mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
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:
@@ -102,6 +102,10 @@ if (isServer) then {
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dayz_POIs = false; //Enable POI's
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dayz_enableGhosting = false;
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dayz_ghostTimer = 120;
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DZE_disableThermal = []; // Array of vehicle classnames to disable thermal on when being spawned. i.e: ["AH1Z","MTVR"];
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DZE_clearVehicleAmmo = true; // Clears the ammo of vehicles spawned, bought, claimed and upgraded during the same restart
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DZE_clearVehicleFlares = false; // Clears the flares of vehicles during the same restart, DZE_clearVehicleAmmo must be true in order to work
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DZE_addVehicleAmmo = false; // Adds ammo to all spawned, bought, claimed and upgraded vehicles during the same restart
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// ZSC
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Z_globalBankingTraders = false; // Enable banking NPCs at trader cities.
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@@ -109,14 +113,8 @@ if (isServer) then {
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// Safe Zone Relocating
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DZE_SafeZone_Relocate = false; //Enables relocating of vehicles left in Safe Zones over a server restart.
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if (DZE_VehicleKey_Changer) then {
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vkc_clearAmmo = true; // Clear the ammo of vehicles after they have been rekeyed/claimed? (stops users getting a free rearm)
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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"];
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};
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if (DZE_Virtual_Garage) then {
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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)
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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"];
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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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};
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};
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@@ -18,37 +18,4 @@ VG_RandomizeMyKey = {
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_return;
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};
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vg_serverKey = toString (8 call VG_RandomizeMyKey);
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vg_alreadySpawned = [];
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VG_ClearTurrets = {
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//By denvdmj (probably, I found it on the biki)
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private ["_weaponArray","_findRecurse","_class","_obj","_turret","_mags"];
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_obj = _this;
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_weaponArray = [];
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_weaponArray set [count _weaponArray,[-1]];
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_findRecurse = {
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private ["_root", "_class", "_path", "_currentPath", "_thisThis"];
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_root = (_this select 0);
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_path = +(_this select 1);
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_thisThis = _this select 2;
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for "_i" from 0 to count _root -1 do {
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_class = _root select _i;
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if (isClass _class) then {
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_currentPath = _path + [_i];
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{_weaponArray set [count _weaponArray, _currentPath];} count getArray (_class >> "weapons");
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_class = _class >> "turrets";
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if (isClass _class) then {[_class, _currentPath, _thisThis] call _findRecurse;};
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};
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};
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};
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[configFile >> "CfgVehicles" >> typeOf (_obj) >> "turrets", [], _this] call _findRecurse;
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{
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_turret = _x;
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_mags = _obj magazinesTurret _turret;
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{_obj removeMagazinesTurret[_x,_turret];} count _mags;
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} forEach _weaponArray;
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};
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vg_alreadySpawned = [];
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@@ -1,4 +1,4 @@
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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"];
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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"];
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_worldSpace = _this select 0;
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_player = _this select 1;
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@@ -57,7 +57,6 @@ if (_outcome != "PASS") then {
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clearWeaponCargoGlobal _object;
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clearMagazineCargoGlobal _object;
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if (vg_clearAmmo && {vg_serverKey == _serverKey}) then {_object call VG_ClearTurrets;};
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_object setFuel _fuel;
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_object setDamage _damage;
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@@ -90,11 +89,12 @@ if (_outcome != "PASS") then {
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[_object,_hitpoints] call server_setHitpoints;
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[_object,"all",true] call server_updateObject;
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[_object,vg_clearAmmo,false] call server_vehicleAddons;
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
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_object call fnc_veh_ResetEH;
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{if (_object isKindOf _x) exitWith {_object disableTIEquipment true;}} count vg_disableThermal;
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_object call fnc_veh_ResetEH;
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PVDZE_veh_Init = _object;
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publicVariable "PVDZE_veh_Init";
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43
SQF/dayz_server/compile/server_clearTurrets.sqf
Normal file
43
SQF/dayz_server/compile/server_clearTurrets.sqf
Normal file
@@ -0,0 +1,43 @@
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//By denvdmj (probably, I found it on the biki)
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local _obj = _this;
