1.7.5.D1208

This commit is contained in:
A Clark
2012-12-15 08:37:22 -06:00
parent 8842939a7b
commit f378947145
56 changed files with 2061 additions and 1157 deletions

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@@ -30,10 +30,6 @@ if (!isNull _object) then {
(nearestObjects [getPosATL _object, ["Car", "Helicopter", "Motorcycle", "Ship", "TentStorage", "VaultStorage"], 10]);
if (alive _object) then {
[_object,[],true] call server_playerSync;
if ((_timeout - time) > 0) then {
// spawn bot, if player in combat mode
[_object,_playerID,_characterID,30] spawn disco_playerMorph;
};
_id = [_playerID,_characterID,2] spawn dayz_recordLogin;
_myGroup = group _object;
deleteVehicle _object;

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@@ -36,12 +36,6 @@ if (_playerID == "") then {
if ((_playerID == "") or (isNil "_playerID")) exitWith {
diag_log ("LOGIN FAILED: Player [" + _playerName + "] has no login ID");
};
// spawn a waituntil if bot still on server, then run server_playerLogin later again
_botActive = _playerID in botPlayers;
if (_botActive) then { _this spawn server_waitForBotFinished;};
if (_botActive) exitWith{};
penaltyTimeout = false;
(owner _playerObj) publicVariableClient "penaltyTimeout";
//??? endLoadingScreen;
diag_log ("LOGIN ATTEMPT: " + str(_playerID) + " " + _playerName);
@@ -86,7 +80,7 @@ if (!_isNew) then {
_model = _primary select 7;
_hiveVer = _primary select 8;
if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Rocket_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ"])) then {
if (!(_model in ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Rocket_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","SurvivorW2_DZ","Rocker2_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ"])) then {
_model = "Survivor2_DZ";
};

