Remove some unused legacy code

This commit is contained in:
ebaydayz
2016-08-18 17:00:08 -04:00
parent 509c2b17d6
commit bfca19bf80
14 changed files with 32 additions and 669 deletions

View File

@@ -64,7 +64,6 @@ if (_canLoot ) then {
};
} forEach _positions;
};
//dayz_buildingMonitor set [count dayz_buildingMonitor,_obj];
};
};

View File

@@ -137,7 +137,6 @@ deleteGroup _myGroup;
_body setVariable["combattimeout", 0, true];
//due to a cleanup issue with effects this has been disabled remember to look at the cleanup before adding it back.
//[_body] call spawn_flies;
//dayzFlies = player;
//publicVariable "dayzFlies";
uiSleep 2;

View File

@@ -1,6 +0,0 @@
private["_body","_id","_position"];
_body = _this select 0;
_position = getPosATL _body;
[_position,0.1,1.5] call bis_fnc_flies;
//_id setVariable ["body",_body];
//dayz_flyMonitor set[count dayz_flyMonitor, _id];

View File

@@ -15,7 +15,6 @@ if (!isDedicated) then {
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; //fnc to drop items. _item call fn_dropItem;
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
spawn_flies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_flies.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf";

View File

@@ -267,7 +267,6 @@ if (!isDedicated) then {
"PVDZ_obj_RoadFlare" addPublicVariableEventHandler {(_this select 1) spawn object_roadFlare};
"PVDZ_drg_RaDrag" addPublicVariableEventHandler {(_this select 1) execVM "\z\addons\dayz_code\medical\publicEH\animDrag.sqf"};
"PVDZ_obj_Fire" addPublicVariableEventHandler {(_this select 1) spawn BIS_Effects_Burn};
"PVDZ_dayzFlies" addPublicVariableEventHandler {(_this select 1) call spawn_flies};
"PVCDZ_plr_Humanity" addPublicVariableEventHandler {(_this select 1) spawn player_humanityChange};
"PVDZE_plr_FriendRQ" addPublicVariableEventHandler {if (player == ((_this select 1) select 0)) then {localize "str_epoch_player_2" call dayz_rollingMessages;};};

View File

@@ -582,10 +582,6 @@ if (isServer) then {
};
if (!isDedicated) then {
dayz_buildingMonitor = []; //Buildings to check
dayz_bodyMonitor = [];
dayz_flyMonitor = [];
dayz_zedMonitor = [];
dayz_buildingBubbleMonitor = [];
dayz_baseTypes = if (DZE_MissionLootTable) then {getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass")} else {getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass")};

View File

@@ -112,8 +112,6 @@ class FSM
init = /*%FSM<STATEINIT""">*/"if (!_isTamed) then {" \n
" if (!_isSomeone) then {" \n
" deleteVehicle _agent;" \n
" } else {" \n
" dayz_bodyMonitor set [count dayz_bodyMonitor,_agent];" \n
" };" \n
"};"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;

