mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 04:02:37 +03:00
1.0.1.7 DEV TEST
+ [CHANGED] Can now fill empty fuel barrels on standard fuel tanks. + [CHANGED] Increased range of crafting from 2m to 3m + [FIXED] Removed repair action from tow truck with VIL_asistvan_DZE + [ADDED] Tow truck VIL_asistvan_DZE can tow vehicles that fit within the bounding box of the model. + [ADDED] Ability for fuel trucks to fill nearby vehicles 30m when engine is running. + [CHANGED] Reworked Epoch events scheduler and made it more accurate. + [REMOVED] Road debris no longer spawn loot, helps with performance and we have added extra loot positions in the world. + and more
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@@ -1,21 +1,4 @@
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private ["_character","_magazines","_force","_characterID","_charPos","_isInVehicle","_timeSince","_humanity","_debug","_distance","_isNewMed","_isNewPos","_isNewGear","_playerPos","_playerGear","_playerBackp","_medical","_distanceFoot","_lastPos","_backpack","_kills","_killsB","_killsH","_headShots","_lastTime","_timeGross","_timeLeft","_currentWpn","_currentAnim","_config","_onLadder","_isTerminal","_currentModel","_modelChk","_muzzles","_temp","_currentState","_array","_key","_pos","_forceGear"];
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//[player,array]
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//diag_log ("UPDATE: " + str(_this) );
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//waituntil {(typeName(_this) == "ARRAY");sleep 0.01;}; //seems to cause often infinite waits (but not for first n players)
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//this only happens when we don't follow the correct parameter format...
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//(like supplying just the player object instead of the array in player_eat.sqf)
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//i've fixed this in player_eat so i can comment this part out
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/*if ( typeName(_this) == "OBJECT" ) then {
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_this = [_this,[],true];
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//diag_log ("DW_DEBUG: #manual fix _this: " + str(_this));
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};*/
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//correct
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//"UPDATE: [B 1-1-B:1 (THE BEAST) REMOTE,[],true]"
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//error
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//"UPDATE: B 1-1-B:1 (THE BEAST) REMOTE"
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_character = _this select 0;
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_magazines = _this select 1;
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@@ -29,30 +12,35 @@ _isInVehicle = vehicle _character != _character;
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_timeSince = 0;
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_humanity = 0;
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//diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));
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/*
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if !(isnil "_characterID") then {
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diag_log ("DW_DEBUG: _characterID: " + str(_characterID));
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};
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*/
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#ifdef DZE_SERVER_DEBUG_SYNC
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diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));
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#endif
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if (_character isKindOf "Animal") exitWith {
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#ifdef DZE_SERVER_DEBUG_SYNC
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diag_log ("ERROR: Cannot Sync Character " + (name _character) + " is an Animal class");
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#endif
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};
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if (isnil "_characterID") exitWith {
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#ifdef DZE_SERVER_DEBUG_SYNC
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diag_log ("ERROR: Cannot Sync Character " + (name _character) + " has nil characterID");
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#endif
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};
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if (_characterID == "0") exitWith {
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#ifdef DZE_SERVER_DEBUG_SYNC
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diag_log ("ERROR: Cannot Sync Character " + (name _character) + " as no characterID");
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#endif
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};
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private["_debug","_distance"];
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_debug = getMarkerpos "respawn_west";
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_distance = _debug distance _charPos;
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if (_distance < 2000) exitWith {
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#ifdef DZE_SERVER_DEBUG_SYNC
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diag_log format["ERROR: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3",name _character,_characterID,_charPos];
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#endif
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};
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//Check for server initiated updates
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@@ -60,8 +48,6 @@ _isNewMed = _character getVariable["medForceUpdate",false]; //Med Update is fo
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_isNewPos = _character getVariable["posForceUpdate",false]; //Med Update is forced when a player receives some kind of med incident
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_isNewGear = (count _magazines) > 0;
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//diag_log ("Starting Save... MED: " + str(_isNewMed) + " / POS: " + str(_isNewPos)); sleep 0.05;
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//Check for player initiated updates
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if (_characterID != "0") then {
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_playerPos = [];
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