The Epoch dome tents had more cargo space than the default vanilla ones,
so we have to use the level 1 upgraded version to prevent gear falling
out.
Also corrected swap for DesertTent.
All other scripts using findSafePos either set the third parameter or
use a getPosATL/etc. instead before the position is saved to database.
Also partially reverted d6e78b2 since it is not needed.
better logging as well.
I haven't had objects purchased spawn in the debug, only those spawned
in with the admin tools since the position doesn't always have a third
element.
See my comment on b806043
Veh_setFixServer only runs on the server, so the client does not need to
compile it.
The PVDZ_veh_Save PVEH is only added on the server, so it should never
be sent with regular publicVariable anymore.
If you kill a player zombie you should not lose humanity. Player_death
is now synced with the humanity hit code in the damage handler.
Also the killing blow set variable was moved up because the same
conditions were already checked above.
* Advanced trading combine/return change
Fixes combining/returnChange to squash gems into usable currency so they
can properly be used in the economy
Stringtable fixes for duplicates
* Localization additions
More localizations
The only change is a removal of this check and the corresponding
tabs/spacing:
if (_object == player) then {
That returns false if the player is in a vehicle. It is not needed since
PVCDZ_plr_Humanity EH only fires on the intended player now (sent with
PVC instead of PV).
When this function was passed an empty array (like a player with no
magazines) it returned undefined because the inside of the forEach loop
did not execute.
The player who died is colored red and the killer is colored green. The
weapon now points in the direction of the player who died.
Also reverted 66fd5be since it did not help. It is already done globally
in player_death.sqf anyway. I tested again and this actually fixes the
problem.
This prevents "player combat logged" message after a player dies. The
alive check should prevent this in onPlayerDisconect, but it is
apparently unreliable or slow to update.
This fixes incorrect return of "not enough space to accept change" when
purchasing large quantities of magazines into a vehicle.
Thanks @oiad for noticing this.
Don't even bother using vector in the key calculation, the sqf ObjectUID
isn't as critical anymore. This method will be much faster.
Changed ObjectUID column to Varchar since with this key generation
method we can approach the BigINT ceiling much quicker than we used to.