RNG can be a cruel mistress.
Fixes: Value Restriction #121 "PVDZE_veh_Publish2" =
[[99,[4763.93,7521.36,-0.000228882]],"CSJ_GyroCover",false,"ItemKeyBlack958",<NULL-object>,"iN4r7X7Psetsq"]
Thanks @AirwavesMan
As requested by a few admins that didn't realise it was now hard coded
to disable loot/zombie spawning
This requires the check since we're also using DZE_SafeZonePosCheck for
DZE_buildChecks with a forced radius.
This allows typically not refunded modular buildables to be configured by the server admin.
For example:
DZE_modularConfig = [
["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]],
["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3],["ItemPole",[1,3]]]]
];
This would refund 7 cinder blocks and 2 mortar for "CinderWall_DZ"
For "CinderWallDoor_DZ" you would get 7 cinder blocks, 2 mortar, 3 tank traps and a random number of poles between 1 and 3.
The refund amount can be an array where the first param is the minimum and the second is the maximum, it will refund a random amount between them.
Thanks to @BigEgg for the suggestion and sample code.
If the player enters a wrong code the algorithm can make the entered code seem completely bogus, let's just exit out of the routine if that's the case.
Sample bad code (Just hit red key):
```11:45:54 "salival (playerUID) FAILED unlocking LockBox with code: Red0-9900 (actual: Red34) @038117 [3899.36,3580.24,1.632]"```
This helps stop vehicles bouncing when being upgraded.
The Vehicle Key Changer script I rewrote uses the epoch vehicle upgrade system to claim/change the vehicle key, we noticed that it was causing the vehicles to bounce, but VKC uses all the position functions from the epoch script so it's not something that VKC has introduced.
This helps stop vehicles bouncing when being upgraded.
The Vehicle Key Changer script I rewrote uses the epoch vehicle upgrade system to claim/change the vehicle key, we noticed that it was causing the vehicles to bounce, but VKC uses all the position functions from the epoch script so it's not something that VKC has introduced.
This changes the hit messages to only show AI instead of the AI's names.
Changes this:
20:08:37 "P1ayer PID#7(salival) hit by PID#1(Qadeer Hakimi) with
vil_G36VA4Eot/B_556x45_Ball <ammo left:25> from 356 meters in head_hit
for 0 damage"
To this:
20:08:37 "P1ayer PID#7(salival) hit by AI with
vil_G36VA4Eot/B_556x45_Ball <ammo left:25> from 356 meters in head_hit
for 0 damage"
Sanity fix for hit and kill for vehicles so they match:
Before:
22:44:03 "P1ayer PID#3(salival) hit by AI in Pickup (PK) DZ from 15
meters in head_hit for 0.88666 damage"
After:
22:44:03 "P1ayer PID#3(salival) hit by AI with a Pickup (PK) DZ from 15
meters in head_hit for 0.88666 damage"
Kill message:
22:44:04 "salival (76561197999617086) salival was killed
by AI with a Pickup_PK_INS_DZ from 15m"
* Dont show you have the item if it's not nearby
This was showing you had a vehicle in the trader menu even if it was
over the other side of the map, I think this works better only showing
it if it's within the trader zone.
* Forgot missing operator
* Convert DZE_SafeZoneNoBuildItems to handle nested arrays for custom distances per items.
This makes the DZE_SafeZoneNoBuildItems be able to handle nested arrays,
This allows you to set custom distances per item instead of having it
all the default distance.
E.g DZE_SafeZoneNoBuildItems =
["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]];
* Fix forgotten exitWith syntax.
* Removed unneeded check.
* Remove public variable event handler when using config traders.
This stops the public variable event handler from being loaded when
you're using config based traders, it's not needed in this situation
* Change nearestObjects to nearEntities in z_checkCloseVehicle.sqf
* Fixes vehicle selling not able to sell correctly
If more than 1 vehicle of the same classname was in a trader and the
local vehicle was further away it would not be able to be sold till
moved closer. We are using DZE_myVehicle for everything and we do
previous checks to make sure it's not null and local so we can assume it
is okay to use.
Fixes
https://epochmod.com/forum/topic/43643-vehicle-dze4-can-not-be-sell/#comment-290036
* Stop server_publishVehicle3 duping a vehicle if hive fails to update
server_publishVehicle3 first creates the vehicle in the database then
reads it back to see if it's successful, previously it wasn't deleting
the vehicle if it failed.
Added a 1 second delay after the vehicle delete to stop duping of
vehicles also.
Fixed references to server_deleteObj that were using 2 parameters
instead of the required 3 and updated the example.
* Rework
* fix epoch_tempKeys.sqf making massive arrays.
epoch_tempKeys was making a massive array every time it was called due
to them setting the array size to the _ownerKeyId instead of count
_temp_keys_names.