View File

@@ -1,96 +0,0 @@
/*
Created exclusively for ArmA2:OA - DayZMod.
Please request permission to use/alter/distribute from project leader (R4Z0R49) AND the author (facoptere@gmail.com)
*/
private ["_antiwallhack","_houseType","_houseList","_tmp","_patchList","_house","_o","_nbhouses","_nbpatchs","_pos"];
_antiwallhack=[
[
"Land_A_Hospital", // building type
[
[6414.05,2760.21,0], [6817.3,2702.03,0], [10517.9,2287.55,0], [11956.7,9120.21,0] // optional precomputed building positions
],
[
[17.6182,-1.8418,3.23178,"Land_CncBlock_D",0],[15.7192,-1.84277,3.22177,"Land_CncBlock_D",0],[-17.4,-0.38,-4.25,"Land_CncBlock_D",90],[-17.4,2.25,-4.25,"Land_CncBlock_D",90],[-17.4,4.22,-4.25,"Land_CncBlock_D",90],[-17.42,-3.55,-7.63,"Land_CncBlock_D",90],[-13.27,2.83,-4.25,"Fort_RazorWire",180],[-13.23,4.28,-4.25,"Fort_RazorWire",180],[-16.81,1.38,-4.25,"Hedgehog",85],[-16.82,-0.6,-4.25,"Hedgehog",90],[-7.45,4.26,-4.25,"Fort_RazorWire",180] // what to add on building (coordinates/type/angle)
]
],
[
"Land_HouseB_Tenement",
[
[6855.66,2496.78,0]
],
[
[-9.66602,7.66602,18.3236,"Fort_RazorWire",0], [-1.30273,7.66602,18.3236,"Fort_RazorWire",0], [-9.66602,0.814453,18.3236,"Fort_RazorWire",0], [-1.30273,0.814453,18.3236,"Fort_RazorWire",0], [-15.0029,4.18359,18.3236,"Fort_RazorWire",90], [3.62109,3.95117,18.3236,"Fort_RazorWire",270], [-7.42,8.15,-20.57,"Fort_RazorWire",180], [-4.67,9.92,-21.55,"Fort_RazorWire",180]
]
],
[
"Land_A_Office02",
[[6552.96,2807.47,0], [7036.05,2526.13,0], [10028.6,1832.52,0]],
[
[2.17627, 1.98828, 5.31387, "Land_CncBlock_D" , 0], [2.85547, 3.02246, 5.38394, "Land_CncBlock_D" , 0], [-15.7412, 3.98145, 5.38394, "Land_CncBlock_D" , 270], [-20.2915, 4.01563, 5.35391, "Land_CncBlock_D" , 90], [-20.291, 1.22559, 5.36392, "Land_CncBlock_D" , 90], [-19.0527, -0.318359, 5.38394, "Land_CncBlock_D" , 0], [-16.6426, -0.321289, 5.38394, "Land_CncBlock_D" , 0], [-15.4575, 1.01563, 5.35391, "Land_CncBlock_D" , 270], [-16.7344, 5.30762, 5.38394, "Land_CncBlock_D" , 180], [-19.0361, 5.30859, 5.38394, "Land_CncBlock_D" , 180]
]
],
[
"Land_A_Office01",
[[3804.1,8924.83,-0.15], [10481.5,2358.45,0], [12742.4,9593.23,0]],
[
[0.837891, -1.13086, 5.93463, "Land_CncBlock_D", 90], [2.30957, -2.65918, 6.02472, "Land_CncBlock_D", 0], [3.68457, -1.2168, 6.06476, "Land_CncBlock_D", 270], [2.36914, -1.09863, 6.01471, "Land_CncBlock_D", 225], [2.4043, 0.155273, 6.14484, "Land_CncBlock_D", 180], [2.18359, -1.36035, 6.01471, "Land_CncBlock_D", 135]
]
],
[
"Land_A_statue01",
[[3796.36,8838.01,0], [6531.07,2804.09,0], [6811.04,2455.16,0]],
[
[1.50049,2.14844,-3.6926,"Land_CncBlock_D",180], [2.86523,0.0966797,-3.69263,"Land_CncBlock_D",270], [1.38232,-2.17578,-3.69305,"Land_CncBlock_D",0]
]
],
[
"Land_Barn_Metal",
[[2860.45,9746.05,0.682495],[4565.07,4528.81,0.199997], [6339.55,7693.31,0.0499878],[11329.8,6646.15,0.331261]],
[
[7.02,17.13,-5.74,"Misc_TyreHeap",36], [-5.4,7.85,-5.44,"SKODAWreck",181], [-7.5,8.87,-5.44,"SKODAWreck",181], [-0.99,-9.31,-5.44,"UralWreck",320],
[8.33,8.43,-5.44,"datsun01Wreck",176], [4.13,10.16,-5.44,"SKODAWreck",176], [-7.21,-15.37,-5.44,"SKODAWreck",8], [3.3,15.19,-5.44,"UralWreck",210],
[-5.76,12.87,-5.44,"SKODAWreck",150], [6.76,-6.86,-5.54,"LADAWreck",85], [-0.42,-21.9,-5.75,"Misc_TyreHeap",95]
]
]
];
_nbhouses = 0;
_nbpatchs = 0;
{
_houseType = _x select 0;
_houseList = _x select 1;
if (count _houseList == 0) then {
_houseList = dayz_centerMarker nearObjects [_houseType, 20000];
}
else {
_tmp = [];
{
_tmp set [count _tmp, _x nearestObject _houseType];
} forEach _houseList;
_houseList = _tmp;
};
_patchList = _x select 2;
{
_nbhouses = _nbhouses +1;
_house = _x;
{
_pos = +(_x);
_pos resize 3;
_pos = _house modelToWorld _pos;
_o = (_x select 3) createVehicle [0,0,0];
_o setDir ((getDir _house)+(_x select 4));
_o setPosATL _pos;
diag_log [ typeOf _o, getPosATL _o, getDir _o, 0, nil];
_nbpatchs = _nbpatchs +1;
} forEach _patchList;
//diag_log format["Found building %1 at %2", _houseType, getPosATL _house ];
} forEach _houseList;
} forEach _antiwallhack;
diag_log(format["%1: %2 buildings patched with %3 objects", __FILE__, _nbhouses, _nbpatchs]);

View File

@@ -1,18 +0,0 @@
/*
Not Used Test System
*/
//_vehicle = _this select 0;
//_engineState = _this select 1;
_rate = getNumber (configFile >> "CfgVehicles" >> (typeOf (_this select 0)) >> "fuelconsumptionrate");
if (_this select 1) then {
//[_vehicle, _rate] spawn {
while {isEngineOn (_this select 0)} do {
(_this select 0) setFuel ( Fuel (_this select 0) - (_this select 1));
sleep 1;
};
//};
};

