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.
Varchar(512) was truncating certain vehicle hitpoints and preventing
vehicle loading. The HiveExt dll handles hitpoints as a string which has
a char limit far greater than 512, so simply updating the column should
fix the issue.
Also update the ChracterID column for #1371 - new Hive dll will be
required
DB with ~4000 vehicles fails to load since this code runs on nearly
every vehicle for some reason. The code should only be called upon
vehicle purchase to increase load time and simply calling
dayz_objectUID2 has no effect.
With the code removed from line 266-271 the server would reset the slope
of the placed object to match the slope of the ground. Do not re-add the
code unless configs are updated with corresponding canbevertical option.
removing the Respawn EH fixes this, I haven't noticed any adverse
effects from removing it yet.
Also changing groups now deletes the old group. The machine which the
group is local to must execute the deleteGroup command, the server
previously had to wait until the player disconnects to delete their
empty groups.
keypadCancel returns false when a combo/keypad dialog is not open and
when reset by calling the code keyPadReset = {uiSleep 2; keypadCancel =
false;};
There is a 2 second delay which makes brute forcing very very time
consuming. Note there must be a delay when resetting the variable since
fn_selfactions will update so quickly it will display the
unlock/lock/remove option before onUnload is executed.
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.
The code in the CH53 SFX file must remain there.
Boats/ships do not properly call the destruction EH files so this fix
doesn't work for them. maybe a killed event handler must be added from
the server?
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
Not sure what differences BuiltItems will have as opposed to using the
SkodaBase class.
Switch Off/On are removed because they do nothing anyway (the start/stop
options are in fn_selfAction anyway)
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
This commit prevents players who destroy their vehicle in god-mode
safezones to be spared by the fixes in #2411973 and #ec7351d
Configurable variable for this change is DZE_SafeZonePosArray = [];
Update suggestion to use the stable branch of A2 OA in the changelog
Let me know if we can't duplicate the code from the CH53 addon in the
file ch53_monitorSFX.sqf. If that's the case I will use an #include
instead, since the code that kicks and kills players out of the vehicle
goes at the bottom of the file anyway.
Previous changes to the destruction effects file broke previous fixes
that resolved the world is on fire glitch. I reverted those in this
commit.
Note: the CH53 is still broken in this commit
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