Not necessary to inform recipient and prevents two messages on screen at
once for instigator.
Classic bloodbag system is now added in vanilla too.
Vanilla commits:
cb71d926edbee9bd1638
By default this was multiplying all "Working" hunger and thirst hits by
10 @icomrade because (1 min 0.1) always picks 0.1. For example:
dayz_thirst = dayz_thirst + (5 / 0.1)
dayz_thirst = dayz_thirst + 50
A config variable isn't really needed for this, since it is only used in
one file. It can be easily configured in compiles.sqf which most servers
already overwrite anyway.
This reverts 62b7c21.
- Removed some unneeded exceptions
- Moved tree chop PVEH to server compile only so client does not need
setdamage exception
- Replaced "showCommandingMenu" filter with stricter
"menu" filter
- Renamed two files with no changes for easier filtering of
"menu"
Vanilla
commits:
1d639b557b3a292425375cdf249ea9
Adding UserActions to players (CAManBase) is not efficient, because the
condition evaluates onEachFrame when you are "inside" that vehicle type.
Also admins usually want to add more custom actions to dead bodies
anyway.
https://community.bistudio.com/wiki/addAction#Syntax
This partially reverts 3aad4b6.
Updated to same formatting and comments as latest Corepatch files:
https://github.com/Goliath86/CorePatch/tree/master/CorePatch_FIS/data/scripts
airdestruction.sqf:
- fixed _velocity variable was undefined
- updated, Sa-Matra removed clearVehicleInit
- !isNull checks are not needed because (local objNull) returns false
and (speed objNull) returns zero
BIS_Effects_startEvent:
- 6th parameter is not used in BIS_Effects_Burn, neither in the old nor
new version.
Although the formatting is ugly, it is better to stay consistent with
Bohemia's so they are easy to compare with future updates and
scripts.txt exceptions are the same whether the official or custom files
are used.
Added Sa-Matra's final commit from yesterday:
5e696bebdc
This partially reverts c15caf5.
* Stop server_publishVehicle3 duping a vehicle if hive fails to update
server_publishVehicle3 first creates the vehicle in the database then
reads it back to see if it's successful, previously it wasn't deleting
the vehicle if it failed.
Added a 1 second delay after the vehicle delete to stop duping of
vehicles also.
Fixed references to server_deleteObj that were using 2 parameters
instead of the required 3 and updated the example.
* Rework