View File

@@ -1,58 +0,0 @@
/*
Created exclusively for ArmA2:OA - DayZMod.
Please request permission to use/alter/distribute from project leader (R4Z0R49) AND the author (facoptere@gmail.com)
*/
//// TENTS CHECK ////
// Proceed to empty tents check: extra empty tents will be ignored (tents won't be created on map)
// comment this out if you don't want any check
//#define EMPTY_TENTS_CHECK
// Max number of empty tents
#define EMPTY_TENTS_GLOBAL_LIMIT 100
// Keep a least this number of empty tents per user
#define EMPTY_TENTS_USER_LIMIT 3
//// OUT-OF-MAP CHECK ////
// Move out-of-map tents and other crafted/installed objects next to map boundary.
//#define OBJECTS_FIX_OUTOFMAP
// Move out-of-map vehicle next to map boundary.
//#define VEH_MAINTENANCE_FIX_OUTOFMAP
// Move out-of-map player next to map boundary during playerSetup
//#define PLAYERS_FIX_OUTOFMAP
//// VEHICLE MAINTENANCE /////
// Ignore (don't create on map) vehicles not decribed in Cfg file, or outnumbered ones
//#define VEH_MAINTENANCE_IGNORE_UNKNOWN
// Add missing vehicles, as described in Cfg file. Respawn damaged vehicles.
//#define VEH_MAINTENANCE_ADD_MISSING
// Don't look for a suitable place anywhere on map if current place is not safe
#define VEH_MAINTENANCE_DONT_BE_SMART
// Damage the vehicle for 1 startup over 5
// don't define if you don't want any damage
//#define VEH_MAINTENANCE_ROTTEN_AT_STARTUP 5
// How the damage is computed. Here, a 0% damaged vehicle would be respawned after 100 restarts
#define VEH_MAINTENANCE_ROTTEN_LOGIC (_damage * 1.04 + 0.03)
// How initial fuel level is set when a vehicle is created/spawned
#define VEH_MAINTENANCE_SPAWN_FUEL_LOGIC (0.1 + floor(random 3) / 10)
// where the config is described
#define CONFIGBASE_VEHMAINTENANCE configFile >> "CfgPatches" >> "vehMaint"