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@@ -0,0 +1,117 @@
private["_position","_num","_config","_itemType","_itemChance","_weights","_index","_iArray","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_permanentFire","_crashName"];
waitUntil{!isNil "BIS_fnc_selectRandom"};
_crashModel = _this select 0;
_lootTable = _this select 1;
_guaranteedLoot = _this select 2;
_randomizedLoot = _this select 3;
_frequency = _this select 4;
_variance = _this select 5;
_spawnChance = _this select 6;
_spawnMarker = _this select 7;
_spawnRadius = _this select 8;
_spawnFire = _this select 9;
_fadeFire = _this select 10;
_crashName = getText (configFile >> "CfgVehicles" >> _crashModel >> "displayName");
diag_log(format["CRASHSPAWNER: Starting spawn logic for '%1' with loot table '%2'", _crashName, _lootTable]);
while {true} do {
private["_timeAdjust","_timeToSpawn","_spawnRoll","_crash","_hasAdjustment","_newHeight","_adjustedPos"];
// Allows the variance to act as +/- from the spawn frequency timer
_timeAdjust = round(random(_variance * 2) - _variance);
_timeToSpawn = time + _frequency + _timeAdjust;
diag_log(format["CRASHSPAWNER: %1%2 chance to spawn '%3' with loot table '%4' at %5", round(_spawnChance * 100), '%', _crashName, _lootTable, _timeToSpawn]);
// Apprehensive about using one giant long sleep here given server time variances over the life of the server daemon
while {time < _timeToSpawn} do {
sleep 5;
};
_spawnRoll = random 1;
// Percentage roll
if (_spawnRoll <= _spawnChance) then {
_position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
diag_log(format["CRASHSPAWNER: Spawning '%1' with loot table '%2' NOW! (%3) at: %4", _crashName, _lootTable, time, str(_position)]);
_crash = createVehicle [_crashModel,_position, [], 0, "CAN_COLLIDE"];
// Randomize the direction the wreck is facing
_crash setDir round(random 360);
// Using "custom" wrecks (using the destruction model of a vehicle vs. a prepared wreck model) will result
// in the model spawning halfway in the ground. To combat this, an OPTIONAL configuration can be tied to
// the CfgVehicles class you've created for the custom wreck to define how high above the ground it should
// spawn. This is optional.
_config = configFile >> "CfgVehicles" >> _crashModel >> "heightAdjustment";
_hasAdjustment = isNumber(_config);
_newHeight = 0;
if (_hasAdjustment) then {
_newHeight = getNumber(_config);
//diag_log(format["DIAG: ADJUSTMENT FOUND FOR %1, IT IS: %2", _crashName, _newHeight]);
};
// Must setPos after a setDir otherwise the wreck won't level itself with the terrain
_adjustedPos = [(_position select 0), (_position select 1), _newHeight];
//diag_log(format["DIAG: Designated Position: %1", str(_adjustedPos)]);
_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
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_crash];
_crash setVariable ["ObjectID",1,true];
if (_spawnFire) then {
dayzFire = [_crash,2,time,false,_fadeFire];
publicVariable "dayzFire";
nul=dayzFire spawn BIS_Effects_Burn;
_crash setvariable ["fadeFire",_fadeFire,true];
};
_num = round(random _randomizedLoot) + _guaranteedLoot;
_config = configFile >> "CfgBuildingLoot" >> _lootTable;
_itemType = [] + getArray (_config >> "itemType");
_itemChance = [] + getArray (_config >> "itemChance");
waituntil {!isnil "fnc_buildWeightedArray"};
for "_x" from 1 to _num do {
private["_totalItems","_randomNum"];
// _weights is rebuilt every itteration of this loop since there's some weird bug that causes _weights
// to lose data each itteration of the 'for' loop despite no manipulation of it. That's why the original wreck
// code had the condition "if (count _itemType > _index) then {" since sometimes _index would be larger than
// the data left in the array. So, yes, this is not performant -- but this code is called so infrequently
// that this seems to be more tolerable than the prior way which meant some loot simply wouldn't spawn in for the wreck.
_weights = [];
_weights = [_itemType,_itemChance] call fnc_buildWeightedArray;
_totalItems = (count _weights) - 1;
_randomNum = round(random _totalItems);
_index = _weights select _randomNum;
//diag_log(format["DIAG: Total Items: %1 | Random Num: %2 | Index: %3 | Selection: %4 | Weights: %5", _totalItems, _randomNum, _index, str(_itemType select _index), count _weights]);
_iArray = (_itemType select _index);
_iArray set [2,_position];
_iArray set [3,5]; // Spawn radius: May need to expose this as configurable or use sizeOf(_crashModel) here. Some wreck models have GIANT sizeOf though and may scatter loot too far
//diag_log(format["DIAG: _iArray => %1 <=", str(_iArray)]);
_iArray call spawn_loot;
diag_log(format["CRASHSPAWNER: Loot spawn at '%1' with loot table '%2': %3 (%4)", _crashName, _lootTable, _iArray select 0, _iArray select 1]);
// ReammoBox is preferred parent class here, as WeaponHolder wouldn't match MedBox0 and other such items.
_nearby = _position nearObjects ["ReammoBox", sizeOf(_crashModel)];
{
_x setVariable ["permaLoot",true];
} forEach _nearBy;
};
} else {
diag_log(format["CRASHSPAWNER: Roll chance to spawn '%1' with loot table '%2' failed", _crashName, _lootTable]);
};
};

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@@ -0,0 +1,26 @@
private["_character","_traderid","_buyorsell","_data","_result","_oid","_key","_outcome"];
_character = _this select 0;
_traderid = _this select 1;
_buyorsell = _this select 2;
diag_log format["DEBUG PVEH: %1", _character];
_clientID = owner _character;
diag_log ("TRADE: Trade Request by ClientID: "+ str(_clientID));
_oid = "ERROR";
//Send request
_key = format["CHILD:398:%1:%2:",_traderid,_buyorsell];
diag_log ("TRADE: WRITE: "+ str(_key));
_data = "HiveEXT" callExtension _key;
_result = call compile format ["%1",_data];
diag_log ("TRADE: RES: "+ str(_result));
_outcome = _result select 0;
dayzTradeResult = _outcome;
_clientID publicVariableClient "dayzTradeResult";

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@@ -26,9 +26,8 @@ if (_status == "ObjectStreamStart") then {
_data = "HiveEXT" callExtension _key;
_result = call compile format ["%1",_data];
_status = _result select 0;
if (_status == "TRD") then {
_retrader set [count _retrader,_result];
};
_retrader set [count _retrader,_result];
//diag_log ("HIVE: Loop ");
};
//diag_log ("HIVE: Streamed " + str(_val) + " objects");