Commit Graph

78 Commits

Author SHA1 Message Date
A Man
0799e7e183 Update object revealing
This replaces 'player reveal object' with a function that acutal reveals the objects to the player. This fixes that objects were not usable after building.
2022-05-18 18:14:22 +02:00
A Man
97624e23be Add DZE_requirePlotOverride to override if objects need no plot pole
Made by @Victor-the-Cleaner
2022-05-02 15:22:36 +02:00
A Man
628e72dd4b Update statics again
Made by @Victor-the-Cleaner
2022-04-29 15:12:44 +02:00
A Man
311b23cd94 Fix static weapon placement
Made by @Victor-the-Cleaner
2022-04-27 20:49:21 +02:00
A Man
9c1da8101d Add option to clear the ammo of all static guns, compile vehicle functions for server and client 2022-04-26 16:54:57 +02:00
A Man
bec7ff8146 Fix MPKilled mp evh call on client, add correct 0 return value for all HandleDamage evhs when godmode 2022-04-18 10:22:42 +02:00
A Man
da5e29acda Return player to a standing pose if they were standing before
Made by @Victor-the-Cleaner
2022-04-16 17:07:20 +02:00
A Man
67bdc72171 Keep global characterID only for special cases
Only vehicles with a key and locked/lockable buildings need a global characterID. All other vehicles and buildings will have a characterID of "0".
2022-03-26 18:11:16 +01:00
A Man
fc6680c360 Remove OEMPos variable
I do not see any use for this variable any longer. Ive tested building, upgrading lock/unlock objects. It seems it has no affect and can be replaced with the normal getPosATL from objects.
2022-03-26 14:53:12 +01:00
A Man
43006760f8 Re-build DayZ_SafeObjects to handle all objects
This is a complete re-build of DayZ_SafeObjects. It was necessary to remove all the duplicated entries. DayZ_SafeObjects gets defined by multiple arrays now. This makes it much easier to update. Also every building with gear gets maintained now. Every single buildable epoch building is included within the maintain array and DayZ_SafeObjects.
2022-03-20 17:53:35 +01:00
A Man
adc17d4ec6 Re-build modular_build.sqf
Mady by @Victor-the-Cleaner
2021-12-23 16:50:07 +01:00
A Man
e766d1d344 Update Changelog 2021-09-20 11:47:33 +02:00
A Man
5aba5d7ddd Remove DZE_permanentPlot variable
There is no longer a need for the DZE_permanentPlot variable since all servers use plot management and plot for life.
2021-09-20 10:30:32 +02:00
A Man
bb968698e6 Modulr build changes
- Players may no longer build objects outside the plot radius.
- This is calculated using the object's pivot point, not its geometry nor its bounding box.
- Players may move an object any distance or height within the plot boundary/sphere.
- Therefore, DZE_buildMaxMoveDistance and DZE_buildMaxHeightDistance are now obsolete.
- Players may move a small distance outside the plot radius, provided the object remains inside.	Enabled with DZE_PlotOzone.	Default: 10 meters.
- A line of helpers now appears through the plot's vertical axis to aid line-of-sight to the pole.	Enabled with DZE_AxialHelper.
- This may be useful for nearby plots that are grouped together, or where their radii overlap.
- Players may now cancel the build by fast movement, i.e. running, or fast walking on steep terrain.
- This only applies when the player is holding the object. They may press F to release it, then run without cancelling.
- Crouch-walking or slow-walking will not cancel the build.
- The player will auto-crouch when clicking "build" to prevent accidental cancelling.

Changes made by  @Victor-the-Cleaner
2021-09-19 18:41:52 +02:00
AirwavesMan
e35cccfcbc Fix setdir and setVectorDirAndUp problem
Server admins should apply this fix at least for all their server files asap.
2021-05-01 16:06:15 +02:00
AirwavesMan
ca4ad3c2a3 Handle gate code after building 2020-09-28 13:41:01 +02:00
AirwavesMan
9ad86a84a3 Group sounds and zombie calls
dayz_zombieSpeak and player_alertZombies are called often together or should be. fnc_alertZombies groups them together and uses the given parameters. This streamlines and corrects the missing or incorrect calls from dayz_zombieSpeak or player_alertZombies.
2020-09-12 01:30:45 +02:00
AirwavesMan
5e296fc092 Adding salivals Change Code to Epoch Core 2020-07-23 22:20:58 +02:00
A Man
d15b1432f0 Add DZE_Workshops array 2020-05-27 14:10:18 +02:00
A Man
fe1d7fb48d Update Snap and Vector build
- pre compile all snap and vector functions, it was only pre compiled if got started from modular_build before but not if it got called from the action menu
- localize snap and vector building
- clean up the code
- remove old Cinderwall vector fix, it looks like it is not needed anymore
- Update modular_build and player_build
2020-03-08 14:08:45 +01:00
A Man
a8e2567147 Remove player_buildVanilla link
player_buildVanilla is no longer needed. All buildables use the epoch build now.
2020-01-11 00:14:22 +01:00
A Man
ba8ff32cd7 Localize player_craftItem near check 2019-10-20 20:18:41 +02:00
oiad
efc57840d2 Make upgrade localization overwrite displayed dayz_rollingMessages
By the look of it, I broke this file when I commited:
d7a3b30753
it seems it's to do with CRLF vs LF line endings.

Unfortunately, to fix it you have to commit the whole file again, zzz.
2018-05-21 23:04:02 +12:00
ebayShopper
14a6252911 Fix DZE_BuildHeightLimit behavior
Corrections for #1988
@BigEgg17 abs(_objHDiff) only tells you how much you have raised the
ghost from where it was when you started building. To test the actual
height above ground or sea level you need to use _position select 2.