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local _weaponArray = [];
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_weaponArray set [count _weaponArray,[-1]];
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local _findRecurse = {
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local _root = (_this select 0);
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local _path = +(_this select 1);
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local _thisThis = _this select 2;
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for "_i" from 0 to count _root -1 do {
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local _class = _root select _i;
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if (isClass _class) then {
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local _currentPath = _path + [_i];
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{_weaponArray set [count _weaponArray, _currentPath];} count getArray (_class >> "weapons");
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_class = _class >> "turrets";
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if (isClass _class) then {[_class, _currentPath, _thisThis] call _findRecurse;};
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};
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};
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};
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[configFile >> "CfgVehicles" >> typeOf (_obj) >> "turrets", [], _obj] call _findRecurse;
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{
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local _turret = _x;
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local _mags = _obj magazinesTurret _turret;
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{
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local _mag = _x;
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if !(["horn",_mag] call fnc_inString) then {
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if (DZE_clearVehicleFlares) then {
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_obj removeMagazinesTurret[_mag,_turret];
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} else {
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if !(["flare",_mag] call fnc_inString) then {
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_obj removeMagazinesTurret[_mag,_turret];
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};
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};
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};
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} count _mags;
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} forEach _weaponArray;
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47
SQF/dayz_server/compile/server_fillTurrets.sqf
Normal file
47
SQF/dayz_server/compile/server_fillTurrets.sqf
Normal file
@@ -0,0 +1,47 @@
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local _obj = _this select 0;
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local _countMags = _this select 1;
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local _weaponArray = [];
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_weaponArray set [count _weaponArray,["",[-1]]];
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local _findRecurse = {
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local _root = (_this select 0);
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local _path = +(_this select 1);
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local _thisThis = _this select 2;
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for "_i" from 0 to count _root -1 do {
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local _class = _root select _i;
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if (isClass _class) then {
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local _currentPath = _path + [_i];
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{
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_weaponArray set [count _weaponArray,[_x,_currentPath]];
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} count getArray (_class >> "weapons");
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_class = _class >> "turrets";
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if (isClass _class) then {[_class, _currentPath, _thisThis] call _findRecurse;};
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};
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};
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};
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[configFile >> "CfgVehicles" >> typeOf (_obj) >> "turrets", [], _obj] call _findRecurse;
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{
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local _type = _x select 0;
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local _turret = _x select 1;
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local _mags = getArray(configFile >> "CfgWeapons" >> _type >> "magazines");
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local _mag = _mags select 0;
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if (!isNil "_mag" && {!(["horn",_mag] call fnc_inString)})then {
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for "_i" from 1 to _countMags do {
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_obj addMagazineTurret[_mag,_turret];
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};
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};
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} forEach _weaponArray;
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{
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local _mags = getArray(configFile >> "CfgWeapons" >> _x >> "magazines");
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local _mag = _mags select 0;
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for "_i" from 1 to _countMags do {
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_obj addMagazine _mag;
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};
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} count (weapons _obj);
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@@ -80,6 +80,8 @@ if (_outcome != "PASS") then {
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[_object,"all",true] call server_updateObject;
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[_object,DZE_clearVehicleAmmo,DZE_addVehicleAmmo] call server_vehicleAddons;
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_object call fnc_veh_ResetEH;
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PVDZE_veh_Init = _object;
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@@ -93,6 +93,8 @@ if (_outcome != "PASS") then {
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deleteVehicle _object_para;
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};
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};
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[_object,DZE_clearVehicleAmmo,DZE_addVehicleAmmo] call server_vehicleAddons;
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_object call fnc_veh_ResetEH;
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@@ -129,6 +129,8 @@ if (_outcome != "PASS") then {
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[_object,_newHitpoints] call server_setHitpoints;
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[_object,"all",true] call server_updateObject;
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[_object,DZE_clearVehicleAmmo,false] call server_vehicleAddons;
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_object call fnc_veh_ResetEH;
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// for non JIP users this should make sure everyone has eventhandlers for vehicles.
