mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-04-17 09:53:21 +03:00
Update server_monitor
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@@ -30,6 +30,6 @@ if (DZE_GodModeBase) then {
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// Test disabling simulation server side on buildables only.
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_object enableSimulation false;
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
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//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
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diag_log ("HIVE: WRITE: "+ str(_key));
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_key call server_hiveWrite;
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
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// Switched to spawn so we can wait a bit for the ID
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[_object,_uid,_fuel,_damage,_array,_characterID,_class] spawn {
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@@ -105,7 +105,7 @@ _key call server_hiveWrite;
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deleteVehicle _object_para;
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};
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
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_object call fnc_veh_ResetEH;
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@@ -120,7 +120,7 @@ _key call server_hiveWrite;
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_object setVariable ["CharacterID", _characterID, true];
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
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_object call fnc_veh_ResetEH;
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@@ -73,7 +73,7 @@ while {1 == 1} do {
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_crash setPos _adjustedPos;
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// I don't think this is needed (you can't get "in" a crash), but it was in the original DayZ Crash logic
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_crash];
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
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_crash setVariable ["ObjectID","1",true];
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@@ -71,6 +71,6 @@ if (DZE_GodModeBase) then {
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// Test disabling simulation server side on buildables only.
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_object enableSimulation false;
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PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
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dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
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diag_log ("PUBLISH: " + str(_activatingPlayer) + " upgraded " + (_class) + " with ID " + str(_uid));
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@@ -1,7 +1,7 @@
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private ["_position","_veh","_istoomany"];
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waitUntil {!isNil "BIS_fnc_selectRandom"};
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_position = RoadList call BIS_fnc_selectRandom;
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_position = roadList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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waitUntil {!isNil "BIS_fnc_findSafePos"};
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@@ -1,7 +1,7 @@
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private ["_position","_veh","_istoomany","_spawnveh"];
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waitUntil {!isNil "BIS_fnc_selectRandom"};
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_position = RoadList call BIS_fnc_selectRandom;
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_position = roadList call BIS_fnc_selectRandom;
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_position = _position modelToWorld [0,0,0];
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waitUntil {!isNil "BIS_fnc_findSafePos"};
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@@ -18,14 +18,11 @@ while {count AllowedVehiclesList > 0} do {
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// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
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_index = floor random count AllowedVehiclesList;
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_random = AllowedVehiclesList select _index;
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_vehicle = _random select 0;
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_velimit = _random select 1;
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_qty = {_x == _vehicle} count serverVehicleCounter;
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// If under limit allow to proceed
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if (_qty <= _velimit) exitWith {};
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if (_qty <= _velimit) exitWith {}; // If under limit allow to proceed
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// vehicle limit reached, remove vehicle from list
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// 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)
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