With the code removed from line 266-271 the server would reset the slope
of the placed object to match the slope of the ground. Do not re-add the
code unless configs are updated with corresponding canbevertical option.
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.
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.
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.
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).
The protective box is not needed on Chernarus.
If other maps need it we are better off spawning a permanent box around
the debug area once, instead of constantly creating new boxes every time
a player logs in.
Fnc_veh_handleRepair is a new version of fnc_veh_setFixServer with extra
handling. It is used in salvage and some other scripts, but not
server_monitor.
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.
The arrays for safes/lockboxes are kept on the server and when a client
goes to open the safe, a PV is sent to the server requesting the arrays.
Server sends info back.