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https://github.com/EpochModTeam/DayZ-Epoch.git
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Do not use localize on server machine
These were resulting in sloppy mixed language sentences. The server language never changes, so localize should not be used server side, unless complete translations are added for all logs, which is not worth the effort. Only admins see them, unlike client side strings which are seen by everyone.
This commit is contained in:
@@ -1,11 +1,14 @@
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[NEW] Added a few loot positions for Namalsk and Takistan. @skigoggles
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[NEW] Added DZE_limitPlots so admins can limit plot poles to 1 per UID, disabled by default. @oiad
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[NEW] Newest version of DayZero enterable buildings provided by Tansien and Zac https://zombies.nu/. This fixes broken barracks shadows and adds several new interiors. #1601
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[NEW] Land_houseV_2T2 is now enterable. Interior modeled by @Streatman
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[NEW] Added loot positions for new enterable buildings
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[NEW] Added DZE_limitPlots so admins can limit plot poles to one per UID, disabled by default. @oiad
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[NEW] Pumpkin, sunflower, and hemp plants spawned with createVehicle can be harvested with a knife now. #1928 @F507DMT
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[NEW] The journal and dayz_survived variable now contain actual play time [array] instead of days since the character was created [number].
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[NEW] Added secondary iron sight to CZ550 and bolt animations to CZ550 and LeeEnfield by @Streatman
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[NEW] Added secondary iron sight to CZ550 modeled by @Streatman
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[NEW] Added bolt animations to CZ550 and LeeEnfield modeled by @Streatman
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[NEW] Added some basic compatibility for falconsan's Ruegen map (beta version released February 2016)
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[NEW] Admins can now define what parts are returned from modular building parts, see configVariables.sqf/DZE_modularConfig @oiad @BigEgg17
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[NEW] Basic server-side authentication for DeleteObj, PublishObj, PublishVeh and SwapObj, admins and script makers should review the changes if using PVDZ_obj_Destroy/Publish, PVDZE_obj_Swap, PVDZE_veh_Publish/Upgrade or server_deleteObj and verify custom code is compliant with these changes (github.com/EpochModTeam/DayZ-Epoch/commit/42e0047)
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[NEW] Added basic server-side authentication to hive object creation/deletion for improved security. Affects Server_(DeleteObj|PublishObj|PublishVeh|SwapObj), admins and script makers should review the changes if using PVDZ_obj_(Destroy|Publish), PVDZE_obj_Swap, PVDZE_veh_(Publish|Upgrade) or server_deleteObj and verify custom code is compliant with these changes (github.com/EpochModTeam/DayZ-Epoch/commit/42e0047)
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[NEW] BAF_L85A2_RIS_TWS_DZ to emulate the old behavior of the now NV only BAF_L85A2_RIS_CWS. Server owners must add the weapon on their own #1983
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[NEW] Admins can now define a maximum build height, see configVariables.sqf/DZE_BuildHeightLimit. @BigEgg17
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@@ -15,13 +18,15 @@
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[UPDATED] Owners can no longer be removed by added friends in plot and door management. @oiad
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[UPDATED] A new hidden version of the gear menu is now used for force saves so players do not see the dialog flash on screen.
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[UPDATED] Anyone can now lock a modular door without knowing the combination or having any special access. #1944 @ndavalos
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[UPDATED] Newest version of DayZero enterable buildings, which fixes #1601 - provided by Tansien and Zac https://zombies.nu/
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[UPDATED] Locking and unlocking safes no longer plays the medic animation. #1942 @SmokeyBR
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[UPDATED] Locking and unlocking safes now uses call instead of spawn on the server. This fixes the user input lock and safes appearing to disappear momentarily when server FPS is low.
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[UPDATED] Added cleanup of destroyed vehicles and CraterLong after 5 minutes in sched_corpses.sqf.
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[UPDATED] Reverted group menu color scheme to A2OA default for consistency with game dialogs
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[UPDATED] Positions defined in DZE_SafeZonePosArray no longer spawn loot or zombies in their respective radius, added new compile to check positions against DZE_SafeZonePosArray "_PosInSafeZone = _positionToCheck call DZE_SafeZonePosCheck;"
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[UPDATED] DZE_ZombieSpeed = [min, max]; has replaced the, now removed, DZE_slowZombies variable. set DZE_ZombieSpeed = [2,2]; for DZE_slowZombies = true; behavior. see configvariables.sqf for more info
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[UPDATED] Reverted increased waves in stormy weather to Chernarus default settings.
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[UPDATED] Removed server control panel, because it is abused by players and not currently used by admins
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[UPDATED] Moved large format strings in dayz_server to str formatText to avoid A2 2048 format character limit corrupting hive data in some cases.
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[FIXED] Kamaz refuel trucks no longer allow automatic refueling. #1855 @coresync2k @dreamforceinc
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[FIXED] Trees at POIs can be chopped down now. Other trees spawned with createVehicle can be added to dayz_treeTypes in variables.sqf to allow chopping them down.
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@@ -62,6 +67,8 @@
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[FIXED] Multiple dupe fixes - SERVER ADMINS, DO NOT IMPLEMENT SCRIPTS WHICH KICK PLAYERS TO THE LOBBY (ENDMISSION, FAILMISSION, etc.), YOU MUST KICK THEM ENTIRELY OUT OF THE SERVER! (EX: by BE restriction, but with the stock scripts.txt forceEnd, failmission, and endmission should kick the player anyway)
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[FIXED] Certain classes (i.e. Satchel Charge) which are both magazines and weapons were not retained through skin change #1981 @AirwavesMan
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[FIXED] Blocked another A2OA script execution bug from improperly cleared eventhandlers. See dayz_code\system\antihack.sqf. Thanks to Dihan for reporting
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[FIXED] Missing silencer shadows on some _DZ weapons. Thanks @Streatman
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[FIXED] Death message server RPT logs were partially translated, resulting in sloppy mixed language sentences on non-English machines.
