray, _currentPath];} count getArray (_class >> "weapons");
_class = _class >> "turrets";
if (isClass _class) then {[_class, _currentPath, _thisThis] call _findRecurse;};
};
};
};
[configFile >> "CfgVehicles" >> typeOf (_obj) >> "turrets", [], _this] call _findRecurse;
{
_turret = _x;
_mags = _obj magazinesTurret _turret;
{_obj removeMagazinesTurret[_x,_turret];} count _mags;
} forEach _weaponArray;
};
vg_alreadySpawned = [];

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@@ -1,4 +1,4 @@
private ["_isAir","_VG_ObjID","_characterID","_class","_clientID","_clrinit","_clrinit2","_colour","_colour2","_dam","_damage","_dir","_fuel","_hitpoints","_id","_inventory","_key","_location","_message","_object","_oid","_outcome","_player","_result","_selection","_serverKey","_uid","_worldSpace"];
private ["_VG_ObjID","_characterID","_class","_clientID","_clrinit","_clrinit2","_colour","_colour2","_dam","_damage","_dir","_fuel","_hitpoints","_id","_inventory","_key","_location","_message","_object","_oid","_outcome","_player","_result","_selection","_serverKey","_uid","_worldSpace"];
_worldSpace = _this select 0;
_player = _this select 1;
@@ -57,7 +57,6 @@ if (_outcome != "PASS") then {
clearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;
if (vg_clearAmmo && {vg_serverKey == _serverKey}) then {_object call VG_ClearTurrets;};
_object setFuel _fuel;
_object setDamage _damage;
@@ -90,11 +89,12 @@ if (_outcome != "PASS") then {
[_object,_hitpoints] call server_setHitpoints;
[_object,"all",true] call server_updateObject;
[_object,vg_clearAmmo,false] call server_vehicleAddons;
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
_object call fnc_veh_ResetEH;
{if (_object isKindOf _x) exitWith {_object disableTIEquipment true;}} count vg_disableThermal;
_object call fnc_veh_ResetEH;
PVDZE_veh_Init = _object;
publicVariable "PVDZE_veh_Init";

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@@ -0,0 +1,43 @@
//By denvdmj (probably, I found it on the biki)
local _obj = _this;
local _weaponArray = [];
_weaponArray set [count _weaponArray,[-1]];
local _findRecurse = {
local _root = (_this select 0);
local _path = +(_this select 1);
local _thisThis = _this select 2;
for "_i" from 0 to count _root -1 do {
local _class = _root select _i;
if (isClass _class) then {
local _currentPath = _path + [_i];
{_weaponArray set [count _weaponArray, _currentPath];} count getArray (_class >> "weapons");
_class = _class >> "turrets";
if (isClass _class) then {[_class, _currentPath, _thisThis] call _findRecurse;};
};
};
};
[configFile >> "CfgVehicles" >> typeOf (_obj) >> "turrets", [], _obj] call _findRecurse;
{
local _turret = _x;
local _mags = _obj magazinesTurret _turret;
{
local _mag = _x;
if !(["horn",_mag] call fnc_inString) then {
if (DZE_clearVehicleFlares) then {
_obj removeMagazinesTurret[_mag,_turret];
} else {
if !(["flare",_mag] call fnc_inString) then {
_obj removeMagazinesTurret[_mag,_turret];
};
};
};
} count _mags;
} forEach _weaponArray;

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@@ -0,0 +1,47 @@
local _obj = _this select 0;
local _countMags = _this select 1;
local _weaponArray = [];
_weaponArray set [count _weaponArray,["",[-1]]];
local _findRecurse = {
local _root = (_this select 0);
local _path = +(_this select 1);
local _thisThis = _this select 2;
for "_i" from 0 to count _root -1 do {
local _class = _root select _i;
if (isClass _class) then {
local _currentPath = _path + [_i];
{
_weaponArray set [count _weaponArray,[_x,_currentPath]];
} count getArray (_class >> "weapons");
_class = _class >> "turrets";
if (isClass _class) then {[_class, _currentPath, _thisThis] call _findRecurse;};
};
};
};
[configFile >> "CfgVehicles" >> typeOf (_obj) >> "turrets", [], _obj] call _findRecurse;
{
local _type = _x select 0;
local _turret = _x select 1;
local _mags = getArray(configFile >> "CfgWeapons" >> _type >> "magazines");
local _mag = _mags select 0;
if (!isNil "_mag" && {!(["horn",_mag] call fnc_inString)})then {
for "_i" from 1 to _countMags do {
_obj addMagazineTurret[_mag,_turret];
};
};
} forEach _weaponArray;
{
local _mags = getArray(configFile >> "CfgWeapons" >> _x >> "magazines");
local _mag = _mags select 0;
for "_i" from 1 to _countMags do {
_obj addMagazine _mag;
};
} count (weapons _obj);

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@@ -80,6 +80,8 @@ if (_outcome != "PASS") then {
[_object,"all",true] call server_updateObject;
[_object,DZE_clearVehicleAmmo,DZE_addVehicleAmmo] call server_vehicleAddons;
_object call fnc_veh_ResetEH;
PVDZE_veh_Init = _object;

View File

@@ -93,6 +93,8 @@ if (_outcome != "PASS") then {
deleteVehicle _object_para;
};
};
[_object,DZE_clearVehicleAmmo,DZE_addVehicleAmmo] call server_vehicleAddons;
_object call fnc_veh_ResetEH;

View File

@@ -129,6 +129,8 @@ if (_outcome != "PASS") then {
[_object,_newHitpoints] call server_setHitpoints;
[_object,"all",true] call server_updateObject;
[_object,DZE_clearVehicleAmmo,false] call server_vehicleAddons;
_object call fnc_veh_ResetEH;
// for non JIP users this should make sure everyone has eventhandlers for vehicles.

