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
This commit is contained in:
[VB]AWOL
2013-08-05 11:09:26 -05:00
parent 9b1a3b3927
commit 9e5957b89d
40 changed files with 641 additions and 599 deletions

View File

@@ -1,21 +1,4 @@
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"];
//[player,array]
//diag_log ("UPDATE: " + str(_this) );
//waituntil {(typeName(_this) == "ARRAY");sleep 0.01;}; //seems to cause often infinite waits (but not for first n players)
//this only happens when we don't follow the correct parameter format...
//(like supplying just the player object instead of the array in player_eat.sqf)
//i've fixed this in player_eat so i can comment this part out
/*if ( typeName(_this) == "OBJECT" ) then {
_this = [_this,[],true];
//diag_log ("DW_DEBUG: #manual fix _this: " + str(_this));
};*/
//correct
//"UPDATE: [B 1-1-B:1 (THE BEAST) REMOTE,[],true]"
//error
//"UPDATE: B 1-1-B:1 (THE BEAST) REMOTE"
_character = _this select 0;
_magazines = _this select 1;
@@ -29,30 +12,35 @@ _isInVehicle = vehicle _character != _character;
_timeSince = 0;
_humanity = 0;
//diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));
/*
if !(isnil "_characterID") then {
diag_log ("DW_DEBUG: _characterID: " + str(_characterID));
};
*/
#ifdef DZE_SERVER_DEBUG_SYNC
diag_log ("DW_DEBUG: (isnil _characterID): " + str(isnil "_characterID"));
#endif
if (_character isKindOf "Animal") exitWith {
#ifdef DZE_SERVER_DEBUG_SYNC
diag_log ("ERROR: Cannot Sync Character " + (name _character) + " is an Animal class");
#endif
};
if (isnil "_characterID") exitWith {
#ifdef DZE_SERVER_DEBUG_SYNC
diag_log ("ERROR: Cannot Sync Character " + (name _character) + " has nil characterID");
#endif
};
if (_characterID == "0") exitWith {
#ifdef DZE_SERVER_DEBUG_SYNC
diag_log ("ERROR: Cannot Sync Character " + (name _character) + " as no characterID");
#endif
};
private["_debug","_distance"];
_debug = getMarkerpos "respawn_west";
_distance = _debug distance _charPos;
if (_distance < 2000) exitWith {
#ifdef DZE_SERVER_DEBUG_SYNC
diag_log format["ERROR: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3",name _character,_characterID,_charPos];
#endif
};
//Check for server initiated updates
@@ -60,8 +48,6 @@ _isNewMed = _character getVariable["medForceUpdate",false]; //Med Update is fo
_isNewPos = _character getVariable["posForceUpdate",false]; //Med Update is forced when a player receives some kind of med incident
_isNewGear = (count _magazines) > 0;
//diag_log ("Starting Save... MED: " + str(_isNewMed) + " / POS: " + str(_isNewPos)); sleep 0.05;
//Check for player initiated updates
if (_characterID != "0") then {
_playerPos = [];