Files
DayZ-Epoch/dayz_server/compile/server_publishVehicle2.sqf
vbawol 480c2a3bc9 1.0.0.9 Developer Build
+ [FIXED] Player position was saved to [] in certain areas of Taviana
forcing random spawn. Override variables added dayz_minpos (default:
-20000) and dayz_maxpos (default: 20000). To better support Taviana use
dayz_minpos = -26000; dayz_maxpos = 26000;  Thanks to dayzforever.com
admin for the heads up.
+ [ADDED] Small Desert Camo Net - desert_net_kit - Recipe: 4 x tent + 4
x metal pole
+ [ADDED] Large Desert Camo Net - desert_large_net_kit - Recipe: 3 x
desert_net_kit
+ [ADDED] Small Forest Camo Net - forest_net_kit - Recipe: 4 x tent + 4
x metal pole
+ [ADDED] Large Forest Camo Net - forest_large_net_kit - Recipe: 3 x
forest_net_kit
+ [CHANGED] changed out ItemSodaRbull with ItemSodaR4z0r due to
glitching with rbull model.
+ [ADDED] New Heavy Duty SUV with camo skin (Armor: 50) +25 increase in
armor and holds 100 magazines, 10 weapons, 5 backpacks. Camo skin from
here:
http://www.404games.co.uk/forum/index.php?/topic/1243-camo-suv-skin-code-here/
+ [ADDED] Sandbag Nest (sandbag_nest_kit) Required Tools: ItemEtool,
ItemToolbox. Recipe: ItemSandbag x 4, PartWoodPlywood x 2,
PartWoodLumber x 4.
+ [CHANGED] When selling multiple magazine items traders should now
always give highest denomination back.
+ [CHANGED] workshop is now required for most crafting. Currently a Nice
Wood Shed or a Wooden Shack will work.
+ [CHANGED] Updated camo female texture thanks to
http://www.twitch.tv/miss_alejandria
+ [ADDED] New vehicle ownership is now tied to vehicle keys. When you
purchase a new vehicle you will get a key added to your toolbelt.  Do
not drop on the ground as they are easy to loose.
+ [ADDED] Server admins can now change default fresh spawn loadout
within mission init.sqf. DefaultMagazines =
["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"];
DefaultBackpack = ""; DefaultBackpackWeapon = "";
+ [ADDED] added override variable for to change the distance for selling
vehicles. dayz_sellDistance = 20; in the missions init.sqf
+ [REVERT] Re-enabled old refuel sources and added (TODO: ability to
fill 55 gallon barrels off them).
+ [ADDED] More internal code locks and addaction locks to prevent bugged
menus.
+ [CHANGED] Can no longer drop
"MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole" from
primary slot, you must add it to your toolbelt first.
+ [ADDED]  Fishing now requires casting and waiting to catch a fish
(currently only trout).
+ [FIXED] Incorrect TradeInprogress message for Open Crate code.
+ [FIXED] Boat dealers can now use ["HeliHCivil","HeliHempty"] as
alternate spawn locations for new vehicles.
+ [FIXED] Fixed spawning of Skin_TK_INS_Warlord_EP1 needed to be
Skin_TK_INS_Warlord_EP1_DZ in loot table instead.
+ [ADDED] Gain 1 humanity for each zed you gut. only after body is
cleared and the body disappears.
+ [REMOVED] Removed m240 nest crafting for now too many problems still.
+ [ADDED] You now get a key when purchasing a vehicle,
+ [ADDED] Have your pen and paper handy for this one... When placing a
personal safe you will now get a 4 digit pin code that you will need to
use gain access to your safe.
+ [FIXED] Issues with Arma 2 free and ArmA 2 X users when purchasing
vehicles and placing vaults have now been resolved.
+ [CHANGED] Namalsk Plane vendor moved inside building, Medical vendor
moved to adjacent building.
2013-05-22 07:34:26 -05:00

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private["_isOK","_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;
_keySelected = _this select 4;
_isOK = isClass(configFile >> "CfgWeapons" >> _keySelected);
if(!_isOK) exitWith { diag_log ("HIVE: CARKEY DOES NOT EXIST: "+ str(_keySelected)); };
_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] 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"];
clearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;
_object allowDamage false;
_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;
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));
sleep 1.0;
_object allowDamage true;
};