New variables: DZE_groupManagement = false; //Enable or disable group
management. Enabled by default
DZE_MoneyStorageClasses = []; // If using a Single currency system
(Z_SingleCurrency = true;), this is an array of object classes players
can store coins in
if Z_SingleCurrency = true; the hive is now set up to handle coin
updates on players, characters, and objects.
if DZE_groupManagement = true; the hive is now set up to save groups
group and coin variables are set in player_monitor.fsm, for
vehicles/objects it's set in the server_monitor.sqf file for objects in
the DZE_MoneyStorageClasses array
Also, this commit includes a change to the way the hive spawns in
vehicles. vehicles are now created at [0,0,0] and moved using setPosATL
to their saved position. Thanks for the tip @ndavalos @eraser1
In the initialize section of the fsm r_player_unconscious and
r_player_timeout return their default values (false and 0). Also, the
Vanilla server-side combat check doesn't appear to work, or it doesn't
work with the antihack disabled (I haven't tested with it enabled).
New variable inCombat is set more quickly than the combatTimeout
variable
This commit puts the conditions in which a player is put into combat
more in line with 1.0.5.1. Putting the player in combat for having
another player nearby will ruin building for players that are part of a
group. Putting the player into combat if zombies are nearby would make
building way too frustrating (especially if building on an elevated or
enclosed area where zombies are not a threat) and will attack the player
if not dealt with anyway.
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.
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?
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
Looks like the error was:
r_player_Nutrition = [_NutritionLoss];
It should have used the set command, since the array was already defined
in variables.sqf. But there is no need to use an array for a single
value anyway.
Fixes RPT error on login:
Error in expression <hyd"] spawn player_death;
};
};
if (dayz_nutrition > 0) then {
_Nutrition = >
Error position: <dayz_nutrition > 0) then {
_Nutrition = >
Error Undefined variable in expression: dayz_nutrition
File z\addons\dayz_code\system\player_spawn_2.sqf, line 182
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
Junk and plant spawning is disabled by default. It can be enabled via
dayz_townGenerator config variable and positions blacklist (for trader
cities, etc.).
The trader objects spawn code was consolidated to functions.
Also moved the dayz_epoch_b stringtable into a dayz_epoch package in the
dayz_code stringtable.
This makes it easier to maintain and search for code strings. Epoch_b
only holds extra models and textures now.
Updated loot spawning code for vehicle cargo.
Also it is faster and more efficient to call spawn_vehicles repeatedly
in one thread rather than spawn it hundreds of times (opening hundreds
of simultaneous script threads).