I wasn't aware modular_build had permanentPlot stuff in it so i've moved
the ownerPUID setting to inside the main PFL stuff. Saves having 2 if
statements.
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.
Vanilla development commit:
af9e009bae
- renamed magazines for better sorting
- renamed attachments for better sorting ([A] prefix added) some fixes,
some strings moved to proper section
- Remington 870 added to new attachment system (weapon flashlight)
- Double-barrel shotgun will now spawns with pellets and has Doubleshot
option (maybe this will make it more popular?)
Access control for upgrade and downgrade is now included in
fn_selfActions as per #1706
I moved _upgrade down in fn_selfActions so it is only checked it if the
right conditions are met.
* Changes to snappoints.hpp fixes issues with metal floors snapping to a cinder wall. Cinder to cinder will create small gaps and then metal floors won't properly line up unless you start with a metal floor then snap cinders. By making both the same snap size, this fixes this issue.
Changes to doorAccess.hpp makes it possible to unlock doors and downgrade them again. It was setting dze_lock_door to the players UID instead of the door code as it should so the conditions would not be met in fn_selfActions to give you additional access.
Changes to fn_selfActions refine access to certain points more accurately (the way they should be IMO)
1) Adds a check to see if the building item can be upgraded anymore before presenting the menu, this stops you receiving the "upgrade item" action even when the item is fully upgraded
2) Adds access checks to the maintain individual item menu action so only item owner, plot owner and plot friends will see it, same with the above upgrade item menu action, this will also stop you receiving this when you are on someone elses plot that you may not have access to (I.e it's useless)
3) Changes modular building access to be item owner, plot owner and plot friend to remove modular items.
4) Changes plot managment action menu so item owner, plot owner and plot friend can access it. I thought there could be a situation where item owner != plot owner. This can be reverted if that is never possible.
5) Changes downgrading so only item owner, plot owner and plot friends can access it. If someone has the door code that doesn't mean they should be able to remove the combo (IMO)
* typo.
* Advanced trading fixes/modifcations
This adds combine currency option to the Advanced trading screen since
@Airwaves man noticed it didn't have a way of doing it.
Updated stringtables with correct "paid" spelling and differing text for
buying/selling.
This also addds proper currency checking/reporting for the log system
that has been introduced, it's untidy but it works, instead of getting
"user bought x for 1000 currency" in a non coins server, it will convert
it to the proper 1 brief 5 10oz gold etc system (uses a new function
z_calcDefaultCurrencyNoImg)
This also adds a check to see if the buy list is empty (as per the
selling list) and returns text to the user informing them.
Re-arranged buy and sell so buy is on top of sell, it's a bit easier to
read then.
* Advanced trading logging change
This was missing from my previous commit, this changes the
server_tradeobject to check if it's being passed a number (single
currency) or text (my logging currency changes)
* Advanced trading fixes (again)
* Advanced trading rework
Fixes all problems @ebaydayz
* Rename typo'd variable "s_player_upgradestorage"
This renames an obviously typo'd variable to what it should be.
* fixes derp string.
* asdf (#3)
asdf
Since door management uses the inventory field to store doorFriends the
last condition was always returning false and locked doors would never
get damage set on them.
@AirwavesMan - For future reference, if you notice any more new stuff we
forgot to add to the traders we probably forgot to add them to R3F
weight too.
* Advanced trading fixes/modifcations
This adds combine currency option to the Advanced trading screen since
@Airwaves man noticed it didn't have a way of doing it.
Updated stringtables with correct "paid" spelling and differing text for
buying/selling.
This also addds proper currency checking/reporting for the log system
that has been introduced, it's untidy but it works, instead of getting
"user bought x for 1000 currency" in a non coins server, it will convert
it to the proper 1 brief 5 10oz gold etc system (uses a new function
z_calcDefaultCurrencyNoImg)
This also adds a check to see if the buy list is empty (as per the
selling list) and returns text to the user informing them.