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[NOTE] Fixes below were included in hotfix 1.0.6.1A (March 10th 2017) and are now in the default files.
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[FIXED] Fixed food and drink going down 10x faster from melee and other "working" actions.
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@@ -126,9 +126,9 @@ _fnc_lockCode = {
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_color = "";
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_code = _code - 10000;
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if (_code <= 99) then {_color = localize "STR_TEAM_RED";};
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if (_code >= 100 && _code <= 199) then {_color = localize "STR_TEAM_GREEN"; _code = _code - 100;};
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if (_code >= 200) then {_color = localize "STR_TEAM_BLUE"; _code = _code - 200;};
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if (_code <= 99) then {_color = "Red";};
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if (_code >= 100 && _code <= 199) then {_color = "Green"; _code = _code - 100;};
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if (_code >= 200) then {_color = "Blue"; _code = _code - 200;};
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if (_code <= 9) then {_code = format["0%1", _code];};
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_code = format ["%1%2",_color,_code];
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@@ -1,6 +1,6 @@
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#include "\z\addons\dayz_server\compile\server_toggle_debug.hpp"
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private ["_characterID","_minutes","_newObject","_playerID","_playerName","_key","_pos","_infected","_sourceName","_sourceWeapon","_distance","_message","_method","_suicide","_bodyName","_type"];
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private ["_characterID","_minutes","_newObject","_playerID","_playerName","_key","_pos","_infected","_sourceName","_sourceWeapon","_distance","_message","_method","_suicide","_bodyName","_type","_english"];
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//[unit, weapon, muzzle, mode, ammo, magazine, projectile]
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_characterID = _this select 0;
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@@ -74,13 +74,34 @@ if (_playerName != "unknown" or _sourceName != "unknown") then {
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_bodyName = _message select 1;
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if (_type == "killed" && _sourceName == "AI") then {
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_message set [2, (localize "STR_PLAYER_AI")];
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_message set [2,"AI"];
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};
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_english = [ //Do not use localize on server machine
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"shot","a gunshot wound.",
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"shothead","a gunshot to the head.",
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"shotheavy","a large calibre gunshot.",
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"bled","blood loss.",
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"dehyd","dehydration.",
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"sick","infection.",
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"starve","starvation.",
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"combatlog","combat logging.",
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"explosion","an explosion.",
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"unknown","an unknown cause.",
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"zombie","the infected.",
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"fall","falling.",
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"crash","a vehicle crash.",
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"runover","being run over.",
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"eject","falling out of a moving vehicle.",
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"melee","blunt force trauma.",
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"rad","radiation.",
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"crushed","being crushed."
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];
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_message = switch _type do {
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case "died": {format [localize "str_player_death_died", _bodyName, localize format["str_death_%1",_message select 2]]};
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case "killed": {format [localize "str_player_death_killed", _bodyName, _message select 2, _message select 3, _message select 4]};
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case "suicide": {format [localize "str_player_death_suicide", _bodyName]};
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case "died": {format ["%1 died from %2", _bodyName, (_english select ((_english find (_message select 2))+1))]};
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case "killed": {format ["%1 was killed by %2 with a %3 from %4m", _bodyName, _message select 2, _message select 3, _message select 4]};
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case "suicide": {format ["%1 committed suicide", _bodyName]};
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};
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diag_log format["DeathMessage: %1",_message];
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};
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@@ -25,9 +25,9 @@ if (count _this > 7) then {
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if (typeName _currency == "STRING") then {_price = format ["%1 %2",_price,_currency];};
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if (_buyorsell == 0) then { // Buy
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_message = format["%1: %2 (%3) purchased %4x %5 into %6 at %7 for %8",localize "STR_EPOCH_PLAYER_289",_name,_playerUID,_quantity,_classname,_container,_traderCity,_price];
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_message = format["Trader Menu: %1 (%2) purchased %3x %4 into %5 at %6 for %7",_name,_playerUID,_quantity,_classname,_container,_traderCity,_price];
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} else { // Sell
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_message = format["%1: %2 (%3) sold %4x %5 from %6 at %7 for %8",localize "STR_EPOCH_PLAYER_289",_name,_playerUID,_quantity,_classname,_container,_traderCity,_price];
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_message = format["Trader Menu: %1 (%2) sold %3x %4 from %5 at %6 for %7",_name,_playerUID,_quantity,_classname,_container,_traderCity,_price];
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};
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diag_log _message;
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@@ -444,7 +444,7 @@ if (dayz_townGenerator) then {execVM "\z\addons\dayz_server\system\lit_fireplace
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_source = _x select 1;
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if (!isNull _source) then {
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diag_log format ["P1ayer %1 hit by %2 %3 from %4 meters in %5 for %6 damage",
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_unit call fa_plr2Str, if (!isPlayer _source && alive _source) then {localize "STR_PLAYER_AI"} else {_source call fa_plr2Str}, toString (_x select 2), _x select 3, _x select 4, _x select 5];
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_unit call fa_plr2Str, if (!isPlayer _source && alive _source) then {"AI"} else {_source call fa_plr2Str}, toString (_x select 2), _x select 3, _x select 4, _x select 5];
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};
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};
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};
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