View File

@@ -1,382 +0,0 @@
/*
Created exclusively for ArmA2:OA - DayZMod.
Please request permission to use/alter/distribute from project leader (R4Z0R49) AND the author (facoptere@gmail.com)
*/
#include "fa_hiveMaintenance.hpp"
// coor2str: convert position to a GPS coordinates
fa_coor2str = {
private["_pos","_res","_nearestCity","_town"];
_pos = +(_this);
if (count _pos < 1) then { _pos = [0,0]; }
else { if (count _pos < 2) then { _pos = [_pos select 0,0]; };
};
_nearestCity = nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000];
_town = "Wilderness";
if (count _nearestCity > 0) then {_town = text (_nearestCity select 0)};
_res = format["%1 [%2:%3]", _town, round((_pos select 0)/100), round((15360-(_pos select 1))/100)];
_res
};
// print vehicle OID and name. if OID is unknown, it should be an hacked vehicle so print hacker PID.
fa_veh2str = {
private["_res","_oid", "_type"];
_res = "anything";
if (!isNil "_this") then {
_oid = _this getVariable ["ObjectID", nil];
if (isNil "_oid" OR {(_oid == "")}) then {
_oid = "Hacked vehicle owned by PID#" + str(owner _this);
}
else {
_oid = "OID#" + _oid;
};
_type = getText(configFile >> "CfgVehicles" >> (typeOf _this) >> "displayName");
if (_type == "") then { _type = typeOf _this; };
_res = format["%1(%2)", _oid, _type ];
};
_res
};
// print player player PID and name. If name unknown then print UID.
fa_plr2str = {
private["_x","_res","_name"];
_x = _this;
_res = "nobody";
if (!isNil "_x") then {
_name = _x getVariable ["bodyName", nil];
if ((isNil "_name" OR {(_name == "")}) AND ({alive _x})) then { _name = name _x; };
if (isNil "_name" OR {(_name == "")}) then { _name = "UID#"+(getPlayerUID _x); };
_res = format["PID#%1(%2)", owner _x, _name ];
};
_res
};
// isoutofmap: return true if position is out of map
fa_isoutofmap = {
private ["_SWcorner","_NEcorner"];
_SWcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "SWcorner");
_NEcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "NEcorner");
(!((((_this select 0 >= _SWcorner select 0) AND {(_this select 0 <= _NEcorner select 0)})
AND {(_this select 1 >= _SWcorner select 1)}) AND {(_this select 1 <= _NEcorner select 1)}))
};
// spawninventory: draw preexisting loot in the vehicle. helicrash loot type is taken here + parts taken as arg
fa_spawninventory = {
private["_partType","_partChance","_lootWeight","_config","_itemType","_itemChance","_weights",
"_index","_y","_partWeight","_spawnType","_spawnChance","_inventory","_weaponType","_weaponQty" ];
_partType = _this select 0;
_partChance = _this select 1;
_config = configFile >> "CfgLoot" >> "Buildings" >> "HeliCrash";
// append parts to loot item
_itemType = (getArray (_config >> "itemType"));
{ _itemType set [count _itemType, [_x,"object"]] } forEach _partType;
_itemChance = getArray (_config >> "itemChance");
//diag_log (format["FACO _itemType:%1 _itemChance:%2", _itemType, _itemChance]);
// _partWeight : sum of weights of parts list
_partWeight = 0; { _partWeight = _partWeight + _x; } forEach _partChance;
// _lootWeight : sum of weights of loot list
_lootWeight = 0; { _lootWeight = _lootWeight + _x; } forEach _itemChance;
// multiply parts weight so that parts have same chance to be chosen as regular loot
// and append parts chance to loot item weight array
{ _itemChance set [count _itemChance, _x * _lootWeight / _partWeight]; } forEach _partChance;
// _partWeight : now, number of item to be chosen
_partWeight = ceil(random(_partWeight));
// lets choose the inventory
_spawnType = [];
_spawnQty = [];
_weaponType = [];
_weaponQty = [];
_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
for "_x" from 0 to _partWeight do {
_index = _weights call BIS_fnc_selectRandom;
if (_index < count _itemType) then {
_y=(_itemType select _index) select 0;
if (_y != "") then {
if (_y isKindOf "Pistol" OR _y isKindOf "RifleCore" OR _y isKindOf "Binocular") then {
_weaponType set [count _weaponType, _y ];
_weaponType set [count _weaponType, 1];
}
else {
_spawnType set [count _spawnType, _y ];
_spawnQty set [count _spawnQty, 1];
};
};
};
};
_inventory = [[_weaponType,_weaponQty],[_spawnType,_spawnQty],[[],[]]];
_inventory
};
// populateCargo: add item and quantity to the 3 cargos (magazines,weapons,backpack) of an unit
fa_populateCargo = {
private["_entity","_config","_magItemTypes","_magItemQtys","_i","_inventory"];
_entity = _this select 0;
_inventory = _this select 1;
clearWeaponCargoGlobal _entity;
clearMagazineCargoGlobal _entity;
clearBackpackCargoGlobal _entity;
_config = ["CfgWeapons", "CfgMagazines", "CfgVehicles" ];
{
_magItemTypes = _x select 0;
_magItemQtys = _x select 1;
_i = _forEachIndex;
{
if (_x == "Crossbow") then { _x = "Crossbow_DZ" }; // Convert Crossbow to Crossbow_DZ
if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
if (_x == "ItemBloodbag") then { _x = "bloodBagONEG" }; // Convert ItemBloodbag into universal blood type/rh bag
// Convert to DayZ Weapons
if (_x == "DMR") then { _x = "DMR_DZ" };
//if (_x == "M14_EP1") then { _x = "M14_DZ" };
if (_x == "SVD") then { _x = "SVD_DZ" };
if (_x == "SVD_CAMO") then { _x = "SVD_CAMO_DZ" };
if (isClass(configFile >> (_config select _i) >> _x) &&
getNumber(configFile >> (_config select _i) >> _x >> "stopThis") != 1) then {
if (_forEachIndex < count _magItemQtys) then {
switch (_i) do {
case 0: { _entity addWeaponCargoGlobal [_x,(_magItemQtys select _forEachIndex)]; };
case 1: { _entity addMagazineCargoGlobal [_x,(_magItemQtys select _forEachIndex)]; };
case 2: { _entity addBackpackCargoGlobal [_x,(_magItemQtys select _forEachIndex)]; };
};
};
};
} forEach _magItemTypes;
} forEach _inventory;
};
// all damageable parts names defined in Legacy/dayz_vehicles/config.cpp, some of them commented.
// other damageables parts, defined in other CfgVehicles, are ignored.
dayZ_damageableParts = [ "motor", "sklo predni P", "sklo predni L", "karoserie", "palivo", "wheel_1_1_steering", "wheel_2_1_steering", "wheel_1_2_steering", "wheel_2_2_steering", "glass1", "glass2", "glass3", "glass4"
//, "glass5", "glass6", "door_fl", "door_rl", "door_fr", "door_rr"
];
// setDamagedParts: declare some damageable parts of a vehicle. Randomly set damage to 80% (very damaged) to some parts
// compute global damage of the vehicle
// return: global damage, "_this" is modified and should be _hitpoints array from server_monitor
fa_setDamagedParts = {
private ["_part_damage", "_part_name", "_damage", "_hitpoints"];
_damage = 0;
_hitpoints = _this;
{
_part_damage = 0.05; // don't put 0, otherwise server_updateObject will think it's repaired
if (random(3)<1) then { _part_damage = 0.80; };
_part_name = getText (configFile >> "CfgVehicles" >> (typeOf _entity) >> "HitPoints" >> _x >> "name");
if (_part_name IN dayZ_damageableParts) then {
_damage = _damage + _part_damage;
_hitpoints set [count _hitpoints, [ _part_name, _part_damage ]];
};
} forEach (_entity call vehicle_getHitpoints);
_damage = _damage / (1 + (count _hitpoints)); // avoid DIV0
_damage
};
fa_tentEmpty = {
( (count _this == 0) || {
(count ((_this select 0) select 0) == 0) &&
(count ((_this select 1) select 0) == 0) &&
(count ((_this select 2) select 0) == 0)
})
};
// ignore empty tents from array of objects fetched from hive
fa_removeExtraTents = {
private ["_emptytenttotal", "_idx", "_intentory", "_k", "_maxEmptyTents", "_allowedEmptyTents", "_ownerID", "_stall", "_tentcur", "_tentidx", "_tentowner", "_y", "_z", "_myArray"];
_myArray = _this select 0;
_maxEmptyTents = _this select 1;
_allowedEmptyTents = _this select 2;
_tentowner=[];
_tentidx=[];
_tentcur=[];
_emptytenttotal=0;
{
if ((_x select 2) == "TentStorage") then {
_idx=_forEachIndex;
_ownerID = _x select 3;
if (!(_ownerID IN _tentowner)) then {
_tentidx set [count _tentidx, []];
_tentcur set [count _tentcur, 0];
_tentowner set [count _tentowner, _ownerID];
};
_intentory = (_x select 5);
if (_intentory call fa_tentEmpty) then {
{
if (_x == _ownerID) then {
(_tentidx select _forEachIndex) set [count (_tentidx select _forEachIndex), _idx];
_emptytenttotal = _emptytenttotal + 1;
};
} forEach _tentowner;
};
};
} forEach _myArray;
diag_log (format [ "fa_removeExtraTents: Empty tents: %1, would like less than %2.",
_emptytenttotal,
_maxEmptyTents
]);
if (_emptytenttotal > _maxEmptyTents) then {
for [{_k = _emptytenttotal / 2}, {_k >= 2}, {_k = _k / 2}] do {
_stall = 0;
while {_emptytenttotal > _maxEmptyTents && _stall == 0} do {
_stall = 1;
for [{_x = (count _tentidx) - 1}, {_x >= 0 && _emptytenttotal >= _maxEmptyTents}, {_x = _x - 1}] do {
_y = _tentidx select _x;
_z = _tentcur select _x;
if (_z < (count _y) -_allowedEmptyTents + 2 - _k) then {
_idx = _myArray select (_y select _z);
/*diag_log (format ["fa_removeExtraTents: will remove Tent ID=%1, owner=%2",
_idx select 1,
_idx select 3
]);*/
_idx set [ 8, 1 ]; // Set damage to 100%
_emptytenttotal = _emptytenttotal - 1;
_tentcur set [_x, _z + 1];
_stall=0;
};
};
_z =_z + 1;
};
};
};
};
// check that vehicles list from the Hive has the right count of each vehicle
// if some vehicles are missing, add them to the array
// if a vehicle is illegal or outnumbered, delete it
fa_checkVehicles = {
private ["_vehcat", "_myArray", "_y", "_j","_type", "_count", "_idKey" ];
_myArray = _this select 0;
// populate catalogue by browsing configFile
_vehcat = [];
