Commit Graph

160 Commits

Author SHA1 Message Date
ebaydayz 577892c40e Roll back to old dayz_objectUID2
1.8.7 dayz_objectUID2 seems to generate keys that are too long for the
Epoch hive. So, we will keep the old method for now.
2016-04-13 18:41:36 -04:00
ebaydayz d229d10b6a Cleanup config variables 2016-04-09 16:47:51 -04:00
ebaydayz 37277613c1 Fix blank remove attachment text M4, M240, L110
Some attachments were using incorrect string names.
2016-04-03 20:16:34 -04:00
ebaydayz 4ce54fbb62 Update server_publishObject
The hive call in server_publishObject is the same between vanilla and
Epoch. The only difference is vanilla uses the _inventory area for
owner, lock code, etc. variables where as modular Epoch items just store
an empty array there.

The object classname does not need to be sent in the PV because it can
be obtained on the server.

PVDZE_veh_Publish was not used.
2016-04-02 15:24:20 -04:00
ebaydayz c54a52a103 Merge selfbloodbag and self_transfuse 2016-03-30 20:50:06 -04:00
ebaydayz cfff2454aa Update server_monitor 2016-03-26 20:46:42 -04:00
ebaydayz e435d41f6c Update server_functions
The protective box is not needed on Chernarus.

If other maps need it we are better off spawning a permanent box around
the debug area once, instead of constantly creating new boxes every time
a player logs in.
2016-03-25 21:24:43 -04:00
ebaydayz dd8283951d Remove unused function 2016-03-25 11:54:12 -04:00
ebaydayz 3ed4a95c14 Rework death messages
MPHit does not always fire when a player is killed:
https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPHit

Using either MPHit or MPKilled is not a good idea here. There is already
a local 'killed' event handler which fires on player death
(player_death.sqf). That script sends a PV (priority message) to the
server which triggers server_playerDied. That means fnc_plyrHit needed
to finish sending its data to the server via public setVariables
(non-priority messages) before server_playerDied executed. Triggering
both these scripts at the same time was a bad idea.

Instead of sending the data to the server via setVariable I just
included it in PVDZ_plr_Death. This also lets us pass extra information
from the damage handler like ammo type, cause of death, etc. Still need
to test, but it should be more reliable and performant than
fnc_playerHit called from MPHit or MPKilled.
2016-03-23 19:52:04 -04:00
ebaydayz 9ce5a20417 Cleanup variables.sqf
Epoch variables are grouped together now for easy comparison with
vanilla.
2016-03-19 19:58:37 -04:00
ebaydayz 4bd9a9aa0b Update public variables
It makes no sense to rename the identical DayZ PVs to have an E in their
name. I don't see any good reason it was done in the first place. All it
accomplishes is breaking script compatibility between the two mods and
requiring different publicvariable.txt filters. The only time it makes
sense is for custom Epoch variables that aren't used in vanilla.

All admins have to do to update custom scripts is swap the names
according to the change log.

Note I've submitted a pull request to replace PVDZ_veh_Save with
PVDZ_obj_Save in official too because they are duplicates.
2016-03-18 21:39:22 -04:00
icomrade 58acf95dc7 Server Done I Think 2016-02-29 00:29:23 -05:00
ebaydayz ff4a227a1d Prevent duplicate objectUIDs
See #1504 for the details
2016-02-24 12:31:13 -05:00
ebaydayz 9311ac4479 Add waitUntil in lockVault and unlockVault
Wait for response from server to verify safe was saved and logged before
proceeding with deleting safe object.

