Commit Graph

39 Commits

Author SHA1 Message Date
ebayShopper
c2d2ad2956 Fix remove.sqf error from e079381
Wrecks were not deleted after removal following this change @icomrade

e079381931 (diff-e057d99bdf425219ff82fc6220a85b86L154)

In object_upgradeBuilding playerNear was exiting without readding
removed magazines.

I moved deletion back client side in packTent and upgradeStorage for
now, because there is potential for duping via pulling gear out of the
old tent during the deletion delay. PVS can be delayed especially when
the server is under load, so it can take a few seconds for the server to
delete the object after sending the request. These two scripts should be
the only ones where that could be problematic. Packing and upgrading
tents should eventually be moved completely server side like safes.
2017-11-04 14:35:51 -04:00
ebayShopper
42e00475d6 Add sender verification to publish and swap object
Continuation of 8035df0

This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.

- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt

Changes in modular_build.sqf were the same as player_build.sqf.

Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
2017-11-03 16:09:14 -04:00
icomrade
e079381931 move deleteVehicle to server 2017-09-26 16:18:47 -04:00
icomrade
8035df0ba0 Rudimentary auth for DeleteObj
limits distance to object, as well as validating random auth key.  added server_deleteObjDirect which is only for direct execution on the server, whereas server_deleteObj should be used for PVEH execution only
2017-07-29 21:09:20 -04:00
ebayShopper
48858b2e6c Add medic anim function with proper interrupt
Closes #1386

Vanilla commits
applied:
f99a3deced
731b957e8e

Removed
two unused files and a few variables made redundant by actionInProgress
2017-06-06 15:25:14 -04:00
ebayShopper
122d9e16f7 Update player_packTent again 2017-02-26 16:43:33 -05:00
ebayShopper
0eaa995d27 Fix action in progress message in player_packTent 2017-02-26 14:03:39 -05:00
ebayShopper
d12fda5e21 Add a few missing playerIsNear checks
Blocks duping method reported by Sercan and confirmed with @oiad .
Thanks
2017-02-25 17:29:27 -05:00
ebaydayz
194bad12ea Remove some more unused variables
Vanilla commit:

68ffe8b158
2017-01-19 12:27:36 -05:00
ebaydayz
e33519ffd4 Readd changes from #1836
I accidentally removed these when resolving merge conflicts with 854c41c
.
2016-12-30 14:16:18 -05:00
ebaydayz
c2b16f0828 Consolidate DZE_ActionInProgress and r_action_count to one variable
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.
2016-08-25 15:38:27 -04:00
ebaydayz
72f6dbc849 Fix can't pack tent with DZE_permanentPlot=true
Thanks @nigeyuk and @oiad
2016-08-16 15:09:10 -04:00
ebaydayz
835d750c0c Use single config variable for Plot for Life and Plot Management
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).
2016-06-12 12:54:46 -04:00
icomrade
575682b7c8 Add A Plot For Life modification by RimBlock
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.
2016-05-02 20:42:37 -04:00
ebaydayz
5157228e67 Update all cutText to dayz_rollingMessages 2016-04-16 15:47:49 -04:00
ebaydayz
666ace6d54 Cleanup duplicate and unused strings
Cargo count is shown at the top of the gear menu now
2016-04-04 16:58:59 -04:00
ebaydayz
cc64d2e7fb Cleanup player_switchModel 2016-03-21 20:25:01 -04:00
ebaydayz
e2e6e79394 Minor formatting cleanup 2016-03-21 17:58:23 -04:00
ebaydayz
4bd9a9aa0b Update public variables
It makes no sense to rename the identical DayZ PVs to have an E in their
name. I don't see any good reason it was done in the first place. All it
accomplishes is breaking script compatibility between the two mods and
requiring different publicvariable.txt filters. The only time it makes
sense is for custom Epoch variables that aren't used in vanilla.

All admins have to do to update custom scripts is swap the names
according to the change log.

Note I've submitted a pull request to replace PVDZ_veh_Save with
PVDZ_obj_Save in official too because they are duplicates.
2016-03-18 21:39:22 -04:00
icomrade
bad0a2e461 add 2 new vars and fix up variable names
DZE_HeartBeat
DZE_UseBloodTypes
2016-03-01 00:23:14 -05:00
icomrade
b96cd2d971 Update compiles - 2 more files to do
fn_selfActions.sqf
player_updateGui.sqf
2016-02-29 00:26:12 -05:00
icomrade
c3ed4e49e1 Replace sleep with uiSleep
see the below links for more info. uiSleep is based off of a more
accurate method of tracking time, whereas sleep can fluctuate depending
on application performance since it is based on framerate.
https://community.bistudio.com/wiki/uiSleep
https://community.bistudio.com/wiki/sleep_vs_uiSleep
https://community.bistudio.com/wiki/sleep
2016-02-17 13:03:17 -05:00
icomrade
e54b9983dd Replace forEach with Count
Use count where you do not need _forEachIndex variable, it's quicker
than forEach.
2014-05-27 15:37:57 -04:00
[VB]AWOL
9fbdb63407 fixed wrong incorrect _activatingPlayer variable on pack tent.sqf 2014-03-25 14:01:05 -05:00
Skaronator
a814c9b2e9 Not relevant change but its now correctly :P 2014-02-07 17:49:43 +01:00
Zac Surplice
6a58370670 small change 2013-11-27 15:42:38 +11:00
[VB]AWOL
84874daa18 added thirst and hunger loss to all medic animation 2013-11-26 16:08:10 -06:00
[VB]AWOL
e92d212d16 added logging to swap object and changed to getPlayerUID 2013-11-26 14:12:23 -06:00
Zac Surplice
7e2b6febd0 localization #1 2013-11-06 16:37:51 +11:00
[VB]AWOL
d603a8f3f4 Open gear menu instantly after action completes 2013-10-27 11:50:41 -05:00
[VB]AWOL
478eb29a23 prevent sinking into ground 2013-10-27 10:34:48 -05:00
[VB]AWOL
aa14a03c4e added server side logging of purchases of vehicles and removals 2013-10-27 10:22:29 -05:00
Zac Surplice
d3f7e67647 player_build.sqf Enhancements and PV renames 2013-10-07 10:56:47 +11:00
[VB]AWOL
276d06b2ab 1.0.2.39 dev 2013-10-01 17:57:08 -05:00
[VB]AWOL
7b15ee415d 1.0.2.13 developer build 2013-09-10 16:23:01 -05:00
[VB]AWOL
9fcb43fde1 1.0.2.11 2013-09-08 00:23:30 -05:00
[VB]AWOL
872dd94f70 fixed tents floating when packed on top of another object with roadway. 2013-08-31 02:29:34 -05:00
[VB]AWOL
d35ca102a1 place everything into the same Weapon holder 2013-08-23 11:29:26 -05:00
vbawol
483279c126 Organize files a bit and removed non source pbo's 2013-06-24 06:26:15 -05:00