Removing and Deconstructing Objects
- Now adds colored helpers to modular objects.
- Green: Refund one kit.
- Blue: Refund entire recipe of parts (multiple items).
- Red: No refund will be given. Either because the object is too damaged, or the refund feature is disabled.
- If the object has a door open while selected, no helper will display/float in the open door space.
- The gear panel will only open if a refund is available.
- If a lit fire barrel is removed, the flame will now be extinguished.
- If a plot pole is removed, plot boundary helpers will now be deleted.
- Refunds for non-modular objects are handled by their respective config settings.
- Removed non-lockable storage objects will now refund their contents.
- The corresponding storage kit will be refunded.
- If there is room outdoors, backpacks will be arranged in a neat circle close to the refund point.
- If the spawn point is too close to a building, backpacks will spawn at the player's location.
- Helpers will now appear on wrecked/ruined modular objects.
- Helper color arrays were changed to helper transparency values only, to make it easier (and safer) for server owners.
Upgrading, Downgrading, Maintaining and Packing Objects
- Now includes colored helper spheres for improved player experience.
- Reapply damage to upgraded/downgraded object if necessary.
Changes made by @Victor-the-Cleaner
- 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
This reverts all the last changes to server_playerSync and creates a new global variable for dayz_onBack. This should be the best way to save the gear correct and still get dayz_onBack if the player leaves the server. This change removes the constant sending of the whole player inventory over the network from force or regluar_save. It should no longer be needed since the server does the counting now.
This also re-arranges the configVariables.sqf and loads the variables for both (server and client) first. This allows to check for certain variables like Z_SingleCurrency and stops the loading of all other Z_SingleCurrency variables even when Z_SingleCurrency was not on.
This reverts 4b171cb.
player_regularSave should only be used if player_forceSave would interrupt an action like fire a weapon since it opens a dialog. player_regularSave does not save the ammo count but all magazines. Do not use nil instead of the magazines player array since it makes duping possible.
Thx to mmrsz
Remove the PVCDZ_obj_HideBody eventhandler. Players next to a hided animal see the hiding process too and after 10s the body will be deleted anyways. So there is no need to send a publicVariableServer first then back to all near clients if the body gets deleted within 10s.
Also updates the normal hide body. The hided player model gets deleted by the server now.