Passing false as the second parameter to fnc_find_plots always returns
DZE_PlotPole select 0. In dze_buildchecks we want to use DZE_PlotPole
select 1 if the classname is a plot pole.
_distance is already defined as DZE_PlotPole select 0 in the other three
files, so it is redundant to redefine it as the return value.
In player_upgrade.sqf the check for DZE_permanentPlot is not necessary,
because FNC_check_access handles both cases.
Fn_check_access provides the same functionality and more.
Removed folders that only contained a single file to clean things up.
Also added epoch tag friendly code to vanilla player_updateGui for now.
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the 1.0.6 versions, so outdated information there will likely confuse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).
The whole point of a global variable is you do not need to pass it.
DZE_plotManagement and DZE_plotmanagementAdmins are always defined and
do not change, so there is no need to pass them as parameters.
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.
Tool breaking is disabled by default.
Also made all scripts use Epoch sledge, which is a different model from
vanilla sledge.
PK_DZ was a duplicate of the new PKM_DZ.
From
e69f8d5306
Moved dog files to the \dog\ folder and pzombie files to the \pzombie\
folder. Also removed some legacy files that are no longer used.
The actions\ and compile\ folders are fully up to date now
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.
+ [CHANGED] Default construction count lowered from 5 to 3.
+ [FIXED] fixed tag friendly system and epoch aura.
+ [CHANGED] some recipes input and construction counts reduced.