I just noticed before 5f0c2fc this was also running if the player was
dead. Now it will run if the player is alive in playerSync otherwise it
will run here if they are dead.
Thanks @ndavalos
@ebaydayz since this was moved after player_sumMedical is called in
5f0c2fcc49
it would no longer save the modified unconcious and timeout vars to the
DB.
See my comments on ae78fde and a3c3ccc
The object_maintenance function is only for vanilla buildables and is
currently not used. It immediately overwrites with a 306 call.
Moved combat log setVariables to playerSync. Now the player object is no
longer needed for any of the code at the bottom of playerSync or
onPlayerDisconnected.
Update objects is already performed at the bottom of playerSync. There
is no reason to do it again in playerDisconnect since it calls
playerSync.
@icomrade you forgot to change the _playerObj variable to _character
when you moved this.
Also if BIS_fnc_findSafePos was successful on the first attempt the way
you had it would use the original _charPos instead of the successful
return because you never set _charPos = _newPos;
ed3227fa7a
I made no changes apart from removing the (_characterID != "0") check
and the corresponding spacing/tabs.
If _characterID == "0" the script would have already exited on line 30.
Removed redundant diag_log since it is already done in dayz_recordLogin.
Removed noatlf4 variable because we use inCombat instead. Noatlf4 is
only set if the player is hit in the damage handler, while inCombat is
set any time the player is in combat.
This allows finer grained control of crashsite, carepackage and infected
camp spawn positions and radii (further north, south, east, west, etc.).
Also removed some hardcoded checks for Chernarus, since
dayz_townGenerator should always be off on other maps for now. Someone
may add town generator coordinates for other maps later.
Related vanilla commits:
b20b402bf07c8b69eb827dfd3ef9cf
This replaces the "refresh" menu option with a "force maintain" option.
Allows you to maintain the base even if it doesn't need it to either get
all your items in sync or if you are going away or similar.
Tested with:
dze_permanent plot true/false
z_singlecurrency true/false
Also fixes an undefined variable error in system_monitor that was
introduced
8f58baf3f2
AFAIK there is no performance difference between configFile and
missionConfigFile.
Using missionConfigFile by default simplifies loot scripts and makes the
extra config variable unnecessary. It's one less step for admins to
customize their tables.
using PVEH PVDZE_obj_Remove. Wrecks only exist for the players currently
in the server when the parent object is destroyed. Passing the object
through the PVEH does not work.
revert _serverVehicleCounter to array, since I didn't notice it was
referenced in another file. Don't attempt to load objectData dump if the
vehicle count is 0 since the file won't be created.
Allows server to use either legacy loading method by itterating
callExtension (using _legacyStreamingMethod = true). Otherwise, the
hive will dump objects to a file, write the filename to the server's
profile and it is deleted next restart, each filename is unique every
startup.
Associated hive commit:
bc5d5c56a8