Commit Graph

94 Commits

Author SHA1 Message Date
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
33c3c7601f Fix Private Arrays 2016-05-13 16:57:50 -04:00
icomrade
3c27f76c7c use self actions to spawn plot radius, fixes #1566 2016-05-02 23:06:50 -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
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
71b975b05e Actions cleanup 2016-03-29 14:47:28 -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
ebaydayz
78e193d7c4 Fix DZE_BuildLimit check
NearObjects "All" counts things like local plot markers, weapon holders,
ambient life, etc. We only want to count buildables. The radius should
also start at the plot pole if available, not the player position.

Thanks to Epoch forums user jOoPs for pointing this out. I will fix this
in modular_build.sqf too.

Tested and confirmed working.
2016-03-02 17:03:47 -05:00
icomrade
277d87fa3b Some more position fixes 2016-02-18 09:16:20 -05:00
icomrade
254fbff602 Fix #1274 2016-02-18 00:24:50 -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
Mikeeeyy
49fe5f4846 Update cannot build plot pole within 45m.
Updates the cannot build plot pole within 45m message to use the DZE_PlotPole variable.
2014-08-15 00:10:24 +01:00
Marko
e330fe17aa Update player_build.sqf
Would this work for adding built item code into systemchat? This way people can PageUp to view it, even after its gone from the screen.
2014-07-25 00:34:19 +02:00
Marko
0529324a4b Update player_build.sqf
Changed || back to or. (for messages)
2014-07-21 19:07:54 +02:00
Skaronator.com
919e65d19e Cleanup code #1320 2014-06-18 14:27:54 +02:00
icomrade
6b9b176736 More #1288 2014-06-01 03:29:44 -04:00
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
deadeye2
be3cc5e5a5 Account for different _needNear distances
checks for fueltank within 30m and other objects within 3m
fixes #1123
2014-03-01 23:14:44 -05:00
Skaronator
c9181047ab Super Cleanup 2014-02-21 19:32:25 +01:00
Florian Kinder
86ce8f6879 Replaced obsolete variable 2014-02-17 01:32:45 +01:00
Florian Kinder
6d89460dcc Wrong here
Error in expression <LAIN DOWN"];
};

} else {
deleteVehicle
_tmpbuilt;
cutText [format[(localize "st>
Error position: <_tmpbuilt;
cutText [format[(localize "st>
Error Undefined variable in expression: _tmpbuilt
File z\addons\dayz_code\actions\player_build.sqf, line 556
2014-02-11 22:00:20 +01:00
Florian Kinder
387075f6ae Removed obsolete code 2014-02-11 21:56:25 +01:00
Florian Kinder
f999a0f02b Added DZE_StaticConstructionCount
with DZE_StaticConstructionCount you will force the constructioncount
2014-02-06 18:51:45 +01:00
Skaronator
23e509053e Set Buildup Combination to cache variable 2014-01-25 23:16:02 +01:00
[VB]AWOL
3b3ee0d905 removed build timer 2014-01-22 11:53:14 -06:00
[VB]AWOL
20dab78c27 spawn calls need dummy input or error out 2014-01-13 09:48:29 -06:00
[VB]AWOL
35d1dea5b2 fixed typo in player build 2014-01-13 09:26:51 -06:00
[VB]AWOL
172a4b9ad0 incorrect format KISS 2013-12-27 10:10:04 -06:00
[VB]AWOL
8971621d26 fixed incorrect code here 2013-12-27 10:04:45 -06:00
Torndeco
a9f23c6dc5 Typo 2013-12-16 20:34:58 +00:00
HARLAN
ed3266d124 #919 modify global var into array 2013-12-16 13:02:39 -05:00
HARLAN
d25b0fbcb9 #919 override plotpole variables 2013-12-16 10:48:52 -05:00
HARLAN
58f89d8d61 remove allowing tanktraps on roads 2013-12-15 19:58:59 -05:00
HARLAN
7f80557c6b #894 allow tanktraps on road, global toggle on road building
DZE_BuildOnRoads toggle (default False)
2013-12-13 14:12:36 -05:00
HARLAN
acb33e2f00 Merge pull request #899 from dayz10k/plotpreview
#846 Plotpreview
2013-12-13 10:59:01 -08:00
HARLAN
920cdfba78 plot preview #846 only after plot placed 2013-12-13 13:58:07 -05:00
[VB]AWOL
51c7d3fc87 use getposalt instead of position here fixes
http://bmrf.me/vbforums/showthread.php?11562-Smelting-Tin-BUG&p=75405#post75405
2013-12-11 08:17:12 -06:00
[VB]AWOL
a10472270a DZE_requireplot override var added = 0 disables requirement 2013-12-10 16:00:27 -06:00
Skaronator
6956122ff5 Remove Debug 2013-11-30 16:17:24 +01:00