Commit Graph

30 Commits

Author SHA1 Message Date
icomrade
8d7b99e746 Automatically add player to door management 2016-07-21 19:34:42 -04:00
icomrade
96ddc8ff62 Add player to plot management by default
+ Some minor private array cleanup
2016-07-21 16:20:41 -04:00
oiad
d47d887a66 APFL more fixes
This moves all the PFL stuff into the one if statement for tidyness, no
point having 2 ifs.
2016-07-17 17:03:55 +12:00
oiad
195553c348 Revert "More changes to modular_build"
This reverts commit 707e2ec66d.
2016-07-17 17:00:26 +12:00
oiad
707e2ec66d More changes to modular_build
I wasn't aware modular_build had permanentPlot stuff in it so i've moved
the ownerPUID setting to inside the main PFL stuff. Saves having 2 if
statements.
2016-07-17 16:56:05 +12:00
ebaydayz
b49270c3f8 Sync modular_build formatting change with player_build from #1707 2016-07-16 13:47:36 -04:00
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the 1.0.6 versions, so outdated information there will likely confuse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
a54e58c60c Localize remaining player_build text
Also added config variables for MaxMove and MaxHeight distance when
building.

_reason was defined twice at the top of player_build.sqf.
2016-05-19 16:15:27 -04:00
icomrade
2889d8f010 Should fix building issues with player sliding
The change in module_build will only fix items that d ono have an offset
set in the config.

BoundingBox can be a bit generous but the player should be able to work
with any overestimation in size.
2016-05-18 11:01:38 -04:00
icomrade
396d085672 Fix Hive error when saving vector building objects 2016-05-15 18:53:40 -04:00
icomrade
6d69ca92e3 Fix undefined player uid in modular build 2016-05-13 17:06:43 -04:00
icomrade
33c3c7601f Fix Private Arrays 2016-05-13 16:57:50 -04:00
icomrade
6c24aaeb3b Add Vector Building 2016-05-12 22:52:04 -04:00
icomrade
3c27f76c7c use self actions to spawn plot radius, fixes #1566 2016-05-02 23:06:50 -04:00
ebaydayz
2b61ce850a Allow sleeping at all tents
Vanilla development commit:

e647be13c1
2016-04-28 20:30:18 -04:00
ebaydayz
034d898880 Update tent base class name
DZ_storage_base is now the base class for all tent and stash types.
2016-04-28 13:53:21 -04:00
ebaydayz
f42496bb03 Move build checks to separate files
For better organization
2016-04-28 11:52:23 -04:00
icomrade
7ea9a270f2 New building functions, vanilla building checks
DZE_RequiredItemsCheck returns bool, displays an error of all the tools
the player is missing to build the item.

DZE_BuildChecks returns array of bools, canBuild and if the item is a
plotPole.  Also has the ability to check if the player has required
tools to build using DZE_RequiredItemsCheck.

The vanilla build script still needs to be modified to work over water
and allow players to place floating objects, but now uses plot checks.
It would be easiest to just modify the configs to use the epoch building
scripts instead.

fnc_getSetPos now accepts a position as the second element of the input
array. the object will be set to this position if it is used. This
change requires no code updates

Note: scripts with build and/or tool checks should be updated to use the
new functions
2016-04-27 14:30:11 -04:00
ebaydayz
5157228e67 Update all cutText to dayz_rollingMessages 2016-04-16 15:47:49 -04:00
ebaydayz
652ca51c2c Update combattimeout from time to diag_tickTime
Also organized change log
2016-04-12 21:04:17 -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
91f9b3e33b Make UI toggleable between three options
Admin can choose vanilla, classic epoch or classic epoch dark.

dayz_hungerThirst was replaced with dayz_NutritionSystem
2016-03-29 19:54:19 -04:00
ebaydayz
e1a0bfebc1 Update inits 2016-03-27 23:47:30 -04:00
ebaydayz
e2e6e79394 Minor formatting cleanup 2016-03-21 17:58:23 -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
585841a3ad Fix snap build errors
@raymix in most of your helper functions you are using exitWith {}; in
the same way the main player_build uses it. The problem is exitWith
inside of a called function only exits that function, not the parent
script it was called from.

When a helper function exits the main script continues on with undefined
variables and other problems. The easiest solution was to just remove
these helper functions for now. I just directly substituted their code
back into the main modular_build file and removed the passes to and from
them.

We should consolidate player_build and modular_build into one file first
since they are about 80% identical. After that we need to integrate
plot4life. Dividing player_build up into smaller sub functions like this
can be left for last.

I tested this thoroughly and can confirm the undefined errors are fixed
now.
2016-03-02 22:16:07 -05:00
raymix
903f5d8572 code optimization, bugs, improvements 2014-08-21 06:23:42 +01:00
raymix
c66b229a96 modular build code optimization + some extras 2014-08-15 05:40:26 +01:00
raymix
176c0372b4 bug fix & adjustable snap range 2014-08-08 13:30:25 +01:00
raymix
361ab3a3e5 function based player_build 2014-08-07 13:03:14 +01:00