Re-arranged buy and sell so buy is on top of sell, it's a bit easier to
read then.
* Advanced trading logging change
This was missing from my previous commit, this changes the
server_tradeobject to check if it's being passed a number (single
currency) or text (my logging currency changes)
* Advanced trading rework
Fixes all problems @ebaydayz
The full cinder wall and the half cinder half kit had the same name ingame. I tried to correct it but I saw that the string was too long when you click right on a full cinder wall kit to build it. I renamed both kits so that both kits stand by each other.
It does not feel right, when you enter a military area and see only Worker Zombies. I changed the Zombie Typs of the buildings to look more like a military area.
I did not realize lootPosSmall positions can only fit small objects like
soda cans etc., so it is not okay to merge them with the main lootPos
arrays. This separates them back out.
This solution will work like 1.0.5.1 CfgLootSmall. <GroupName>Small is
used to spawn additional loot if the building type has lootPosSmall
positions available. It is not necessary to add a <GroupName>Small for
types that do not have lootPosSmall positions.
Some of these objects may still be too big or too small (knife,
binoculars, matchbox, etc.) for the positions and look out of place. If
that is the case please submit a pull with any problematic ones removed
from the <GroupName>Small groups (check if they aren't in 1051
CfgLootSmall first). Balance and rates may need adjustment as I just
took the normal groups and removed large objects from them while trying
to keep similar items to 1.0.5.1 CfgLootSmall.
Epoch has custom loot positions for many buildings. Most lootPos have
not changed in vanilla since pre 1.7.x.
The vanilla lootPos are now commented out and custom Epoch ones are
added back. LootPosSmall positions are now included in lootPos and
marked with //DZE EXTRA
LootPosSmall are included and used by default in 1051, so it is simpler
to add them to the main lootPos lists instead of having a separate loop
in buildingSpawnLoot.sqf for them.
Passing false as the second parameter to fnc_find_plots always returns
DZE_PlotPole select 0. In dze_buildchecks we want to use DZE_PlotPole
select 1 if the classname is a plot pole.
_distance is already defined as DZE_PlotPole select 0 in the other three
files, so it is redundant to redefine it as the return value.
In player_upgrade.sqf the check for DZE_permanentPlot is not necessary,
because FNC_check_access handles both cases.
I just changed the spawing zombie typ for the military special loot. I noticed that there are only "z_new_worker2-4" zombies in the baracks and got a bit confused. So now we have the military zombies back.
It is unnecessary to specify default values in configVariables.sqf
comments. All values in this file will be defaults at release. It can't
be edited by admins directly. They need to copy the variables to their
mission to change them, so they will always be able to reference it for
the defaults.
Fn_check_access provides the same functionality and more.
Removed folders that only contained a single file to clean things up.
Also added epoch tag friendly code to vanilla player_updateGui for now.
* Added doorManagement
* Rename FNC_check_owner --> FNC_check_owner_friends
* Fixed typo
* Fixed bug in FNC_check_owner_friends which allowed every user to manage
every plot and door.
* Removed unused DZE_doorManagementHarderPenalty from configVariables.sqf
* Now checking if _playerUID is in _friendlies for both cases.
* DZE_plotforLife should be DZE_permanentPlot
* Fixed case where DZE_permanentPlot is false.
* Forgot to add STR_EPOCH_CANCEL
* Changed translations to suggested string by ebaydayz.
* Renamed EyeScanner to DoorAccess.
* Reworked access rights for door management.
* DZE_doorManagementMustBeClose = true; //Players must be within 10m of
door to be added as a door friend.
* Fixed copy-paste error.
* Replace count with if
* Remove redundant test.
* Also replaced count in door management admins check.
* Change plotManagement and doorManagement to be consistent to
DayZ_UseSteamID (get UID from FNC_GetPlayerUID).
* Use _playerUID and _characterID more consistent.
* Added german translation to
STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST.