private ["_activatingPlayer","_isOK","_worldspace","_location","_dir","_class","_uid","_key","_keySelected","_characterID","_donotusekey"]; //PVDZE_veh_Publish2 = [[_dir,_location],_part_out,false,_keySelected,_activatingPlayer]; #include "\z\addons\dayz_server\compile\server_toggle_debug.hpp" _worldspace = _this select 0; _class = _this select 1; _donotusekey = _this select 2; _keySelected = _this select 3; _activatingPlayer = _this select 4; if(_donotusekey) then { _isOK = true; } else { _isOK = isClass(configFile >> "CfgWeapons" >> _keySelected); }; if(!_isOK) exitWith { diag_log ("HIVE: CARKEY DOES NOT EXIST: "+ str(_keySelected)); }; if(_donotusekey) then { _characterID = _keySelected; } else { _characterID = str(getNumber(configFile >> "CfgWeapons" >> _keySelected >> "keyid")); }; _dir = _worldspace select 0; _location = _worldspace select 1; _uid = _worldspace call dayz_objectUID2; //Send request _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _characterID, _worldspace, [], [], 1,_uid]; #ifdef OBJECT_DEBUG diag_log ("HIVE: WRITE: "+ str(_key)); #endif _key call server_hiveWrite; // Switched to spawn so we can wait a bit for the ID [_uid,_characterID,_class,_dir,_location,_donotusekey,_activatingPlayer] spawn { private ["_object","_uid","_characterID","_done","_retry","_key","_result","_outcome","_oid","_class","_location","_object_para","_donotusekey","_activatingPlayer"]; _uid = _this select 0; _characterID = _this select 1; _class = _this select 2; //_dir = _this select 3; _location = _this select 4; _donotusekey = _this select 5; _activatingPlayer = _this select 6; _done = false; _retry = 0; // TODO: Needs major overhaul for 1.1 while {_retry < 10} do { // GET DB ID _key = format["CHILD:388:%1:",_uid]; #ifdef OBJECT_DEBUG diag_log ("HIVE: WRITE: "+ str(_key)); #endif _result = _key call server_hiveReadWrite; _outcome = _result select 0; if (_outcome == "PASS") then { _oid = _result select 1; #ifdef OBJECT_DEBUG diag_log("CUSTOM: Selected " + str(_oid)); #endif _done = true; _retry = 100; } else { diag_log("CUSTOM: trying again to get id for: " + str(_uid)); _done = false; _retry = _retry + 1; uiSleep 1; }; }; if(!_done) exitWith { diag_log("CUSTOM: failed to get id for : " + str(_uid)); }; if(DZE_TRADER_SPAWNMODE) then { //_object_para = createVehicle ["ParachuteMediumWest", [0,0,0], [], 0, "CAN_COLLIDE"]; _object_para = "ParachuteMediumWest" createVehicle [0,0,0]; _object_para setPos [_location select 0, _location select 1,(_location select 2) + 65]; //_object = createVehicle [_class, [0,0,0], [], 0, "CAN_COLLIDE"]; _object = _class createVehicle [0,0,0]; } else { //_object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; // Don't use setPos or CAN_COLLIDE here. It will spawn inside other vehicles _object = _class createVehicle _location; if (surfaceIsWater _location && {count (_location nearEntities ["Ship",8]) == 0}) then { //createVehicle "NONE" is especially inaccurate in water _object setPos _location; }; }; if(!_donotusekey) then { // Lock vehicle _object setvehiclelock "locked"; }; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object]; _object setVariable ["ObjectID", _oid, true]; _object setVariable ["lastUpdate",time]; _object setVariable ["CharacterID", _characterID, true]; //_object setVelocity [0,0,1]; if(DZE_TRADER_SPAWNMODE) then { _object attachTo [_object_para, [0,0,-1.6]]; uiSleep 1; WaitUntil{(([_object] call FNC_GetPos) select 2) < 0.1}; detach _object; deleteVehicle _object_para; }; _object call fnc_veh_ResetEH; // for non JIP users this should make sure everyone has eventhandlers for vehicles. PVDZE_veh_Init = _object; publicVariable "PVDZE_veh_Init"; diag_log format["PUBLISH: %1(%2) bought %3 with ObjectUID %4",if (alive _activatingPlayer) then {name _activatingPlayer} else {"DeadPlayer"},getPlayerUID _activatingPlayer,_class,_uid]; };