Commit Graph

110 Commits

Author SHA1 Message Date
icomrade
91e5e875c2 Force save after building and maintain 2016-09-19 13:48:27 -04:00
ebaydayz
2bb5c5942c Retire cone and pole plot previews in favor of dome
Thanks @oiad for pointing this out.

Poles are not used for previewing anymore. Cones do not give as much
information as the dome.

The dome is visible at night and under night vision too.
2016-09-12 13:39:00 -04:00
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
134a614255 Remove FNC_getPlayerUID
It's been over two years since it was added. All servers should be
updated to steam ID by now.
2016-08-23 15:40:26 -04:00
ebaydayz
bc7c1879a3 Store plot and door friends names as array
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.
2016-08-09 10:48:31 -04:00
icomrade
24f6a0ab9a Correct build text 2016-07-30 17:06:46 -04:00
icomrade
8542385142 Update building to also use r_action_count
This is the vanilla variable to prevent duplicate actions
2016-07-25 21:59:11 -04:00
oiad
2ca7bf59c7 Tidyness changes
This changes a few functions that were being used to use the already
defined variables instead

Fixed a few string issues with Advanced trading and plot managment.
2016-07-24 16:20:39 +12:00
icomrade
b03afef460 A little neater 2016-07-23 19:55:24 -04:00
icomrade
a3c3ccc3bf Fix door/plot management friends not writing to DB 2016-07-23 17:19:06 -04:00
icomrade
f808bda2a9 New Config Entry buildText
Allows a string to replace the vehicle display name that will be created
which is typically displayed when building.
2016-07-22 11:06:45 -04:00
icomrade
8d7b99e746 Automatically add player to door management 2016-07-21 19:34:42 -04:00
icomrade
96ddc8ff62 Add player to plot management by default
+ Some minor private array cleanup
2016-07-21 16:20:41 -04:00
oiad
d47d887a66 APFL more fixes
This moves all the PFL stuff into the one if statement for tidyness, no
point having 2 ifs.
2016-07-17 17:03:55 +12:00
oiad
41c9fde480 Plot for life fixes and typo fixes (#1707)
This fixes the issues I was having with APFL, Basically when downgrading
a locked door the ownerPUID was not getting transferred across so it was
getting a 0 PUID set on it once downgraded so you would then lose access
if there was no plot pole.

Now it correctly gets set and instead of doing 2 PVDZE_Obj_Swaps I am
using an if and else statement.

player_upgrade was also not sending the ownerID into the worldspace
field, this seems to differ from the original APFL script. I also added
in code so that if APFL was enabled and uid is 0 we claim the item with
players UID.

This fixes a typo @ebaydayz introduced to spam the .RPT on startup also
for the shotgun and a typo in the credits.
2016-07-16 13:25:14 -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
ebaydayz
a54e58c60c Localize remaining player_build text
Also added config variables for MaxMove and MaxHeight distance when
building.

_reason was defined twice at the top of player_build.sqf.
2016-05-19 16:15:27 -04:00
icomrade
2889d8f010 Should fix building issues with player sliding
The change in module_build will only fix items that d ono have an offset
set in the config.

BoundingBox can be a bit generous but the player should be able to work
with any overestimation in size.
2016-05-18 11:01:38 -04:00
icomrade
33c3c7601f Fix Private Arrays 2016-05-13 16:57:50 -04:00
icomrade
3c27f76c7c use self actions to spawn plot radius, fixes #1566 2016-05-02 23:06:50 -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
2b61ce850a Allow sleeping at all tents
Vanilla development commit:

e647be13c1
2016-04-28 20:30:18 -04:00
ebaydayz
034d898880 Update tent base class name
DZ_storage_base is now the base class for all tent and stash types.
2016-04-28 13:53:21 -04:00
ebaydayz
f42496bb03 Move build checks to separate files
For better organization
2016-04-28 11:52:23 -04:00
icomrade
7ea9a270f2 New building functions, vanilla building checks
DZE_RequiredItemsCheck returns bool, displays an error of all the tools
the player is missing to build the item.

DZE_BuildChecks returns array of bools, canBuild and if the item is a
plotPole.  Also has the ability to check if the player has required
tools to build using DZE_RequiredItemsCheck.

The vanilla build script still needs to be modified to work over water
and allow players to place floating objects, but now uses plot checks.
It would be easiest to just modify the configs to use the epoch building
scripts instead.

fnc_getSetPos now accepts a position as the second element of the input
array. the object will be set to this position if it is used. This
change requires no code updates

Note: scripts with build and/or tool checks should be updated to use the
new functions
2016-04-27 14:30:11 -04:00
ebaydayz
5157228e67 Update all cutText to dayz_rollingMessages 2016-04-16 15:47:49 -04:00
ebaydayz
652ca51c2c Update combattimeout from time to diag_tickTime
Also organized change log
2016-04-12 21:04:17 -04:00
ebaydayz
4ce54fbb62 Update server_publishObject
The hive call in server_publishObject is the same between vanilla and
Epoch. The only difference is vanilla uses the _inventory area for
owner, lock code, etc. variables where as modular Epoch items just store
an empty array there.

The object classname does not need to be sent in the PV because it can
be obtained on the server.

PVDZE_veh_Publish was not used.
2016-04-02 15:24:20 -04:00
ebaydayz
91f9b3e33b Make UI toggleable between three options
Admin can choose vanilla, classic epoch or classic epoch dark.

dayz_hungerThirst was replaced with dayz_NutritionSystem
2016-03-29 19:54:19 -04:00
ebaydayz
71b975b05e Actions cleanup 2016-03-29 14:47:28 -04:00
ebaydayz
e1a0bfebc1 Update inits 2016-03-27 23:47:30 -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
ebaydayz
585841a3ad Fix snap build errors
@raymix in most of your helper functions you are using exitWith {}; in
the same way the main player_build uses it. The problem is exitWith
inside of a called function only exits that function, not the parent
script it was called from.

When a helper function exits the main script continues on with undefined
variables and other problems. The easiest solution was to just remove
these helper functions for now. I just directly substituted their code
back into the main modular_build file and removed the passes to and from
them.

We should consolidate player_build and modular_build into one file first
since they are about 80% identical. After that we need to integrate
plot4life. Dividing player_build up into smaller sub functions like this
can be left for last.

I tested this thoroughly and can confirm the undefined errors are fixed
now.
2016-03-02 22:16:07 -05:00
ebaydayz
78e193d7c4 Fix DZE_BuildLimit check
NearObjects "All" counts things like local plot markers, weapon holders,
ambient life, etc. We only want to count buildables. The radius should
also start at the plot pole if available, not the player position.

Thanks to Epoch forums user jOoPs for pointing this out. I will fix this
in modular_build.sqf too.

Tested and confirmed working.
2016-03-02 17:03:47 -05:00
icomrade
277d87fa3b Some more position fixes 2016-02-18 09:16:20 -05:00
icomrade
254fbff602 Fix #1274 2016-02-18 00:24:50 -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
Mikeeeyy
49fe5f4846 Update cannot build plot pole within 45m.
Updates the cannot build plot pole within 45m message to use the DZE_PlotPole variable.
2014-08-15 00:10:24 +01:00
Marko
e330fe17aa Update player_build.sqf
Would this work for adding built item code into systemchat? This way people can PageUp to view it, even after its gone from the screen.
2014-07-25 00:34:19 +02:00
Marko
0529324a4b Update player_build.sqf
Changed || back to or. (for messages)
2014-07-21 19:07:54 +02:00
Skaronator.com
919e65d19e Cleanup code #1320 2014-06-18 14:27:54 +02:00
icomrade
6b9b176736 More #1288 2014-06-01 03:29:44 -04:00
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
deadeye2
be3cc5e5a5 Account for different _needNear distances
checks for fueltank within 30m and other objects within 3m
fixes #1123
2014-03-01 23:14:44 -05:00
Skaronator
c9181047ab Super Cleanup 2014-02-21 19:32:25 +01:00
Florian Kinder
86ce8f6879 Replaced obsolete variable 2014-02-17 01:32:45 +01:00
Florian Kinder
6d89460dcc Wrong here
Error in expression <LAIN DOWN"];
};

} else {
deleteVehicle
_tmpbuilt;
cutText [format[(localize "st>
Error position: <_tmpbuilt;
cutText [format[(localize "st>
Error Undefined variable in expression: _tmpbuilt
File z\addons\dayz_code\actions\player_build.sqf, line 556
2014-02-11 22:00:20 +01:00
Florian Kinder
387075f6ae Removed obsolete code 2014-02-11 21:56:25 +01:00
Florian Kinder
f999a0f02b Added DZE_StaticConstructionCount
with DZE_StaticConstructionCount you will force the constructioncount
2014-02-06 18:51:45 +01:00