Say DZE_BuildHeightLimit was 60m and DZE_buildMaxMoveDistance was 20m.
If the player started building at 55m and then raised the object 20m,
they would be allowed to build at 75m with your check.

Also getPosATL should not be used here. For example, I am swimming on
the surface of the water on Napf and getPosATL returns a height of 29m.

@oiad you missed zombie_wildGenerate.sqf in #1987
2017-11-14 13:09:15 -05:00
ebayShopper
42e00475d6 Add sender verification to publish and swap object
Continuation of 8035df0

This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.

- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt

Changes in modular_build.sqf were the same as player_build.sqf.

Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
2017-11-03 16:09:14 -04:00
BigEgg
c00b0ad1af Added build height check to modular_build.sqf 2017-10-07 23:53:20 -05:00
oiad
76bafe55ec Fix auto unlock to function like storage
Safe/lockbox will be able to be auto unlocked after placing due to setting dayz_combination to _combination.
Locked doors use DZE_Lock_Door instead.
2017-09-11 22:50:52 +12:00
ebayShopper
48858b2e6c Add medic anim function with proper interrupt
Closes #1386

Vanilla commits
applied:
f99a3deced
731b957e8e

Removed
two unused files and a few variables made redundant by actionInProgress
2017-06-06 15:25:14 -04:00
ebayShopper
6717b0c26e Remove client side disable sim on DZE_GodModeBase objects
Continuation of d7a3b30
This partially reverts ea94ec4.

Epoch has never disabled simulation client side on any buildables prior
to ea94ec4. We now know it disables storage capability, may disable
lighting the object with scripted light sources and potentially cause
other issues.
https://community.bistudio.com/wiki/enableSimulation

If we readd this in the future it should be well tested. It should also
be done properly in the vehicle init field, so it takes affect on all
clients, including JIP, instead of only the player building it (until
they relog).
2017-03-31 16:15:07 -04:00
oiad
d7a3b30753 Fix for unable to access shed/geared objects until you relog.
https://epochmod.com/forum/topic/43482-storage-sheds-issue/
2017-03-28 19:25:14 +13:00
oiad
ea94ec4e8b Extend DZE_GodModeBase to built items (#1898)
This now makes buildables properly apply godmode instead of having to
wait till restart for:

* Being built
* Being upgraded
* Being downgraded
master
2017-02-26 13:50:11 -05:00
icomrade
798a994b02 Should fix full cinder vector #1846 2017-01-14 17:55:56 -05:00
ebaydayz
f25f5e96a6 Fix light fire and build fireplace over water #1866
Fixes #1866
2017-01-11 15:25:29 -05:00
ebaydayz
33672d99ee Lower or remove nutrition hit for some actions #1857
Fixes #1857
2017-01-06 13:27:22 -05:00
oiad
75243933b4 Move more debug lines to #ifdef (#1829)
* Move more debug lines to #ifdef

Tidys up server RPT

Also make the combination rolling text overwrite the previous build
spam.

* Make additional changes
2016-12-25 17:20:30 -05:00
icomrade
f34d1820bb Fix full cinder wall vector building #1813 2016-12-08 16:46:23 -05:00
ebaydayz
01307f9a42 Remove some common and duplicate translations 2016-11-07 16:14:20 -05:00
icomrade
91e5e875c2 Force save after building and maintain 2016-09-19 13:48:27 -04:00
ebaydayz
2bb5c5942c Retire cone and pole plot previews in favor of dome
Thanks @oiad for pointing this out.

Poles are not used for previewing anymore. Cones do not give as much
information as the dome.

The dome is visible at night and under night vision too.
2016-09-12 13:39:00 -04:00
ebaydayz
c2b16f0828 Consolidate DZE_ActionInProgress and r_action_count to one variable
There is no point in having two variables for the same purpose.

It is also pointless to keep an action count tally like r_action_count
was doing, since it is only ever checked for being 0 or 1. Any count
higher or lower than that is irrelevant.

I will make this change in vanilla too.
2016-08-25 15:38:27 -04:00
ebaydayz
134a614255 Remove FNC_getPlayerUID
It's been over two years since it was added. All servers should be
updated to steam ID by now.
2016-08-23 15:40:26 -04:00
ebaydayz
bc7c1879a3 Store plot and door friends names as array
Avoids setVariable value restrictions for players with special
characters in their name.

Also avoids issues with storing non-ASCII characters from player names
in DB inventory field.
2016-08-09 10:48:31 -04:00
icomrade
24f6a0ab9a Correct build text 2016-07-30 17:06:46 -04:00
icomrade
8542385142 Update building to also use r_action_count
This is the vanilla variable to prevent duplicate actions
2016-07-25 21:59:11 -04:00
oiad
2ca7bf59c7 Tidyness changes
This changes a few functions that were being used to use the already
defined variables instead

Fixed a few string issues with Advanced trading and plot managment.
2016-07-24 16:20:39 +12:00
icomrade
b03afef460 A little neater 2016-07-23 19:55:24 -04:00
icomrade
a3c3ccc3bf Fix door/plot management friends not writing to DB 2016-07-23 17:19:06 -04:00
icomrade
f808bda2a9 New Config Entry buildText
Allows a string to replace the vehicle display name that will be created
which is typically displayed when building.
2016-07-22 11:06:45 -04:00
icomrade
8d7b99e746 Automatically add player to door management 2016-07-21 19:34:42 -04:00
icomrade
96ddc8ff62 Add player to plot management by default
+ Some minor private array cleanup
2016-07-21 16:20:41 -04:00