There is no point in having two variables for the same purpose.
It is also pointless to keep an action count tally like r_action_count
was doing, since it is only ever checked for being 0 or 1. Any count
higher or lower than that is irrelevant.
I will make this change in vanilla too.
* Plot / door management userlist sorting
This correctly sorts the nearby humans list in both mods, I have this
running on my 1051 server with no issues, @ebaydayz please advise if
this is not right, I've tested it pretty well and it is indeed selecting
the right person/UID
* Door/plot management fixes
As per @ebaydayz
using PVEH PVDZE_obj_Remove. Wrecks only exist for the players currently
in the server when the parent object is destroyed. Passing the object
through the PVEH does not work.
These changes allow the player to sell upgraded vehicles with them not
being added to the trader (as to not polute the lists). This basically
refers to an upgraded vehicle as a child of the base vehicle so it will
get the same sell price as the base vehicle.
This still follows the original trading convention, the vehicle base
needs to be in the trader category, i.e you cant sell an armored SUV at
stary vehicle trader.
Further changes Advanced trading buyable list to show the item as blue
if it's compatible attachment wise and ammo wise.
This will get overwritten if the player has the item in their inventory
by staying green.
Also fixes a small bug I put into my last commit by not showing up for
boats/bikes etc.
The addAction click was doing an animation without switching when the
player had a primary or melee on back but nothing in hands.
Probably present in vanilla too, will check later.
This changes Advanced trading to change the item color to green if it
matches with an item is in your inventory, in your weapon slots (main
slot and dayz_onBack) is the same backpack and is a vehicle you are
local to.
This brings it in line with default trader, except we're using local
here since that's all that matters.
Thanks to @ebaydayz for the suggestion.
* Plot management fixes
This hopefully adds a few more items to the maintain list (@icomrade)
Uses epoch_returnChange to accurately and tidily return change and
handle money.
Localize maintain_area.sqf for single currency servers
* Plot Management tidyness
Fixing tidy issues
* Plot management changes
Fix maintenance variables as per @ebaydayz
* Plot management
Missed one
* Plot management fixes and default maintain_area fixes.
Convert original maintain_area.sqf to epoch_returnChange, I used the
plot management localization strings since I liked them better, the
epoch ones don't make a lot of sense really. Makes no difference if plot
management is turned off anyway.
Change the single currency version to work a lot better than it did, I
put the cost per item to 100 to be more in line with what I would expect
on a server
Changed _range to use DZE_maintainRange (DZE_plotPole select 0 + 20)
Vanilla development commits:
707a591765c453cdedd2
Set to double vanilla default value since Epoch has a lot more large
vehicles with 1000+ fuel capacity.
Avoids setVariable value restrictions for players with special
characters in their name.
Also avoids issues with storing non-ASCII characters from player names
in DB inventory field.
No reason to use spawn here. Spawn can have a delay. Since
fn_selfActions runs faster it can register the vehicle as still locked
or unlocked after you clicked the action.
- Added gear icons to vehicle cargo space display instead of
Weps/Mags/Bags text
- Decreased info text to 0.7 all around. Can be reverted to 0.8 if
preferred, but 0.7 or smaller is needed for vehicle info class, display
name and weapons list to avoid cutting off the dialog on normal and
larger interface sizes.
#1724
Intensive commands are processed on the client only, as opposed to
twice. an array of objects, their corresponding UID and ID are sent to
the server. Sending the objects as an array, despite the size the array
can reach, should be better than the way this was set up before.
Needs testing on a full server however.
Previous duplicate check only checked player's current tools and the
buying array types for >1 of the same tool (not buying array amounts).
Also added prevention of binocular slot overflow.