View File

@@ -141,52 +141,18 @@ if (_outcome != "PASS") then {
processInitCommands;
[_weapons,_magazines,_backpacks,_object] call fn_addCargo;
_clearTurrets = {
//By denvdmj (probably, I found it on the biki)
private ["_weaponArray","_findRecurse","_class","_obj","_turret","_mags"];
_obj = _this;
_weaponArray = [];
_weaponArray set [count _weaponArray,[-1]];
_findRecurse = {
private ["_root", "_class", "_path", "_currentPath", "_thisThis"];
_root = (_this select 0);
_path = +(_this select 1);
_thisThis = _this select 2;
for "_i" from 0 to count _root -1 do {
_class = _root select _i;
if (isClass _class) then {
_currentPath = _path + [_i];
{_weaponArray set [count _weaponArray, _currentPath];} count getArray (_class >> "weapons");
_class = _class >> "turrets";
if (isClass _class) then {[_class, _currentPath, _thisThis] call _findRecurse;};
};
};
};
[configFile >> "CfgVehicles" >> typeOf (_obj) >> "turrets", [], _this] call _findRecurse;
{
_turret = _x;
_mags = _obj magazinesTurret _turret;
{_obj removeMagazinesTurret[_x,_turret];} count _mags;
} forEach _weaponArray;
};
_object setFuel _fuel;
[_object,_newHitpoints] call server_setHitpoints;
[_object,"all",true] call server_updateObject;
[_object,DZE_clearVehicleAmmo,false] call server_vehicleAddons;
_object call fnc_veh_ResetEH;
// for non JIP users this should make sure everyone has eventhandlers for vehicles.
PVDZE_veh_Init = _object;
publicVariable "PVDZE_veh_Init";
{if (_object isKindOf _x) exitWith {_object disableTIEquipment true;}} count vkc_disableThermal;
if (vkc_clearAmmo) then {_object call _clearTurrets;};
publicVariable "PVDZE_veh_Init";
dze_waiting = "success";
(owner _activatingPlayer) publicVariableClient "dze_waiting";

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@@ -0,0 +1,34 @@
local _vehicle = _this select 0;
local _clearAmmo = _this select 1;
local _addAmmo = _this select 2;
local _type = typeOf _vehicle;
local _skipAmmoClear = []; // Add vehicle classnames you do not want to clear the ammo
local _skipAmmoFill = []; // Add vehicle classnames you do not want to fill the ammo
if (_type in DZE_disableThermal) then {
_vehicle disableTIEquipment true;
};
if (_clearAmmo && {!(_type in _skipAmmoClear)}) then {
_vehicle call server_clearTurrets;
};
if (_addAmmo && {!(_type in _skipAmmoFill)}) then {
local _countMags = 2; // Number of how many magazines will be added to the vehicle
[_vehicle,_countMags] call server_fillTurrets;
};
// Add/Remove extra weapons and ammo
/*
if (_type == "GNT_C185T") exitwith {
_vehicle removeWeapon "FFARLauncher_12";
_vehicle addWeapon "pook_M60_dual_DZ";
_vehicle addMagazine "pook_1300Rnd_762x51_M60";
_vehicle addMagazine "pook_1300Rnd_762x51_M60";
};
*/

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@@ -24,6 +24,9 @@ server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_se
call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\updateObject_functions.sqf";
server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
server_setHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_setHitpoints.sqf";
server_vehicleAddons = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_vehicleAddons.sqf";
server_clearTurrets = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_clearTurrets.sqf";
server_fillTurrets = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_fillTurrets.sqf";
server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf"; //Creates the object in DB
server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf"; //Removes the object from the DB
@@ -242,4 +245,4 @@ array_reduceSize = {
// Precise base building 1.0.5
call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\kk_functions.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\eventHandlers\server_eventHandler.sqf";
#include "mission_check.sqf"
#include "mission_check.sqf"

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@@ -372,6 +372,8 @@ if ((playersNumber west + playersNumber civilian) == 0) exitWith {
[_object,"all",true] call server_updateObject;
[_object,DZE_clearVehicleAmmo,DZE_addVehicleAmmo] call server_vehicleAddons;
_object call fnc_veh_ResetEH;
if (_ownerID != "0" && {!(_object isKindOf "Bicycle")}) then {_object setVehicleLock "locked";};
_serverVehicleCounter set [count _serverVehicleCounter,_type]; // total each vehicle