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@@ -141,52 +141,18 @@ if (_outcome != "PASS") then {
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processInitCommands;
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[_weapons,_magazines,_backpacks,_object] call fn_addCargo;
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_clearTurrets = {
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//By denvdmj (probably, I found it on the biki)
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private ["_weaponArray","_findRecurse","_class","_obj","_turret","_mags"];
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_obj = _this;
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_weaponArray = [];
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_weaponArray set [count _weaponArray,[-1]];
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_findRecurse = {
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private ["_root", "_class", "_path", "_currentPath", "_thisThis"];
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_root = (_this select 0);
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_path = +(_this select 1);
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_thisThis = _this select 2;
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for "_i" from 0 to count _root -1 do {
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_class = _root select _i;
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if (isClass _class) then {
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_currentPath = _path + [_i];
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{_weaponArray set [count _weaponArray, _currentPath];} count getArray (_class >> "weapons");
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_class = _class >> "turrets";
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if (isClass _class) then {[_class, _currentPath, _thisThis] call _findRecurse;};
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};
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};
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};
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[configFile >> "CfgVehicles" >> typeOf (_obj) >> "turrets", [], _this] call _findRecurse;
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{
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_turret = _x;
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_mags = _obj magazinesTurret _turret;
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{_obj removeMagazinesTurret[_x,_turret];} count _mags;
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} forEach _weaponArray;
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};
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_object setFuel _fuel;
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[_object,_newHitpoints] call server_setHitpoints;
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[_object,"all",true] call server_updateObject;
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[_object,DZE_clearVehicleAmmo,false] call server_vehicleAddons;
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_object call fnc_veh_ResetEH;
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// for non JIP users this should make sure everyone has eventhandlers for vehicles.
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PVDZE_veh_Init = _object;
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publicVariable "PVDZE_veh_Init";
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{if (_object isKindOf _x) exitWith {_object disableTIEquipment true;}} count vkc_disableThermal;
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if (vkc_clearAmmo) then {_object call _clearTurrets;};
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publicVariable "PVDZE_veh_Init";
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dze_waiting = "success";
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(owner _activatingPlayer) publicVariableClient "dze_waiting";
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34
SQF/dayz_server/compile/server_vehicleAddons.sqf
Normal file
34
SQF/dayz_server/compile/server_vehicleAddons.sqf
Normal file
@@ -0,0 +1,34 @@
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local _vehicle = _this select 0;
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local _clearAmmo = _this select 1;
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local _addAmmo = _this select 2;
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local _type = typeOf _vehicle;
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local _skipAmmoClear = []; // Add vehicle classnames you do not want to clear the ammo
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local _skipAmmoFill = []; // Add vehicle classnames you do not want to fill the ammo
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if (_type in DZE_disableThermal) then {
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_vehicle disableTIEquipment true;
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};
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if (_clearAmmo && {!(_type in _skipAmmoClear)}) then {
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_vehicle call server_clearTurrets;
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};
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if (_addAmmo && {!(_type in _skipAmmoFill)}) then {
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local _countMags = 2; // Number of how many magazines will be added to the vehicle
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[_vehicle,_countMags] call server_fillTurrets;
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};
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// Add/Remove extra weapons and ammo
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/*
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if (_type == "GNT_C185T") exitwith {
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_vehicle removeWeapon "FFARLauncher_12";
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_vehicle addWeapon "pook_M60_dual_DZ";
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_vehicle addMagazine "pook_1300Rnd_762x51_M60";
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_vehicle addMagazine "pook_1300Rnd_762x51_M60";
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};
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*/
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@@ -24,6 +24,9 @@ server_onPlayerDisconnect = compile preprocessFileLineNumbers "\z\addons\dayz_se
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call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\updateObject_functions.sqf";
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server_updateObject = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
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server_setHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_setHitpoints.sqf";
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server_vehicleAddons = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_vehicleAddons.sqf";
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server_clearTurrets = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_clearTurrets.sqf";
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server_fillTurrets = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_fillTurrets.sqf";
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server_playerDied = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
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server_publishObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf"; //Creates the object in DB
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server_deleteObj = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf"; //Removes the object from the DB
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@@ -242,4 +245,4 @@ array_reduceSize = {
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// Precise base building 1.0.5
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call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\kk_functions.sqf";
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call compile preprocessFileLineNumbers "\z\addons\dayz_server\eventHandlers\server_eventHandler.sqf";
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#include "mission_check.sqf"
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#include "mission_check.sqf"
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@@ -372,6 +372,8 @@ if ((playersNumber west + playersNumber civilian) == 0) exitWith {
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[_object,"all",true] call server_updateObject;
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[_object,DZE_clearVehicleAmmo,DZE_addVehicleAmmo] call server_vehicleAddons;
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_object call fnc_veh_ResetEH;
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if (_ownerID != "0" && {!(_object isKindOf "Bicycle")}) then {_object setVehicleLock "locked";};
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_serverVehicleCounter set [count _serverVehicleCounter,_type]; // total each vehicle
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Reference in New Issue
Block a user