The player who died is colored red and the killer is colored green. The
weapon now points in the direction of the player who died.
Also reverted 66fd5be since it did not help. It is already done globally
in player_death.sqf anyway. I tested again and this actually fixes the
problem.
Thanks @oiad for pointing this out.
Poles are not used for previewing anymore. Cones do not give as much
information as the dome.
The dome is visible at night and under night vision too.
This adds keydown handler for chat, map, and diary displays.
Additionally, this can be used to handle malicious chat input without a
delay by modifying the associated compile
I wasn't getting errors without if (gear_done) then {}; surrounding the
uiSleeps, so I don't quite trust the engine was executing them, I also
question the ability of uisleep to handle single frame precision (but I
haven't tested anything regarding this yet).
This is the code from 1.0.5.2 before it became 1.0.6, it contains the
fix for backpack wipes in 1.0.5.1. I lightly tested it with 1.0.6 but it
will need more testing before release.
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.
* Added doorManagement
* Rename FNC_check_owner --> FNC_check_owner_friends
* Fixed typo
* Fixed bug in FNC_check_owner_friends which allowed every user to manage
every plot and door.
* Removed unused DZE_doorManagementHarderPenalty from configVariables.sqf
* Now checking if _playerUID is in _friendlies for both cases.
* DZE_plotforLife should be DZE_permanentPlot
* Fixed case where DZE_permanentPlot is false.
* Forgot to add STR_EPOCH_CANCEL
* Changed translations to suggested string by ebaydayz.
* Renamed EyeScanner to DoorAccess.
* Reworked access rights for door management.
* DZE_doorManagementMustBeClose = true; //Players must be within 10m of
door to be added as a door friend.
* Fixed copy-paste error.
* Replace count with if
* Remove redundant test.
* Also replaced count in door management admins check.
* Change plotManagement and doorManagement to be consistent to
DayZ_UseSteamID (get UID from FNC_GetPlayerUID).
* Use _playerUID and _characterID more consistent.
* Added german translation to
STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST.
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).
Also disable abort and respawn immediately in pause menu onLoad. New
function fn_pauseMenuChecks allows admins to run unscheduled code in
pause menu onLoad.
This was needlessly recompiling every time the addAction was clicked.
DisableSerialization is only needed if a display element is stored in a
variable within the current script. The called functions already have
it.
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.
New compile DZE_GetPlotFriends
DZE_PlotManagementAdmins allows admin management of plot poles and
buildables near poles
DZE_MaxPlotFriends allows servers to allow more than 6 friends on a pole
at once
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
Configurable by DZE_TwoPrimaries
0 do not allow primary weapon on back.
1 allow primary weapon on back, but not when holding a primary weapon in
hand.
2 (default) allow player to hold two primary weapons, one on back and
one in their hands