Commit Graph

53 Commits

Author SHA1 Message Date
oiad
3d75c67574 Localization updates
Some localization updates and some code optimization.
2016-07-17 22:23:25 +12:00
ebaydayz
835d750c0c Use single config variable for Plot for Life and Plot Management
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the 1.0.6 versions, so outdated information there will likely confuse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).
2016-06-12 12:54:46 -04:00
ebaydayz
a7045140a0 Remove some unused legacy code 2016-06-07 16:26:29 -04:00
icomrade
575682b7c8 Add A Plot For Life modification by RimBlock
A Plot For Life also includes Precise Base Building by Mikeeeyy. Precise
base building has no variable to switch it on or off, I don't think it
should.

Seems to work well enough, this may conflict with the duplicate object
uid fix, it appears to spam my server rpt.
2016-05-02 20:42:37 -04:00
ebaydayz
56ea7d1382 Use PVEH instead of MPF for death messages
This way no exception needs to be added in REsec for rSpawn and
dayz_rollingMessages can be used instead of rTitleText.
2016-04-25 16:10:52 -04:00
ebaydayz
f0c46a0764 Use Epoch player_harvest instead of player_chopWood 2016-04-19 16:51:20 -04:00
ebaydayz
2f45d46d05 Remove legacy stream_location functions
These are no longer used for anything.
2016-04-17 21:23:25 -04:00
ebaydayz
59a4459809 Fix spawn marker count for non-cherno maps 2016-04-17 15:32:47 -04:00
ebaydayz
5157228e67 Update all cutText to dayz_rollingMessages 2016-04-16 15:47:49 -04:00
ebaydayz
27d57283a0 Fix server position sync after knockout
All DayZ Mod Development commits since 1.8.7 release (Jan. 24) have now
been applied.
2016-04-12 14:51:22 -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
cfff2454aa Update server_monitor 2016-03-26 20:46:42 -04:00
ebaydayz
8c7a7429af Remove unused PVEH
I'm guessing the 1 in place of I in the PV names was intentional to work
around some BE filter. If not, it should be changed in vanilla.
2016-03-24 19:56:17 -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
ebaydayz
6a6db58291 Compiles.sqf cleanup
- Moved player_countMagazines to \compile\ folder
- Removed several unused and obsolete files
- Moved some epoch functions out of compiles.sqf into individual files
- Synced order and formatting with 1.8.7. Much easier to compare now.

Any changes I make to official DayZ Mod code and files I also submit as
a pull request to them.
2016-03-17 16:34:15 -04:00
icomrade
a551a45092 Duplicates 2016-03-05 22:34:25 -05:00
icomrade
68da397c52 Finish Medical and Sleep to UiSleep 2016-03-05 22:34:25 -05:00
icomrade
bad0a2e461 add 2 new vars and fix up variable names
DZE_HeartBeat
DZE_UseBloodTypes
2016-03-01 00:23:14 -05:00
icomrade
cfbebe7ffd Init more or less done 2016-02-27 22:30:15 -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
bdd7dfbe99 Fixed #1144 2014-05-19 18:11:36 -05:00
[VB]AWOL
3d97f6e17d add logging method for lock/unlock 2014-05-07 10:06:12 -05:00
Florian Kinder
d74602fb95 Updated Death system 2014-02-18 23:22:38 +01:00
Florian Kinder
2a91d7d5bc Updates refs #1109 2014-02-16 22:38:15 +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
8f92222602 Fix Log System2 and Remove Freefall direction (isnt used in Epoch) 2014-01-25 19:03:47 +01:00
Skaronator
ea7e1b9a77 Fix Antihack PVS Log System 2014-01-24 20:41:53 +01:00
Skaronator
678590c7ce Publish new Maintain Area (New HiveDLL is required) 2014-01-17 19:09:37 +01:00
Skaronator
f233cfce84 Finalized #941² 2014-01-12 16:08:06 +01:00
Skaronator
a7d27c0829 Complete #941 - Not Tested 2014-01-12 16:04:03 +01:00
Skaronator
4f2ab53a1f Push #941 - HideBody 2014-01-11 19:58:23 +01:00
Skaronator
538f56c07b Push #941 - vehicleDamage 2014-01-11 19:49:00 +01:00
Skaronator
cdc98d2bcb Push #941 - SetFuel 2014-01-11 19:40:24 +01:00
Skaronator
31b0226b94 Push PVS/PVC files (Outcommit currently) 2014-01-11 18:58:49 +01:00
[VB]AWOL
6ddd59f474 recode vehicle upgrade system 2013-12-04 16:23:01 -06:00
[VB]AWOL
64580e7455 revert to simpler setdate 2013-11-30 10:13:15 -06:00
[VB]AWOL
9a1193eacc fixed #813 and cutext confirmation fixes 2013-11-29 13:41:48 -06:00
[VB]AWOL
75ee377e22 Revert "test new way of zombie attack using PEH"
This reverts commit 177138f7ac.
2013-11-28 00:09:17 -06:00
[VB]AWOL
177138f7ac test new way of zombie attack using PEH 2013-11-27 20:36:47 -06:00
dayz10k
7f4db46478 Area Maintenance 2013-11-26 13:59:48 -05:00
[VB]AWOL
8f172a9ffc remove old anti teleport and added radiation
save time server side ability to increase or lower save time on the fly.
2013-11-22 09:50:17 -06:00
[VB]AWOL
7d3a40f5bb load debris test client side 2013-11-18 10:24:05 -06:00
[VB]AWOL
1ed5062034 weather v2 2013-11-13 16:01:16 -06:00
[VB]AWOL
b7e0e8e969 weather pt 2 2013-11-06 20:56:51 -06:00
Zac Surplice
c87df96724 drag error fix 2013-11-06 15:08:53 +11:00
[VB]AWOL
b19d85d32d TLDR
unused dayz_disco variables commented out
player sync already does 10m nearby  gear update so only perform if no
sync was.
moved dayz_recordlogin to under !isNull _object check to prevent db call
if player isnull.
2013-10-27 09:27:45 -05:00
[VB]AWOL
f104e02c19 setdate experiment 2013-10-19 21:53:40 -05:00
Zac Surplice
0fe4202fa6 publicEH code cleanup 2013-10-07 11:09:24 +11:00
Zac Surplice
d3f7e67647 player_build.sqf Enhancements and PV renames 2013-10-07 10:56:47 +11:00