ebaydayz
a909d713c3
Fix death message handling of vehicle explosion
2016-10-07 15:08:00 -04:00
ebaydayz
2ee06afea7
Sync chopped down trees for JIP players
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Vanilla commit:
https://github.com/DayZMod/DayZ/commit/a57478fb1aac015926b25a6b108fabe5935efce9
2016-10-05 17:24:10 -04:00
ebaydayz
87bebfad1f
Improve publishVeh2 diag_log
2016-10-02 20:07:03 -04:00
ebaydayz
4faa1cbaab
Set third parameter after findSafePos
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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.
2016-10-02 18:51:46 -04:00
ebaydayz
d6e78b27f0
Add setVelocity in publishVehicle2
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This prevents trader spawned vehicles from floating.
2016-10-01 15:56:52 -04:00
ebaydayz
0a17804e36
Change inCombat to bool instead of number
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When a variable is only going to be 0 or 1 it makes more sense to use a
bool.
Also avoided unnecessary network broadcasts of inCombat from e446603
2016-10-01 13:07:59 -04:00
oiad
11fa6a631c
Minor fixes ( #1770 )
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* Minor fixes
Simplifies the serverside logging to be more human readable
Removes duplicate transfusion text
* Minor fix
Minor fix for syntax
2016-09-30 22:10:56 -04:00
ebaydayz
d9b785750d
Fix death messages vehicle detection again
2016-09-30 20:51:34 -04:00
ebaydayz
88c1b83c31
Fix mine detection in death messages again
2016-09-30 20:06:18 -04:00
ebaydayz
1fb0b1004d
Fix typo from d335ee2
2016-09-30 19:16:38 -04:00
ebaydayz
d335ee2b1c
Fix death message mine and satchel detection
2016-09-30 19:14:11 -04:00
ebaydayz
b45d6d9a24
Color new killfeed death messages
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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.
2016-09-29 20:26:26 -04:00
ebaydayz
b4be955a0d
Update new runover death message
2016-09-28 18:57:09 -04:00
ebaydayz
66fd5bee57
Clear combat status on death
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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.
2016-09-28 14:46:59 -04:00
ebaydayz
9b13bd0e5e
Update new death messages
2016-09-27 15:08:41 -04:00
ebaydayz
cc03256475
Update purchased vehicle spawn location
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If there was no helipad available findSafePos was called. If that failed
it spawned the vehicle in the debug zone.
Calling findSafePos is no longer necessary since we are now using
createVehicle "NONE".
2016-09-22 18:12:52 -04:00
ebaydayz
f3ccb74eab
Also update objects if player is dead in onPlayerDisconnect
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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.
2016-09-21 11:41:41 -04:00
icomrade
4e946552fd
Fix combat logging
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Thanks @ndavalos
@ebaydayz since this was moved after player_sumMedical is called in
https://github.com/EpochModTeam/DayZ-Epoch/commit/5f0c2fcc4952b03791512ee4128c889b2821734c
it would no longer save the modified unconcious and timeout vars to the
DB.
2016-09-21 11:09:03 -04:00
ebaydayz
e2c2a2a76a
Fix 309 error for newly placed safe inventory
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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.
2016-09-20 13:47:18 -04:00
ebaydayz
ac95c6b0df
Make plot and door friends lists backwards compatible
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This prevents errors when upgrading 1051 databases that had plot or door
management installed.
See comments at:
https://github.com/EpochModTeam/DayZ-Epoch/commit/fe9b8fdcb4b5cf069e0cc287b97785a3448817c8
2016-09-19 20:21:27 -04:00
ebaydayz
708328e486
Avoid gear update for empty random vehicles
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There is no need to update the inventory if no loot was added.
My mistake from d98025c
2016-09-17 19:07:08 -04:00
ebaydayz
d0e7b26121
Fix wrong distance in relocate diag_log
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My mistake from 9c2f151
2016-09-17 18:15:16 -04:00
ebaydayz
3d0c5b13cf
Fix playerSync error from 5f0c2fc
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@icomrade There are cases where playerSync will receive > 3 params if
achievements are passed. Example:
https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/system/player_spawn_2.sqf#L305
2016-09-17 17:43:41 -04:00
ebaydayz
5f0c2fcc49
Speed up onPlayerDisconnect some more
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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.
2016-09-17 15:02:00 -04:00
ebaydayz
da70306291
Speed up playerSync a little
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Removed unused variables and redundant checks.
_Force was always true so any condition with an OR _force in it was the
same as (true) i.e. redundant.
2016-09-17 14:03:05 -04:00
ebaydayz
9c2f15159a
Correct Air relocate in server_playerSync
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@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;
https://github.com/EpochModTeam/DayZ-Epoch/commit/ed3227fa7a3dd879083f43558a402a651afd56ce
2016-09-17 13:07:27 -04:00
ebaydayz
bc4cb49463
Remove redundant characterID check in server_playerSync
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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.
2016-09-17 12:18:54 -04:00
ebaydayz
a63da4606d
Speed up onPlayerDisconnect a little
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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.
2016-09-17 12:05:32 -04:00
ebaydayz
d98025c8d9
Fix random spawned vehicle loot saving
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Dynamic vehicle loot will save to database now even if no players
interact with the vehicle before restart.
2016-09-12 12:23:23 -04:00
icomrade
252843dee7
should fix error
2016-09-11 16:40:15 -04:00
ebaydayz
16e4dc7b30
Move HeliCrash and CarePackage area variables to markers
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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:
https://github.com/DayZMod/DayZ/commit/b20b402bf030769350cf662b985efba9e83ebe55
https://github.com/DayZMod/DayZ/commit/7c8b69eb82a8c741d01251b2552d009abe2687c4
https://github.com/DayZMod/DayZ/commit/7dfd3ef9cf3cf1751759fd76f8eae10c0b1740dc
2016-09-11 14:45:49 -04:00
icomrade
48334e76d4
Update spawned vehicle inventory after publishing
2016-09-11 14:43:26 -04:00
icomrade
b305e7d793
Don't force save at login
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Thanks for the heads up ebay
2016-09-10 20:45:39 -04:00
icomrade
ed3227fa7a
Fix dupe on disconnect
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I moved the relocation code to player_sync, I didn't notice any errors
but just check to make sure it's working okay.
2016-09-10 13:43:56 -04:00
ebaydayz
f57e303355
Update vanilla fence building
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Vanilla commits applied:
https://github.com/DayZMod/DayZ/commit/e88a5c42bc86f91d254104b13064f83a2dd23a76
https://github.com/DayZMod/DayZ/commit/fe9564351108ae72496592b3bd741a5064b84ccd
https://github.com/DayZMod/DayZ/commit/9a82b8307c523046773b9cd3440c387c7155d70e
https://github.com/DayZMod/DayZ/commit/5a305198c70b1c3bdf7fbf055f550cf3a2d14001
https://github.com/DayZMod/DayZ/commit/be872601c96e526cb443b6ad47eb71fdf6618775
https://github.com/DayZMod/DayZ/commit/44a25b1b4a86d17ecf0780ba322513d756d1cbb1
https://github.com/DayZMod/DayZ/commit/7bfeab3c13b3835c5f134b39a15c8eae948a21b7
https://github.com/DayZMod/DayZ/commit/cc5f02a41ae7cba9d0312463caf48f46eed9cdad
2016-09-10 11:25:10 -04:00
ebaydayz
7be75c4674
Remove random unused faco code
2016-09-02 13:25:51 -04:00
ebaydayz
a245690cae
Use looser values for logout in air vehicle fix
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Fixes problems with
https://github.com/EpochModTeam/DayZ-Epoch/commit/7b354e7d552546303d065d24fea6f76986115f47
2016-08-28 12:40:32 -04:00
ebaydayz
7b354e7d55
Fix relog over base in air vehicle to get inside exploit
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Tested over forest, regular terrain and water without issue.