Tested and confirmed this solves #1413. Most likely helps with #1503
too.
2016-02-21 21:31:09 -05:00
icomrade c3ed4e49e1 Replace sleep with uiSleep
see the below links for more info. uiSleep is based off of a more
accurate method of tracking time, whereas sleep can fluctuate depending
on application performance since it is based on framerate.
https://community.bistudio.com/wiki/uiSleep
https://community.bistudio.com/wiki/sleep_vs_uiSleep
https://community.bistudio.com/wiki/sleep
2016-02-17 13:03:17 -05:00
Steven 29c9f979df Update server_functions.sqf
Cut & paste casualty
2014-08-09 11:26:18 +08:00
ebaydayz 6d1d4c998a Change count back to forEach
Can not nest count loops inside other count loops:
https://community.bistudio.com/wiki/Code_Optimisation#forEach_vs_count
2014-07-31 14:00:50 -04:00
icomrade 33e9c7669b GetPlayerUID compile, update skin change 2014-07-17 14:29:17 -04:00
ebaydayz da15f60224 Fix fire cleanup diag_log error
Looks like someone left an undefined variable in here by accident. _delQtyNull should be _delQtyFP
2014-07-13 13:34:47 -04:00
icomrade 3491e4462d Add variable 2014-06-30 12:46:06 -04:00
icomrade 6f8efd8428 Legacy UID 2014-06-30 11:53:14 -04:00
icomrade b113c2e353 Fix group cleanup 2014-06-13 13:15:14 -04:00
[VB]AWOL 5ef386e5f4 fixed #1312 2014-06-10 12:18:50 -05:00
[VB]AWOL e7571b072d commented out more diag_logs 2014-06-02 13:40:26 -05:00
icomrade e54b9983dd Replace forEach with Count
Use count where you do not need _forEachIndex variable, it's quicker
than forEach.
2014-05-27 15:37:57 -04:00
[VB]AWOL 9b52797f84 Finish updating loot system to 1.8 with custom epoch features 2014-05-09 14:23:09 -05:00
Sandbird 30a9527d16 Update server_functions.sqf 2014-05-07 21:53:53 +03:00
[VB]AWOL c92e43c763 fixed typo 2014-05-07 12:50:16 -05:00
[VB]AWOL 3d97f6e17d add logging method for lock/unlock 2014-05-07 10:06:12 -05:00
[VB]AWOL e1577bc4f3 Revert to previous code for lock and unlock safes
Should fix dupe issues introduced with that newer system
2014-05-07 09:44:41 -05:00
[VB]AWOL b6c3bc1a50 isnull checks may help reduce log spam 2014-02-23 09:45:50 -06:00
Skaronator 5f6d6e12eb Remove Stupid () 2014-02-18 20:37:22 +01:00
Skaronator bce18186d7 Revert "Fix Error if obj hasnt have this variable"
This reverts commit d41611473a.
2014-02-06 23:27:31 +01:00
Skaronator 13ba0d6227 Remove this part 2014-02-06 23:10:18 +01:00
Skaronator d41611473a Fix Error if obj hasnt have this variable 2014-02-06 23:09:27 +01:00
[VB]AWOL 9d5cdbbd58 private array fixes 2014-02-06 15:05:04 -06:00
[VB]AWOL f9b2890f3a change over to use static vars add player name to logging 2014-02-06 15:03:35 -06:00
[VB]AWOL b2108f91d5 Add logging to safe unlock/lock? 2014-02-06 14:37:34 -06:00
[VB]AWOL 59d5fcd87f vehicle_handleServerKilled is unused 2014-02-06 09:08:24 -06:00
[VB]AWOL 5c38e0b9c2 typo with var name change 2014-02-02 14:44:55 -06:00
Skaronator 9d574253ec Merge branch 'master' of https://github.com/vbawol/DayZ-Epoch 2014-02-02 21:13:08 +01:00
Skaronator ce8ea62b63 Fix Typo 2014-02-02 20:32:23 +01:00
Skaronator d0203ab157 Cleanup dayz_server scripts 2014-02-02 20:30:52 +01:00
Skaronator bc21f81f03 Done is Done, make the rest of it to a localSetVariable 2014-02-02 20:15:34 +01:00
Matthew McConnell 2e08e53377 Keep safe/lockbox vars server side until needed
The arrays for safes/lockboxes are kept on the server and when a client
goes to open the safe, a PV is sent to the server requesting the arrays.
Server sends info back.
2014-02-02 16:02:27 +00:00
Skaronator eb936a78d9 Don't need a extra function because its just used in maintainArea.sqf 2014-02-01 22:52:16 +01:00
[VB]AWOL 4573e9b5c0 more DZE_MissionLootTable fixes #1028 2014-01-29 11:41:54 -06:00
Skaronator 7190991b46 Remove isSinglePlayer Mode 2014-01-24 20:27:20 +01:00
[VB]AWOL 63ee278e82 lifting fixes 2014-01-22 18:07:26 -06:00
[VB]AWOL 0fd1dc0028 force eject if vehicle is being towed/lifted 2014-01-22 15:22:37 -06:00