mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
Fix combat logging
In the initialize section of the fsm r_player_unconscious and r_player_timeout return their default values (false and 0). Also, the Vanilla server-side combat check doesn't appear to work, or it doesn't work with the antihack disabled (I haven't tested with it enabled). New variable inCombat is set more quickly than the combatTimeout variable
This commit is contained in:
@@ -225,6 +225,7 @@ if (_hit in USEC_MinorWounds) then {
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if (_unit == player) then {
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//Set player in combat
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_unit setVariable["startcombattimer", 1];
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_unit setVariable["inCombat", 1, true];
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};
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//Shake the cam, frighten them!
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@@ -65,6 +65,7 @@ player setVariable ["USEC_isCardiac",false,true];
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player setVariable ["medForceUpdate",true,true];
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player setVariable ["bloodTaken", false, true];
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player setVariable ["startcombattimer", 0]; //remove combat timer on death
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player setVariable ["inCombat", 0, true];
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r_player_unconscious = false;
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r_player_cardiac = false;
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_model = typeOf player;
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@@ -1,4 +1,4 @@
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private ["_charID","_newmodel","_old","_updates","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_combattimeout","_banditKills","_fractures","_wpnType","_ismelee"];
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private ["_charID","_newmodel","_old","_updates","_humanity","_medical","_worldspace","_zombieKills","_headShots","_humanKills","_combattimeout","_inCombat","_banditKills","_fractures","_wpnType","_ismelee"];
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//_playerUID = _this select 0;
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_charID = _this select 1;
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_model = _this select 2;
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@@ -24,7 +24,7 @@ _humanKills = player getVariable ["humanKills",0];
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_banditKills = player getVariable ["banditKills",0];
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_achievements = player getVariable ["Achievements",[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
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_combattimeout = player getVariable["combattimeout",0];
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_inCombat = player getVariable["inCombat",0];
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_ConfirmedHumanKills = player getVariable ["ConfirmedHumanKills",0];
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_ConfirmedBanditKills = player getVariable ["ConfirmedBanditKills",0];
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_friendlies = player getVariable ["friendlies",[]];
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@@ -83,6 +83,7 @@ player setVariable ["characterID",_charID,true];
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player setVariable ["worldspace",_worldspace];
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player setVariable ["Achievements",_achievements];
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player setVariable ["combattimeout",_combattimeout,false];
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player setVariable ["inCombat", _inCombat, true];
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player setVariable ["ConfirmedHumanKills",_ConfirmedHumanKills,true];
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player setVariable ["ConfirmedBanditKills",_ConfirmedBanditKills,true];
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@@ -34,6 +34,7 @@ while {(alive _projectile) && !(isNull _projectile) && (_callCount < 85)} do {
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_isInCombat = _nearVehicle getVariable["startcombattimer",0];
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if ((alive _nearVehicle) and _isInCombat == 0) then {
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_nearVehicle setVariable["startcombattimer", 1];
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_nearVehicle setVariable["inCombat", 1, true];
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diag_log("Now in Combat (Player): " + name _unit);
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};
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};
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@@ -43,6 +44,7 @@ while {(alive _projectile) && !(isNull _projectile) && (_callCount < 85)} do {
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_isInCombat = _x getVariable["startcombattimer",0];
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if (isPlayer _x and _isInCombat == 0 and alive _x) then {
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_x setVariable["startcombattimer", 1];
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_x setVariable["inCombat", 1, true];
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diag_log("Now in Combat (Crew): " + name _x);
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};
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} forEach (crew _nearVehicle);
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@@ -22,8 +22,10 @@ private ["_handled"];
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// Both the firer and those nearby (<=8m) go into "combat" to prevent ALT-F4
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//diag_log ("DEBUG: AMMO TYPE: " +str(_ammo));
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_firer setVariable["startcombattimer", 1];
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_firer setVariable["inCombat", 1, true];
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if (_distance <= 8) then {
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_unit setVariable["startcombattimer", 1];
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_unit setVariable["inCombat", 1, true];
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};
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if (_inVehicle) exitWith {};
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@@ -32,7 +32,7 @@ item27[] = {"ERROR__Bad_Versi",2,250,325.000000,850.000000,425.000000,900.000000
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item28[] = {"Display_Ready",4,218,-175.000000,1200.000000,-75.000000,1250.000000,0.000000,"Display" \n "Ready"};
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item29[] = {"Preload_Display",2,250,-75.000000,1250.000000,25.000000,1300.000000,0.000000,"Preload" \n "Display"};
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item30[] = {"Preload_Done",4,218,-175.000000,1300.000000,-75.000000,1350.000000,0.000000,"Preload" \n "Done"};
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item31[] = {"Initialize",2,250,-75.000000,1350.000000,25.000000,1400.000000,0.000000,"Initialize"};
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item31[] = {"Initialize",2,4346,-75.000000,1350.000000,25.000000,1400.000000,0.000000,"Initialize"};
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item32[] = {"Finish",1,250,-75.000000,1625.000000,25.000000,1675.000000,0.000000,"Finish"};
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item33[] = {"no_Time_Date",4,218,125.000000,950.000000,225.000000,1000.000000,0.000000,"no Time/Date"};
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item34[] = {"sleep",4,218,525.000000,150.000000,625.000000,200.000000,0.000000,"sleep"};
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@@ -108,7 +108,7 @@ item103[] = {"",7,210,-279.000000,371.000000,-271.000000,379.000000,0.000000,""}
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item104[] = {"retry_Login",4,218,-250.000000,350.000000,-150.000000,400.000000,0.000000,"retry Login"};
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item105[] = {"",7,210,-379.000031,471.000000,-371.000000,479.000000,0.000000,""};
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item106[] = {"Finish_1",2,250,-75.000000,1500.000000,25.000000,1550.000000,0.000000,"Finish"};
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item107[] = {"dayz_preloadFini",4,4314,50.000000,1550.000000,150.000000,1600.000000,0.000000,"dayz_preloadFinished"};
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item107[] = {"dayz_preloadFini",4,218,50.000000,1550.000000,150.000000,1600.000000,0.000000,"dayz_preloadFinished"};
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item108[] = {"New_INFECTED_Character",4,218,-271.606934,571.673645,-171.606934,621.673645,5.000000,"New" \n "INFECTED Character" \n "258"};
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item109[] = {"Player_Zombie__S",2,250,-611.348511,641.870300,-521.348145,691.870300,0.000000,"Player Zombie" \n " Selection"};
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item110[] = {"",7,210,-955.744385,664.969482,-947.744385,672.969482,0.000000,""};
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@@ -243,8 +243,8 @@ link127[] = {107,32};
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link128[] = {108,109};
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link129[] = {109,110};
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link130[] = {110,64};
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globals[] = {0.000000,0,0,0,0,640,480,3,262,6316128,1,-633.732300,669.877075,2180.669678,358.546051,890,1244,1};
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window[] = {2,-1,-1,-1,-1,786,260,1280,260,3,908};
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globals[] = {0.000000,0,0,0,0,640,480,3,262,6316128,1,-420.384094,456.528290,1882.460693,656.753967,890,1244,1};
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window[] = {2,-1,-1,-32000,-32000,1270,1052,2072,744,3,908};
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*//*%FSM</HEAD>*/
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class FSM
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{
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@@ -732,7 +732,7 @@ class FSM
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"_worldspace = PVCDZ_plr_Login2 select 0;" \n
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"_state = PVCDZ_plr_Login2 select 1;" \n
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"" \n
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"player setVariable [""Achievements"",[],false];" \n
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"player setVariable [""Achievements"",[],false];" \n
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"" \n
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"_setDir = _worldspace select 0;" \n
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"_setPos = _worldspace select 1;" \n
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@@ -864,6 +864,7 @@ class FSM
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"r_player_cardiac = player getVariable[""USEC_isCardiac"",false];" \n
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"r_player_lowblood = player getVariable[""USEC_lowBlood"",false];" \n
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"r_player_blood = player getVariable[""USEC_BloodQty"",r_player_bloodTotal];" \n
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"r_player_timeout = player getVariable[""unconsciousTime"",0];" \n
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"" \n
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"//Hunger/Thirst" \n
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"_messing = player getVariable[""messing"",[0,0,0]];" \n
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@@ -1136,13 +1137,12 @@ class FSM
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"//Medical" \n
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"dayz_medicalH = [] execVM ""\z\addons\dayz_code\medical\init_medical.sqf""; //Medical Monitor Script (client only)" \n
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"[player] call fnc_usec_damageHandle;" \n
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"" \n
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"if (r_player_unconscious) then {" \n
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" r_player_timeout = player getVariable[""unconsciousTime"",0];" \n
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" player playActionNow ""Die"";" \n
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" [player,r_player_timeout] call fnc_usec_damageUnconscious;" \n
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"};" \n
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"" \n
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"" \n
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"" \n
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"//Add core tools" \n
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"player addWeapon ""Loot"";" \n
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"if ((currentWeapon player == """")) then { player action [""SWITCHWEAPON"", player,player,1]; };" \n
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@@ -1170,8 +1170,7 @@ class FSM
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"" \n
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"{ _x call fnc_veh_ResetEH; } forEach vehicles;" \n
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"player allowDamage true;" \n
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"player enableSimulation true;" \n
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""/*%FSM</STATEINIT""">*/;
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"player enableSimulation true;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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@@ -1195,9 +1194,9 @@ class FSM
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name = "Finish";
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itemno = 32;
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init = /*%FSM<STATEINIT""">*/"diag_log 'player_forceSave called from fsm';" \n
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"//call player_forceSave;" \n
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"" \n
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"publicVariableServer ""PVDZ_plr_LoginRecord"";"/*%FSM</STATEINIT""">*/;
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"//call player_forceSave;" \n
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"" \n
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"publicVariableServer ""PVDZ_plr_LoginRecord"";"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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@@ -1934,22 +1933,28 @@ class FSM
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name = "Finish_1";
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itemno = 106;
