Wrecks were not deleted after removal following this change @icomrade
https://github.com/EpochModTeam/DayZ-Epoch/commit/e07938193161ae147523c3a4bae76eecbea787f4#diff-e057d99bdf425219ff82fc6220a85b86L154
In object_upgradeBuilding playerNear was exiting without readding
removed magazines.
I moved deletion back client side in packTent and upgradeStorage for
now, because there is potential for duping via pulling gear out of the
old tent during the deletion delay. PVS can be delayed especially when
the server is under load, so it can take a few seconds for the server to
delete the object after sending the request. These two scripts should be
the only ones where that could be problematic. Packing and upgrading
tents should eventually be moved completely server side like safes.
Continuation of 8035df0
This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.
- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt
Changes in modular_build.sqf were the same as player_build.sqf.
Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
limits distance to object, as well as validating random auth key. added server_deleteObjDirect which is only for direct execution on the server, whereas server_deleteObj should be used for PVEH execution only
Using "Wait for the previous action to complete to perform another" is
more accurate in these cases, because dayz_actionInProgress could have
been set by any action, not necessarily the same one.
* Dont show you have the item if it's not nearby
This was showing you had a vehicle in the trader menu even if it was
over the other side of the map, I think this works better only showing
it if it's within the trader zone.
* Forgot missing operator
* Remove public variable event handler when using config traders.
This stops the public variable event handler from being loaded when
you're using config based traders, it's not needed in this situation
* Change nearestObjects to nearEntities in z_checkCloseVehicle.sqf
* Fixes vehicle selling not able to sell correctly
If more than 1 vehicle of the same classname was in a trader and the
local vehicle was further away it would not be able to be sold till
moved closer. We are using DZE_myVehicle for everything and we do
previous checks to make sure it's not null and local so we can assume it
is okay to use.
Fixes
https://epochmod.com/forum/topic/43643-vehicle-dze4-can-not-be-sell/#comment-290036
Continuation of d7a3b30
This partially reverts ea94ec4.
Epoch has never disabled simulation client side on any buildables prior
to ea94ec4. We now know it disables storage capability, may disable
lighting the object with scripted light sources and potentially cause
other issues.
https://community.bistudio.com/wiki/enableSimulation
If we readd this in the future it should be well tested. It should also
be done properly in the vehicle init field, so it takes affect on all
clients, including JIP, instead of only the player building it (until
they relog).