_list = configFile >> "CfgPatches" >> "vehMaint";
for "_x" from 0 to (count _list - 1) do {
_class = configname (_list select _x);
_qty = getNumber(CONFIGBASE_VEHMAINTENANCE >> _class >> "quantity");
if (_qty > 0) then {
_vehcat set [count _vehcat, [_class, _qty]];
// diag_log(format["class:%1 val:%2", _class, _qty]);
};
};
// check the amount of vehicles of each kind
{
_type = _x select 2;
for "_j" from 0 to (count _vehcat-1) do {
if (_type == ((_vehcat select _j) select 0)) then {
_count = ((_vehcat select _j) select 1);
if (_count > 0) then {
(_vehcat select _j) set [1, (_count-1)];
if ((_x select 8) >= 1) then {
#ifdef VEH_MAINTENANCE_ADD_MISSING
(_myArray select _forEachIndex) set [8, 0.9] ; // damage = 0.9 so this veh will me respawned
diag_log (format["fa_checkVehicles: recycling vehicle class=%1, oid=%2", _x select 2, _x select 1]);
#endif
};
}
#ifdef VEH_MAINTENANCE_IGNORE_UNKNOWN
else {
(_myArray select _forEachIndex) set [8,2]; // damage=2, so this veh will be deleted
diag_log (format["fa_checkVehicles: skipping vehicle class=%1, oid=%2",
_x select 2, _x select 1]);
}
#endif
;_j = 999999; // break;
};
};
} foreach _myArray;
#ifdef VEH_MAINTENANCE_ADD_MISSING
// create missing vehicles of each kind.
{
for "_y" from 1 to (_x select 1) do {
// create a new one at the end of _myArray list
_type = (_x select 0);
_idKey = format["%1%2",48,60000+floor(random 10000)];
// "1" as Character ID since if I put "0" the vehicle is not stored in hive (since january 2013)
_myArray set [count _myArray, ["CREATED",_idKey,_type,"1",[0,[0,0,0]],[[[],[]],[[],[]],[[],[]]],[],0,0.9]];
diag_log (format["fa_checkVehicles: inserting in HIVE: vehicle class=%1, chosen oid=%2", _type, _idKey]);
};
} foreach _vehcat;
#endif
};
// move object to map boundary if it's out of map
fa_staywithus = {
private["_a","_dir","_px","_py","_cx","_cy","_k", "_SWcorner", "_NEcorner"];
_dir = +(_this select 0); // current position of player / vehicle
_a = +(_this select 1); // current position of player / vehicle
_SWcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "SWcorner");
_NEcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "NEcorner");
_a = ASLtoATL [_a select 0, _a select 1, 0];
if ((((_a select 2) > 9) AND {(surfaceisWater _a)}) // entity in water and sea depth above 9 meters?
OR {(_a call fa_isoutofmap)}) then { // or entity is out of map?
// first : put object close to the map boundary, following an axis to the center of the map.
_px = _a select 0;
_py = _a select 1;
_cx = (dayz_centerMarker select 0) - _px; if (_cx == 0) then { _cx = 0.00001; };
_cy = (dayz_centerMarker select 1) - _py; if (_cy == 0) then { _cy = 0.00001; };
if (_px <= (_SWcorner select 0)) then { _py = _py + (1 + (_SWcorner select 0) - _px) / _cx * _cy; _px = 1 + (_SWcorner select 0); };
if (_py <= (_SWcorner select 1)) then { _px = _px + (1 + (_SWcorner select 1) - _py) / _cy * _cx; _py = 1 + (_SWcorner select 1); };
if (_px >= (_NEcorner select 0)) then { _py = _py + ((_NEcorner select 0) - 1 - _px) / _cx * _cy; _px = (_NEcorner select 0) - 1; };
if (_py >= (_NEcorner select 1)) then { _px = _px + ((_NEcorner select 1) - 1 - _py) / _cy * _cx; _py = (_NEcorner select 1) - 1; };
// 2nd: compute the object direction, so that it heads toward the center of the map.
_dir = atan(_cx / _cy);
if (_cy < 0) then { _dir = _dir + 180; };
// 3rd: if the object is on shalow sea, make it virtually swim so that sea depth is below 9 meters.
_a = [_px,_py,0];
for "_k" from 0 to 1 step 0.005 do {
_a = [_px + _cx * _k, _py + _cy * _k, 0];
// if ((_k*200) mod 5 == 4) then { diag_log (format["fa_staywithus: a:%1 water:%2 zx:%3", _a, surfaceisWater _a, (getPosATL _o) select 2]); };
if (surfaceisWater _a) then {
_a = ASLtoATL [_a select 0, _a select 1, 0];
if (((_a select 2) < 9) AND{(!(_a call fa_isoutofmap))}) then { _k = 2; }
else { if ((_a select 2) < 30) then { _k = _k - 0.0045; };}; // slow down on the axis
}
else {
if (!(_a call fa_isoutofmap)) then { _k = 2; };
};
};
/*diag_log (format["FACO out-of-map new pos:%1 direction:%2 in water:%3 out-of-map:%4 ",
(getPosATL _o) call fa_coor2str,
round(_dir),
surfaceisWater _a,
(if ([_a] call fa_isoutofmap == 1) then { true } else { false })
]);*/
};
// cancel the change if it is too near original pos
if (([(_this select 1),_a] call BIS_fnc_distance2Dsqr) <= 30) then {
[_this select 0, +(_this select 1)]
}
else {
[ _dir, [_a select 0, _a select 1, 0]]
}
};
FNC_kindOf = {
_inherit = inheritsFrom _this;
_list = [configName _this];
while { (configName _inherit) != "" } do {
_list set[count _list,configName _inherit];
_inherit = inheritsFrom( _inherit );
};
_list
};

