Adding UserActions to players (CAManBase) is not efficient, because the
condition evaluates onEachFrame when you are "inside" that vehicle type.
Also admins usually want to add more custom actions to dead bodies
anyway.
https://community.bistudio.com/wiki/addAction#Syntax
This partially reverts 3aad4b6.
Updated to same formatting and comments as latest Corepatch files:
https://github.com/Goliath86/CorePatch/tree/master/CorePatch_FIS/data/scripts
airdestruction.sqf:
- fixed _velocity variable was undefined
- updated, Sa-Matra removed clearVehicleInit
- !isNull checks are not needed because (local objNull) returns false
and (speed objNull) returns zero
BIS_Effects_startEvent:
- 6th parameter is not used in BIS_Effects_Burn, neither in the old nor
new version.
Although the formatting is ugly, it is better to stay consistent with
Bohemia's so they are easy to compare with future updates and
scripts.txt exceptions are the same whether the official or custom files
are used.
Added Sa-Matra's final commit from yesterday:
5e696bebdc
This partially reverts c15caf5.
* 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
The antiwall wrecks are removable on Epoch. Also Epoch has its own
player_antiWall function. We did not spawn these objects in 1051.
The infected camps add additional random spawned camp sites in the woods
with lots of dead soldier bodies, fires, water barrels and tents. We did
not have these in 1051 either. Disabling them by default will improve
FPS a little.
Stops intensive loop from running unnecessarily when dayz_townGenerator
= false; The comfrey plants are pointless atm since the only thing they
may be used for is crafting a sepsis bandage.
Also added waterHoleProxy for Napf and Namalsk placed by @skigoggles
Vanilla commit:
b5a9125086
Chainsaw is never used in player_chopWood.sqf. It is only called via
right click on Hatchet which was removed anyway.
The player already takes a nutrition hit on every swing of the hatchet,
and it can take up to twelve swings to chop down one tree.
Fixes mistake from ffef031 @icomrade . _amount here is the quantity the
player enters in the quantity box when buying. The only time it is less
than or equal to zero is if the player enters zero or a negative number.
It has nothing to do with the buy or sell price.
Thanks Sercan for reporting.
The slow searches are needed on other maps until waterHoleProxy objects
are added for them. They need to be added at every pond and
non-"Land_pumpa" well. Right now Chernarus is the only map that has them
placed.
Fixes#1835Fixes#1841