private ["_activatingPlayer","_isOK","_object","_worldspace","_location","_dir","_class","_uid","_key","_keySelected","_characterID","_donotusekey"]; //PVDZE_veh_Publish2 = [_veh,[_dir,_location],_part_out,false,_keySelected,_activatingPlayer]; _object = _this select 0; _worldspace = _this select 1; _class = _this select 2; _donotusekey = _this select 3; _keySelected = _this select 4; _activatingPlayer = _this select 5; 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")); }; diag_log ("PUBLISH: Attempt " + str(_object)); _dir = _worldspace select 0; _location = _worldspace select 1; //Generate UID test using time _uid = _worldspace call dayz_objectUID3; // TODO: check if uid already exists and if so increment by 1 and check again as soon as we find nothing continue. //Send request _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _characterID, _worldspace, [], [], 1,_uid]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; // Switched to spawn so we can wait a bit for the ID [_object,_uid,_characterID,_class,_dir,_location,_donotusekey,_activatingPlayer] spawn { private ["_object","_uid","_characterID","_done","_retry","_key","_result","_outcome","_oid","_class","_location","_object_para","_donotusekey","_activatingPlayer"]; _object = _this select 0; _uid = _this select 1; _characterID = _this select 2; _class = _this select 3; //_dir = _this select 4; _location = _this select 5; _donotusekey = _this select 6; _activatingPlayer = _this select 7; _done = false; _retry = 0; // TODO: Needs major overhaul for 1.1 while {_retry < 10} do { sleep 1; // GET DB ID _key = format["CHILD:388:%1:",_uid]; diag_log ("HIVE: WRITE: "+ str(_key)); _result = _key call server_hiveReadWrite; _outcome = _result select 0; if (_outcome == "PASS") then { _oid = _result select 1; //_object setVariable ["ObjectID", _oid, true]; diag_log("CUSTOM: Selected " + str(_oid)); _done = true; _retry = 100; } else { diag_log("CUSTOM: trying again to get id for: " + str(_uid)); _done = false; _retry = _retry + 1; }; }; // Remove marker deleteVehicle _object; 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 setPos [_location select 0, _location select 1,(_location select 2) + 65]; _object = createVehicle [_class, [0,0,0], [], 0, "CAN_COLLIDE"]; } else { _object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; }; if(!_donotusekey) then { // Lock vehicle _object setvehiclelock "locked"; }; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; // _object setVehicleAmmo DZE_vehicleAmmo; _object setVariable ["ObjectID", _oid, true]; _object setVariable ["lastUpdate",time]; _object setVariable ["CharacterID", _characterID, true]; if(DZE_TRADER_SPAWNMODE) then { _object attachTo [_object_para, [0,0,-1.6]]; sleep 1.0; WaitUntil{(([_object] call FNC_GetPos) select 2) < 0.1}; detach _object; deleteVehicle _object_para; }; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object]; _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 ("PUBLISH: " + str(_activatingPlayer) + " Bought " + (_class) + " with ID " + str(_uid)); };