View File

@@ -1,15 +1,7 @@
private ["_SWcorner","_NEcorner","_amount","_a","_b","_c"];
#define CONFIGBASE_VEHMAINTENANCE configFile >> "CfgPatches" >> "vehMaint"
if (toLower worldName == "chernarus") then {
_SWcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "SWcorner");
_NEcorner = getArray(CONFIGBASE_VEHMAINTENANCE >> (worldName) >> "NEcorner");
} else {
// Not used, plant spawner is disabled on other maps for now, may add town generator and other coordinates later
_SWcorner = [0,1360];
_NEcorner = [14400,13560];
};
_a = [(_SWcorner select 0), (_SWcorner select 1), (_NEcorner select 0) - (_SWcorner select 0), (_NEcorner select 1) - (_SWcorner select 1) ] call psrnd_init;
_b = [ -15, -15, 30, 30 ] call psrnd_init;

View File

@@ -5,78 +5,4 @@ class CfgPatches {
requiredVersion = 0.1;
requiredAddons[] = {"dayz_code"};
};
class vehMaint {
class CAWorld {};
class Chernarus:CAWorld {
center[] = {7839,8414}; // x y
SWcorner[] = {0,1360};
NEcorner[] = {14400,13560};
spawnRadius = 6000;
};
class AllVehicles {
// location types where vehicles will be spawned
localityTypes[] = { "Airport", "CityCenter", "FlatArea", "FlatAreaCity", "FlatAreaCitySmall", "Hill", "NameCity", "NameCityCapital", "NameLocal", "NameMarine", "NameVillage" };
// disk radius around location
localityRadius = 1500;
// enabled altitudes (or sea depth)
minAltitude = 3;
maxAltitude = 400;
// look for objects class/type in location. Leave it empty for a random spot inside the disk
nearObjects[] = { "Land_Wall_Gate_Ind1_L", "Land_Wall_Gate_Ind2A_L", "Land_Wall_Gate_Ind2B_L", "Land_Wall_Gate_Ind2Rail_L", "Land_Wall_Gate_Kolchoz", "Land_CncBlock_Stripes", "Land_repair_center", "Land_A_FuelStation_Build" };
};
class Air:AllVehicles {
nearObjects[] = { "Body","Body1","Body2","NT72Wreck","Fort_Razor_Wire", "HeliHRescue", "Land_A_Castle_Bastion", "Land_CamoNetB_NATO_EP1", "Land_SS_hangar", "HeliH","HeliHCivil", "HeliHRescue", "Land_Tent_East" }; // "UralWreck","HMMWVWreck",
};
class Ship:AllVehicles {
localityTypes[] = { "NameMarine" };
localityRadius = 900;
minAltitude = -9; // sea depth
maxAltitude = -1.2; // sea depth
nearObjects[] = {};
};
class PBX : Ship { quantity = 1; };
class Smallboat_1 : Ship { quantity = 2; };
class Smallboat_2 : Ship { quantity = 1; };
class MH6J_DZ : Air { quantity = 3; };
class UH1H_DZ : Air { quantity = 1; };
class AH6X_DZ : Air { quantity = 1; };
class Mi17_DZ : Air { quantity = 2; };
class AN2_DZ : Air { quantity = 1; };
class Motorcycle : AllVehicles {};
class TT650_Civ : Motorcycle { quantity = 1; };
class TT650_Ins : Motorcycle { quantity = 1; };
class M1030 : Motorcycle { quantity = 2; };
class Bicycle : Motorcycle {
nearObjects[] = { "Land_Misc_Cargo1B", "Land_loco_742_blue", "Land_Misc_Cargo1Bo", "Land_Misc_Cargo1D", "Land_Rail_Zavora","Land_HouseV_3I1","Land_rail_station_big", "Land_Rail_House_01", "Land_HouseV_1L2","Land_NAV_Lighthouse", "Land_NAV_Lighthouse2", "Land_A_FuelStation_Build", "Land_Hlidac_budka", "Land_Shed_W01" };
maxAltitude = 60;
};
class Old_bike_TK_INS_EP1 : Bicycle { quantity = 4; };
class Old_bike_TK_CIV_EP1 : Bicycle { quantity = 6; };
class Car:AllVehicles {};
class Truck:Car {};
class Ural_TK_CIV_EP1:Truck { quantity = 1; };
class Ikarus : Car { quantity = 2; }; // Bus?
class V3S_Civ:Truck { quantity = 1; };
class tractor:Car {
localityTypes[] = { "Hill", "NameLocal", "NameVillage" };
nearObjects[] = { "Land_seno_balik" }; // haystack
quantity = 4;
};
class ATV_US_EP1 : Car { quantity = 5; };
class ATV_CZ_EP1 : Car { quantity = 4; };
class car_hatchback : Car { quantity = 1; };
class Volha_2_TK_CIV_EP1 : Car { quantity = 1; };
class Lada2 : Car { quantity = 1; };
class hilux1_civil_3_open : Car { quantity = 2; };
class UAZ_CDF : Car { quantity = 1; };
class BAF_Offroad_W : Car { quantity = 1; };
class S1203_TK_CIV_EP1 : Car { quantity = 1; };
class HMMWV_DZ : Car { quantity = 2; };
class SUV_DZ : Car { quantity = 1; };
};
};

View File

@@ -243,20 +243,6 @@ dayz_recordLogin = {
diag_log format["INFO - Player: %1(UID:%3/CID:%4) Status: %2",_name,_status,(_this select 0),(_this select 1)];
};
dayz_reseed = {
private ["_loc","_i","_radius","_ref"];
_loc = _this select 0;
_ref = _this select 1;
diag_log str(_loc);
//_lootspawner = [[10416.695, 4198.4634],[7982.2563, 1419.8256],[10795.93, 1419.8263],[7966.083, 4088.7463],[9259.7266, 2746.1985],[5200.5234, 3915.3274],[6494.1665, 2572.7798],[5216.6968, 1246.407],[2564.7244, 3915.3296],[3858.3674, 2572.782],[2580.8977, 1246.4092],[13398.995, 4400.5874],[12242.025, 2948.3196],[13551.842, 1832.2257],[14870.512, 3009.5117],[-178.19415, 1062.4478],[1099.2754, 2388.8206],[-194.36755, 3731.3679],[10394.215, 8322.1719],[7959.7759, 5543.5342],[10773.449, 5543.5342],[7943.6025, 8212.4551],[9237.2461, 6869.9063],[5178.043, 8039.0361],[6471.686, 6696.4883],[5194.2163, 5370.1152],[2542.2439, 8039.0381],[3835.887, 6696.4902],[2558.4172, 5370.1172],[13376.514, 8524.2969],[12219.544, 7072.0273],[13529.361, 5955.9336],[14848.032, 7133.2197],[-200.67474, 5186.1563],[1076.7949, 6512.5283],[-216.84814, 7855.0771],[10293.751, 12197.736],[7859.312, 9419.0996],[10672.988, 9419.0996],[7843.1387, 12088.021],[9136.7822, 10745.474],[5077.5791, 11914.601],[6371.2222, 10572.052],[5093.7524, 9245.6816],[2441.78, 11914.604],[3735.4231, 10572.055],[2457.9534, 9245.6816],[13276.053, 12399.861],[12119.08, 10947.596],[13428.897, 9831.501],[14747.566, 11008.786],[-301.13867, 9061.7207],[976.33112, 10388.096],[-317.31201, 11730.642],[10271.271, 16321.429],[7836.8315, 13542.813],[10650.506, 13542.813],[7820.6582, 16211.718],[9114.3018, 14869.175],[5055.0986, 16038.3],[6348.7417, 14695.758],[5071.272, 13369.392],[2419.2996, 16038.305],[3712.9426, 14695.76],[2435.4729, 13369.392],[13253.568, 16523.553],[12096.6, 15071.295],[13406.416, 13955.209],[14725.089, 15132.486],[-323.61914, 13185.43],[953.85059, 14511.8],[-339.79248, 15854.346]];
//{
_radius = 1500;
dayz_lootspawner = [_loc,_radius,_ref] spawn server_lootSpawner;
waitUntil {scriptDone dayz_lootspawner};
//} forEach dayz_grid;
};
generate_new_damage = {
private "_damage";
_damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
@@ -271,6 +257,35 @@ server_hiveReadWriteLarge = {
_resultArray
};
call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fa_hiveMaintenance.sqf";
// coor2str: convert position to a GPS coordinates
fa_coor2str = {
private["_pos","_res","_nearestCity","_town"];
_pos = +(_this);
if (count _pos < 1) then { _pos = [0,0]; }
else { if (count _pos < 2) then { _pos = [_pos select 0,0]; };
};
_nearestCity = nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],1000];
_town = "Wilderness";
if (count _nearestCity > 0) then {_town = text (_nearestCity select 0)};
_res = format["%1 [%2:%3]", _town, round((_pos select 0)/100), round((15360-(_pos select 1))/100)];
_res
};
// print player player PID and name. If name unknown then print UID.
fa_plr2str = {
private["_x","_res","_name"];
_x = _this;
_res = "nobody";
if (!isNil "_x") then {
_name = _x getVariable ["bodyName", nil];
if ((isNil "_name" OR {(_name == "")}) AND ({alive _x})) then { _name = name _x; };
if (isNil "_name" OR {(_name == "")}) then { _name = "UID#"+(getPlayerUID _x); };
_res = format["PID#%1(%2)", owner _x, _name ];
};
_res
};
// Precise base building 1.0.5
call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\kk_functions.sqf";