For example: Call this function 10k times in testkit and see it lag the
client due to making a massive array over and over again.
```"[[["9379"],[<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<n
"Test script finished. Code took 0.440002 seconds to run"
```
With fixed code:
```"[[["9379"],["Yellow Key (65d0)"]],false]"
"Test script finished. Code took 0.000991821 seconds to run"
```
* Update fn_selfActions to support fixed epoch_tempKeys fix.
Forgot this from my previous commit, this will select the right key now
for displaying in the unlock_veh.sqf (I broke this with my previous
commit)
* Rework
* Move dze_supplyCrate and vein wrecks to CfgLoot
Moves both the supply crates and vein wrecks to the CfgLoot tables so
admins can customize.
Also modifies the main add item statement to allow support for weapons,
magazines and backpack refunding/spawning instead of hard coded
magazines.
Should be backwards compatible with the old style (I did test).
* Remove unused _activatingPlayer variable
* Rework
* More spelling mistakes
Further to commit:
https://github.com/oiad/DayZ-Epoch/commit/0e938ba8f36b2631b98da1bdbfd3d6d578432110
* Add harder penalties for wrong combination on doors
This adds a variable (DZE_doorManagementHarderPenalty) to make attempts
at code breaking doors harder. This will exponentially increment the
time between attempts or if you set it to false will make it 5 seconds
between attempts.
Unlike the original (that was useless TBH) this will actually lock out
the combo lock UI until the timer is set.
Will reset completely after 120 seconds.
* Add German translations
* Resolve merge conflict
* Resolve merge conflict
* switchModel, jerry_fill, water_fill, drinkWater, packTent changes/fixes
player_packTent: Add private array since there was none. Make it match
player_packVault so a player can't pack the tent with others near (to
stop duping)
water_fill:
Fixed the massive lag issue with the check for ponds etc, Originally was
being done searching for all which is quite intensive, now only
searching for waterholeproxy which matches all the water holes on
chernarus I could try.
Fixed a few localizations. Thanks @schwanzkopfhegel
player_drinkWater: Same as above. Also removed a lot of unused private
variables.
jerry_fill:
Made the minimum fill level of fuel tanks 10% of
dayz_randomMaxFuelAmount so the tank will always have fuel
Fixed issue with ItemFuelBarrel only using 40 litres from a tank.
Thanks @schwanzkopfhegel
Display how much fuel was needed if the tank is empty
Fix issue if the tank was empty that dayz_actionInProgress was not reset
player_switchModel:
Fixed issue of coins dissapearing on gear change
Fixed old commented out code that was broken so now you will go back
into the camera view you were in before you changed clothes
* Revert drinkWater/water_fill changes
My previous commit can only be used on chernarus since it's the only map
that has the waterholeproxy we rely on.
* crafting localization fix
* Update german translations
* Rework
* Missed private variable
* Rework again
* Update german string
* Move more debug lines to #ifdef
Tidys up server RPT
Also make the combination rolling text overwrite the previous build
spam.
* Make additional changes
* server_updateObject force update for single currency
This modifies server_updateObject to force update/save to the hive if
the item being saved is in the DZE_MoneyStorageClasses array.
Previously if you force saved the object multiple times, the coins would
not get updated until the inventory changed, which if this was for a
bank object it would never update.
(This applies if you are using PVDZ_veh_Save to save the object)
* z_at_calcDefaultCurrencyNoImg prettyfication
This fixes a long standing issue in my brain about how this text was
always displayed, to me it seemed very untidy and just thrown together
(since I borrowed it from the IMG version)
Changes the output from this example: 7 Ruby 1 Amethyst 3 Gold 4 10oz
Silver 5 Silver
To this prettier and more logical example: 7 Ruby, 1 Amethyst, 3 Gold, 4
10oz Silver and 5 Silver
Make texts great again!
* z_at_logtrade fixes
Removes hard coded "Coins" text and replaces it with configVariables
version.
Also removes duplicate code and simplifies it.
* Merge z_calcDefaultCurrency and z_calcDefaultCurrencyNoImg
This merges these two files together since they are largely the same,
this also adds an optional argument to change the font size which is
useful for custom scripts that use this function.
Examples of use:
[_number,true] call z_calcCurrency; // Return a string of text with no
images
[_number,false] call z_calcCurrency; // Return a string of text with
images
[_number,false,0.7] call z_calcCurrency; // Return a string of text with
the currency in it and sets the font size to 0.7
This modifies server_updateObject to force update/save to the hive if
the item being saved is in the DZE_MoneyStorageClasses array.
Previously if you force saved the object multiple times, the coins would
not get updated until the inventory changed, which if this was for a
bank object it would never update.
(This applies if you are using PVDZ_veh_Save to save the object)
* 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