Select 12 actually selects the 13th item in an array, so the rh_factor
line will error if the array is equal to twelve.
This was responsible for some converted characters having a <null> value
in the "rh_factor" slot of their medical array causing them to fail to
save.
* player_onPause fixes
Properly displays the right message now for why you can't abort.
* Door Management/Plot Management isServer changes
Removes isServer, these are run on the client only so no need for this.
* dayz_server private tags
Fix a few missing private tags and remove a _forEachIndex tag.
Remove unused 1.0.5.1 dayz_server.pbo as it's no longer valid/needed
Fixes vehicle appearing to repair itself on first hit. SetDamage 0 was
running if no parts were damaged because "totalDmg" is not a hitpoint.
Vanilla commit:
92ab8fe2d4
* Localization changes/additions.
Fixes a few localizations, extends range for removing camo nets from
toolbox by 10m, I have found that 5m is just not enough.
* Toolbox change
Update camonet removal to 10m instead of 5m
* Safe zone no building near/blacklisted buildings no building near
Adds a check in dze_buildChecks to disallow building within a certain
distance of a safezone or a blacklisted object name.
* typo
fix typo
* Safezone/blacklisted changes
As per requests.
* Rework
Rework
* Remove unused variables
as per subject
* Misc changes
Fix unprivated var in calcfreespace
Made single currency buy/sell reporting more englishery
Localization cleanup of extra spaces
* rework
rework
* Update z_at_buyItems.sqf
* Update z_at_buyItems.sqf
* Update z_at_canAfford.sqf
* Update z_at_fillBuyableList.sqf
All of this is already checked in z_checkCloseVehicle at startup. If Z_VehicleChanges between the time the menu is started and the buyable list is filled it's not a big deal, since it only affects the highlighted color.
* Update server_handleSafeGear.sqf
* Update snappoints.hpp
* Update z_at_buyItems.sqf
* Advanced trading fixes
Fixes a few issues and a dupe with advanced trading as well as some
localization of where a vehicle key is going.
Z_at_buyItems: Now adds localization for the key getting added to your
toolbelt, backpack and vehicle, this stops players thinking they didn't
get a key when infact it was added to their backpack/vehicle.
Z_at_canAfford.sqf: This fixes a dupe from a bad copy paste for whomever
wrote this script, it was using _backpackMoney in the
z_allowTakingMoneyFromVehicle part, changed to the proper variable
_vehicleMoney.
z_at_fillBuyableList.sqf: this fixes a bug where a vehicle would show
green even when it isn't local, just basically added more checking to
make sure the vehicle it's making green in the list is a) local, b)
alive and that the typeOf == _name.
z_at_logTrade.sqf: fixes some tidyness.
advancedTrading/init.sqf: adds a z_checkCloseVehicle call otherwise even
with Z_AllowTakingMoneyFromVehicle = true it will not get currency from
your vehicle until you clicked on the "Vehicle" tab.
dayz_server/server_tradeObject.sqf: More tidying as per the
z_at_logTrade and removes the useless Player:, as it is obvious a player
has bought something not an AI.
dayz_server/server_handleSafeGear.sqf: Makes the diag_log at the end
more human readable with GPS coordinates as well as the lock code for
the safe or the lockbox.
* advanced trading fixes. I hate you github
WHY U GET MISSED?? STUPID GITHUB.
* snappoints changes
Fixes the issue @SmokeyBR reported
https://github.com/EpochModTeam/DayZ-Epoch/issues/1766#issuecomment-253864795
Adds all floor types to snap list for all barriers so you can snap a
sandbag etc to a floor instead of manually lining it up
6cf740e7d4 caused undefined variable
errors since the variables were private in 2 places. _forced and
_recorddmg should be declared private in the top of the script where
they are defined, not in the compile.
Vanilla commit:
804445830f
This was exiting with 0 damage if _hit=="". It accounts for vehicles not
being damaged at all when crashing full speed into walls. It was also
causing the player to sometimes glitch out of the vehicle or into the
ground when crashing as you noticed before @icomrade.
Also fixed driver getting a humanity hit for damaging passengers in
crash. Reverting 22b2a3a since this is more reliable.
All other scripts using findSafePos either set the third parameter or
use a getPosATL/etc. instead before the position is saved to database.
Also partially reverted d6e78b2 since it is not needed.
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.
This prevents "player combat logged" message after a player dies. The
alive check should prevent this in onPlayerDisconect, but it is
apparently unreliable or slow to update.
If there was no helipad available findSafePos was called. If that failed
it spawned the vehicle in the debug zone.
Calling findSafePos is no longer necessary since we are now using
createVehicle "NONE".
I just noticed before 5f0c2fc this was also running if the player was
dead. Now it will run if the player is alive in playerSync otherwise it
will run here if they are dead.
Thanks @ndavalos
@ebaydayz since this was moved after player_sumMedical is called in
5f0c2fcc49
it would no longer save the modified unconcious and timeout vars to the
DB.
See my comments on ae78fde and a3c3ccc
The object_maintenance function is only for vanilla buildables and is
currently not used. It immediately overwrites with a 306 call.