Files
DayZ-Epoch/dayz_server/compile/server_publishVehicle2.sqf
vbawol 211415389f 1.0.0.3 Developer Build
+ [FIXED] Battleye kick when calling dog. Thanks to @kikyou2
+ [FIXED] Moved vehicle event handler to server side with a call to all
connected clients. Before it was just set on only the owner and the
server. This should fix issues with damage/repair handling of just
purchased vehicles.
+ [FIXED] Fixed case sensitivity in building loot generation. This was
only a problem on new maps that share the same buildings as others yet
have differing case in the classnames.
+ [ADDED] New build-ables: Fence_corrugated_DZ, M240Nest_DZ,
CanvasHut_DZ, ParkBench_DZ, MetalGate_DZ, OutHouse_DZ, Wooden_shed_DZ,
WoodShack_DZ, StorageShed_DZ.
+ [ADDED] New crafting items: ItemCanvas, PartWoodLumber,
PartWoodPlywood, ItemCorrugated, ItemPole
+ [ADDED] 55 gallon (210 liter) Fuel Barrel that can only be used on
helicopters or fuel trucks.
+ [ADDED] All DayZ specific magazine items now only take one slot, this
also makes it easier to become over burdened so be careful about
blacking out.
+ [ADDED] More building loot spawn positions for Namalsk.
+ [FIXED] When packing tent get classname of new weapon_holder from
config.
+ [CHANGED] Totally reworked player building system. Preview and
placement accuracy has been significantly improved. Building now
requires X number of stages to complete. Players cannot build while in
combat.
+ [CHANGED] Added required tools array and is nearby checking for fire,
etc. Also, each item can now have 5 separate crafting options.
+ [CHANGED] Reworked refuel and siphon code to support more can types.
+ [CHANGED] Removed all infinite fueling sources and added
(KamazRefuel_DZ, UralRefuel_TK_EP1_DZ,MtvrRefuel_DES_EP1_DZ) variants of
the fuel trucks to remove auto refuel and increase siphon-able fuel
capacity to 10000.  Old style refuel can still be used if the variable
dayz_oldrefuel = true is set in the missions init.sqf.
+ [CHANGED] Remove object code now uses config variables instead of hard
coded into sqf (default: constructioncount = 5)
+ [CHANGED] Moved most arrays for revealing objects, allowed objects,
update objects, disallowed combat roll to arrays within variables.sqf.
So that these arrays are unified and easier to change.
+ [CHANGED] New vehicle spawns now have a new fuel system using a random
percent between min and max variables. Defaults: (DynamicVehicleFuelLow
= 0; DynamicVehicleFuelHigh = 100;)
+ [CHANGED] New vehicle spawns now damage all parts and without a
limiter on fuel and engine parts, this could cause a vehicle to be very
close to blowing up.
+ [CHANGED] Disabled simulation server side of all road debris and
crashes.
2013-04-17 10:04:34 -05:00

108 lines
3.1 KiB
Plaintext

private["_object","_worldspace","_location","_dir","_character","_tent","_class","_id","_uid","_dam","_hitpoints","_selection","_array","_damage","_randFuel","_fuel","_key","_result","_outcome","_totaldam","_parts","_retry","_done","_spawnDMG"];
_object = _this select 0;
_worldspace = _this select 1;
_class = _this select 2;
_spawnDMG = _this select 3;
_characterID = _this select 4;
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] spawn {
private["_object","_uid","_characterID","_done","_retry","_key","_result","_outcome","_oid","_selection","_dam","_class"];
_object = _this select 0;
_uid = _this select 1;
_characterID = _this select 2;
_class = _this select 3;
_dir = _this select 4;
_location = _this select 5;
_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)); };
_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 setVariable ["ObjectID", _oid, true];
_object setVariable ["lastUpdate",time];
_object setVariable ["CharacterID", _characterID, true];
_object attachTo [_object_para, [0,0,-1.6]];
sleep 1.0;
WaitUntil{(getpos _object select 2) < 0.1};
detach _object;
deleteVehicle _object_para;
// _object setDamage _damage;
// _object setFuel _fuel;
clearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;
_veh setdir _dir;
_veh setpos _location;
//_object setvelocity [0,0,1];
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_object];
_object call fnc_vehicleEventHandler;
// for non JIP users this should make sure everyone has eventhandlers for vehicles.
dayzVehicleInit = _object;
publicVariable "dayzVehicleInit";
diag_log ("PUBLISH: Created " + (_class) + " with ID " + str(_uid));
};