Plot for Life and Plot Management work best together. They essentially
provide the same functionality. Both let you keep your plot after death
by using UID instead of CharacterID. Plot Management doesn't even have
an option to save characterID, so by default it is always keeping all
friends and the owner permanently until they are removed. The only major
difference between them is Plot For Life also adds permanent ownership
of built items on the plot, which is behavior most people expect. It
doesn't make sense to keep ownership of the plot after death but not the
other objects built on it. The other functionality it adds (take
ownership) can be toggled with a config variable.
It is rare that someone would want Plot For Life enabled, but Plot
Management disabled or vice versa. If they really want that they can
still do it manually, but consolidating them to a single config option
greatly simplifies things for everyone else.
I removed links to mod githubs because many changes have been made to
the 1.0.6 versions, so outdated information there will likely confuse
people. Authors are already credited in the README and change log.
In variables.sqf "DZ_storage_base" is now the parent class which
includes all tents and stashes. DZE_checkNearbyRadius variable is not
used (identical to DZE_PlotPole select 0).
Vanilla development commit:
b038a1762b
Fixes RPT error "Unsupported language English (or whatever language you
selected) in stringtable" on load.
We do not have <Original> tags on any other strings in the table, so
there is no reason to use them here. They are not needed. If the game is
set to use a language that does not have an entry it uses the first
available entry for that string (which is English for every string in
the table). Keys should not contain only <Original> tags with no other
languages, as it will cause this error.
Also disable abort and respawn immediately in pause menu onLoad. New
function fn_pauseMenuChecks allows admins to run unscheduled code in
pause menu onLoad.
Since typed bags spawn in bulk (usually 2x 4 different bag types) this
reduces bloodbag output slightly when classic system is enabled.
Medboxes were spawning with 3-8 blood bags, this reduces it to about 1-6
which should be similar to 1051 values IIRC. Feel free to adjust this up
or down if needed.
The whole point of a global variable is you do not need to pass it.
DZE_plotManagement and DZE_plotmanagementAdmins are always defined and
do not change, so there is no need to pass them as parameters.
@icomrade - configFile and missionConfigFile are in different scopes.
Admins can overwrite any dialog in RscDisplay with their own version
included in the mission without getting "class already defined" errors.
I tested to make sure it is possible. So there is no benefit to having
these includes in description.ext.
CursorTarget should always be passed from fn_selfActions, not reacquired
in action scripts. This is to ensure the same object is referenced. Plot
Management maintain_area is called from the dialog button, not
fn_selfactions.
The change in module_build will only fix items that d ono have an offset
set in the config.
BoundingBox can be a bit generous but the player should be able to work
with any overestimation in size.
@icomrade - when you use set to add an element to an array you do not
need to wrap it in brackets [ ] like you do with +.
This was making it a nested array which was not intended in the
original.
This was needlessly recompiling every time the addAction was clicked.
DisableSerialization is only needed if a display element is stored in a
variable within the current script. The called functions already have
it.
I forgot numbers greater than 1 million are truncated when converted to
string:
http://killzonekid.com/arma-scripting-tutorials-float-to-string-position-to-string/
KeyStartNumber exceeded 6 digits which is why it was being truncated to
"1e+011" and getting stuck on loop (as that string was already in
currentObjectUIDs) as mentioned in 2df7279.
Starting at 10, there should never be more than a couple duplicates
generated, so keyStartNumber will never exceed about 100 max. Added an
exit just for a fail safe.
Outhouse no longer includes toilet paper.
Plot pole may cover an arbitrary radius and ownership may not be lost
after death depending on server settings.