2016-08-28 11:35:32 -04:00
ebaydayz
f2c39e0038
Fix wrong _name variable in server_onPlayerDisconnect
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My mistake from #1753 , name is already passed from onPlayerDisconnected:
https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/init/server_functions.sqf#L141
2016-08-27 09:48:14 -04:00
ebaydayz
ae329db599
Add TurnLeft and TurnRight actionkeys to interrupt
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Fixes #1753
2016-08-25 17:42:24 -04:00
ebaydayz
134a614255
Remove FNC_getPlayerUID
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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
d20221caf3
Crash site spawns lowered to 1 at startup. Spawn frequency changed.
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Vanilla development commit:
https://github.com/DayZMod/DayZ/commit/a2040214dcd2d596dbfb0c32150ec387314807af
2016-08-20 16:32:56 -04:00
ebaydayz
bfca19bf80
Remove some unused legacy code
2016-08-18 17:00:08 -04:00
icomrade
6d45a8f2b6
use createVeh non-array on the server
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Faster by my testing. Also, some more performance related changes to
server_monitor
2016-08-17 15:17:43 -04:00
ebaydayz
cb3be8b547
Add minor improvement to safe diag_log
2016-08-13 13:20:36 -04:00
ebaydayz
ed47a63313
Make log more accurate in server_playerSync
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Vanilla development commits:
https://github.com/DayZMod/DayZ/commit/45ac48b5955c73b0b12fdccaed6573910170f3a7
https://github.com/DayZMod/DayZ/commit/ca23681a7d022d3ffeadfd9bf91b1942526b54ee
2016-08-12 16:41:45 -04:00
ebaydayz
7439b87779
Update damage handler and improve study body
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Vanilla development commits applied:
https://github.com/DayZMod/DayZ/commit/3db0fe8e7a3df0c2ab9e0f6bb220acf84e450da3
https://github.com/DayZMod/DayZ/commit/73a63898f11501c4aad83ead106c90b3e49461ac
https://github.com/DayZMod/DayZ/commit/08e18d5b526f8f8ee570fed1a3640d217f7fa83b
https://github.com/DayZMod/DayZ/commit/126da2dcd38a03d5583627607a78d37ad7f64091
https://github.com/DayZMod/DayZ/commit/d5fa3238656c06f8a8c1996d748130002ab2a7f6
https://github.com/DayZMod/DayZ/commit/d37526fcc62a3291fe3b7135bacb4fb172184989
https://github.com/DayZMod/DayZ/commit/5fcca134f05ddf3e4b9458cf9fe54154a9575616
https://github.com/DayZMod/DayZ/commit/c9c1fc934d449b33a9ef3bf14a82b5a40d93874b
2016-08-11 15:16:53 -04:00
ebaydayz
2fdc87a86c
Clarify comment
2016-08-11 11:15:51 -04:00
ebaydayz
72656ed001
Greatly optimize safe gear handling
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- Safe inventory arrays are no longer sent over network to all machines
on server startup and on each lock/unlock
- Disabled user input then closed gear dialog during safe
lock/unlock/pack to block various duping methods.
- Moved safe creation, deletion and gear handling to server. This cuts
down on add[Magazine/Weapon/Backpack]Cargo, createVehicle and
deleteVehicle BE logs.
2016-08-10 20:34:54 -04:00
ebaydayz
c62e3147c8
Do not send purchased vehicle marker arrow over network
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Only the player buying the vehicle needs to see the arrow.
Also fixed CfgMagazines error from:
https://github.com/EpochModTeam/DayZ-Epoch/commit/2c4c75c67c7b0230d5850b2a304a5b83020d3a3b#diff-fcf3df9a25b3d05402ab4e4809673194R6
@icomrade
2016-08-09 14:52:15 -04:00