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init = /*%FSM<STATEINIT""">*/"if (_debug == 1) then {diag_log [diag_tickTime,'Finish'];};" \n
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"" \n
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"PVDZ_plr_LoginRecord = [_playerUID,_charID,0,toArray (name vehicle player)];" \n
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"" \n
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"" \n
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"PVDZ_plr_LoginRecord = [_playerUID,_charID,0,toArray (name vehicle player)];" \n
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"" \n
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"if (r_player_unconscious) then {" \n
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" r_player_timeout = player getVariable[""unconsciousTime"",0];" \n
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" player playActionNow ""Die"";" \n
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" [player,r_player_timeout] call fnc_usec_damageUnconscious;" \n
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"};" \n
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"" \n
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"progressLoadingScreen 1;" \n
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"" \n
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"" \n
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"diag_log ['Sent to server: PVDZ_plr_LoginRecord', PVDZ_plr_LoginRecord]; " \n
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"" \n
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"_world = toUpper(worldName); //toUpper(getText (configFile >> ""CfgWorlds"" >> (worldName) >> ""description""));" \n
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"_world = toUpper(worldName); //toUpper(getText (configFile >> ""CfgWorlds"" >> (worldName) >> ""description""));" \n
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"_nearestCity = nearestLocations [getPos player, [""NameCityCapital"",""NameCity"",""NameVillage"",""NameLocal""],1000];" \n
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"" \n
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"Dayz_logonTown = ""Wilderness"";" \n
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"Dayz_logonTown = ""Wilderness"";" \n
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"if (count _nearestCity > 0) then {Dayz_logonTown = text (_nearestCity select 0)};" \n
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"" \n
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"[_world,Dayz_logonTown,format[localize ""str_player_06"",dayz_Survived]] spawn {uiSleep 5; _this spawn BIS_fnc_infoText;};" \n
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"[_world,Dayz_logonTown,format[localize ""str_player_06"",dayz_Survived]] spawn {uiSleep 5; _this spawn BIS_fnc_infoText;};" \n
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"" \n
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"dayz_myPosition = getPosATL player;" \n
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"dayz_myPosition = getPosATL player;" \n
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"Dayz_loginCompleted = true;" \n
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"" \n
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"//Other Counters" \n
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@@ -361,6 +361,7 @@ while {1 == 1} do {
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_startcombattimer = player getVariable["startcombattimer", 0];
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if (_startcombattimer == 1) then { //if (_startcombattimer == 1 || _PlayerNearby) then { // do not use _PlayerNearby it makes building impossible, tthis is handled in player_onPause.sqf just fine
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player setVariable["combattimeout", diag_tickTime + 30, false];
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player setVariable["inCombat", 1, true];
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player setVariable["startcombattimer", 0, false];
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}; /* else {
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if (_ZedsNearby && !_isPZombie) then { //this makes building a nightmare, this is handled in player_onPause.sqf just fine
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@@ -5,6 +5,11 @@ sched_playerActions = {
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call fnc_usec_selfActions;
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call fnc_usec_damageActions;
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call fnc_usec_upgradeActions;
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//combat check
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if ((player getVariable ["combattimeout",0] < diag_tickTime) && {player getVariable ["inCombat", 0] > 0}) then {
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player setVariable ["inCombat", 0, true];
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};
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objNull
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};
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@@ -25,6 +25,7 @@ _characterID = _playerObj getVariable["characterID", "?"];
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_lastDamage = _playerObj getVariable["noatlf4",0];
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_Sepsis = _playerObj getVariable["USEC_Sepsis",false];
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_lastDamage = round(diag_ticktime - _lastDamage);
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_inCombat = _playerObj getVariable ["inCombat", 0];
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//Readded Logout debug info.
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diag_log format["INFO - Player: %3(UID:%1/CID:%2) as (%4), logged off at %5%6",
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@@ -64,12 +65,12 @@ if (_characterID != "?") exitwith {
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};
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//Punish combat log
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if ((_lastDamage > 5 && {_lastDamage < 30}) && {alive _playerObj && (_playerObj distance (getMarkerpos "respawn_west") >= 2000)}) then {
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if ((_inCombat > 0) && {alive _playerObj && (_playerObj distance (getMarkerpos "respawn_west") >= 2000)}) then {
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_playerObj setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious
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_playerObj setVariable ["unconsciousTime",150,true]; // Set knock out timer to 150 seconds
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//_playerObj setVariable ["USEC_injured",true]; // Set status to bleeding
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//_playerObj setVariable ["USEC_BloodQty",3000]; // Set blood to 3000
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diag_log format["PLAYER COMBAT LOGGED: %1(%4) (with %2s combat time remaining) at location %3",_playerName,_lastDamage,_playerPos,_playerUID];
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diag_log format["PLAYER COMBAT LOGGED: %1(%3) at location %2",_playerName,_playerPos,_playerUID];
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_message = format["PLAYER COMBAT LOGGED: %1",_playerName];
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[nil, nil, rTitleText, _message, "PLAIN"] call RE; // Message whole server
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};
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