Update server_monitor

This commit is contained in:
ebaydayz
2016-03-26 20:46:42 -04:00
parent e435d41f6c
commit cfff2454aa
22 changed files with 361 additions and 480 deletions

View File

@@ -30,6 +30,6 @@ if (DZE_GodModeBase) then {
// Test disabling simulation server side on buildables only.
_object enableSimulation false;
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
//diag_log ("PUBLISH: Created " + (_class) + " with ID " + _uid);

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@@ -54,7 +54,7 @@ _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, _da
diag_log ("HIVE: WRITE: "+ str(_key));
_key call server_hiveWrite;
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
// Switched to spawn so we can wait a bit for the ID
[_object,_uid,_fuel,_damage,_array,_characterID,_class] spawn {

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@@ -105,7 +105,7 @@ _key call server_hiveWrite;
deleteVehicle _object_para;
};
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
_object call fnc_veh_ResetEH;

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@@ -120,7 +120,7 @@ _key call server_hiveWrite;
_object setVariable ["CharacterID", _characterID, true];
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
_object call fnc_veh_ResetEH;

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@@ -73,7 +73,7 @@ while {1 == 1} do {
_crash setPos _adjustedPos;
// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
_crash setVariable ["ObjectID","1",true];

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@@ -71,6 +71,6 @@ if (DZE_GodModeBase) then {
// Test disabling simulation server side on buildables only.
_object enableSimulation false;
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
diag_log ("PUBLISH: " + str(_activatingPlayer) + " upgraded " + (_class) + " with ID " + str(_uid));

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@@ -1,7 +1,7 @@
private ["_position","_veh","_istoomany"];
waitUntil {!isNil "BIS_fnc_selectRandom"};
_position = RoadList call BIS_fnc_selectRandom;
_position = roadList call BIS_fnc_selectRandom;
_position = _position modelToWorld [0,0,0];
waitUntil {!isNil "BIS_fnc_findSafePos"};

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@@ -1,7 +1,7 @@
private ["_position","_veh","_istoomany","_spawnveh"];
waitUntil {!isNil "BIS_fnc_selectRandom"};
_position = RoadList call BIS_fnc_selectRandom;
_position = roadList call BIS_fnc_selectRandom;
_position = _position modelToWorld [0,0,0];
waitUntil {!isNil "BIS_fnc_findSafePos"};

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@@ -18,14 +18,11 @@ while {count AllowedVehiclesList > 0} do {
// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
_index = floor random count AllowedVehiclesList;
_random = AllowedVehiclesList select _index;
_vehicle = _random select 0;
_velimit = _random select 1;
_qty = {_x == _vehicle} count serverVehicleCounter;
// If under limit allow to proceed
if (_qty <= _velimit) exitWith {};
if (_qty <= _velimit) exitWith {}; // If under limit allow to proceed
// vehicle limit reached, remove vehicle from list
// since elements cannot be removed from an array, overwrite it with the last element and cut the last element of (as long as order is not important)