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[Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)


striker

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When players upgrade the doors flip back the normal way

 

Check your player_upgrade.sqf, it should be this if you are using the regular files.

 

player_upgrade.sqf

 

/*
DayZ Base Building Upgrades
Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].
*/
private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot"];

if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;

player removeAction s_player_upgrade_build;
s_player_upgrade_build = 1;


_distance = 30;
_needText = localize "str_epoch_player_246";

// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];

{
if (alive _x) then {
_findNearestPole set [(count _findNearestPole),_x];
};
} count _findNearestPoles;

_IsNearPlot = count (_findNearestPole);

_canBuildOnPlot = false;

if(_IsNearPlot == 0) then {
_canBuildOnPlot = true;
} else {

// check nearby plots ownership && then for friend status
_nearestPole = _findNearestPole select 0;

// Find owner
_ownerID = _nearestPole getVariable["CharacterID","0"];

// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];

// check if friendly to owner
if(dayz_characterID == _ownerID) then {
_canBuildOnPlot = true;
} else {
_friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
};
};

// exit if not allowed due to plot pole
if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; };

// get cursortarget from addaction
_obj = _this select 3;

// Find objectID
_objectID = _obj getVariable ["ObjectID","0"];

// Find objectUID
_objectUID = _obj getVariable ["ObjectUID","0"];

if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};

// Get classname
_classname = typeOf _obj;

// Find display name
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");

// Find next upgrade
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding");

if ((count _upgrade) > 0) then {

_newclassname = _upgrade select 0;

_lockable = 0;
if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then {
_lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable");
};

_requirements = _upgrade select 1;

_missingQty = 0;
_missing = "";

_proceed = true;
{
_itemIn = _x select 0;
_countIn = _x select 1;
_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
} forEach _requirements;

if (_proceed) then {
[1,1] call dayz_HungerThirst;
player playActionNow "Medic";
[player,20,true,(getPosATL player)] spawn player_alertZombies;

_temp_removed_array = [];
_removed_total = 0;
_tobe_removed_total = 0;

{
_removed = 0;
_itemIn = _x select 0;
_countIn = _x select 1;
// diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
_tobe_removed_total = _tobe_removed_total + _countIn;

{
if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
_num_removed = ([player,_x] call BIS_fnc_invRemove);
_removed = _removed + _num_removed;
_removed_total = _removed_total + _num_removed;
if(_num_removed >= 1) then {
_temp_removed_array set [count _temp_removed_array,_x];
};
};

} forEach magazines player;

} forEach _requirements;

// all parts removed proceed
if (_tobe_removed_total == _removed_total) then {

// Get position
_location = _obj getVariable["OEMPos",(getposATL _obj)];

// Get direction
_dir = getDir _obj;

//Get Vector
_vector = [(vectorDir _obj),(vectorUp _obj)];

// Current charID
_objectCharacterID = _obj getVariable ["CharacterID","0"];

_classname = _newclassname;

// Create new object
_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];

// Set direction
_object setDir _dir;

// Set vector
_object setVectorDirAndUp _vector;

// Set location
_object setPosATL _location;

if (_lockable == 3) then {

_combination_1 = floor(random 10);
_combination_2 = floor(random 10);
_combination_3 = floor(random 10);
_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];

_objectCharacterID = _combination;

cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5];
} else {
cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5];
};

PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_vector],_classname,_obj,player];
publicVariableServer "PVDZE_obj_Swap";

player reveal _object;

} else {

{player addMagazine _x;} count _temp_removed_array;
cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"];

};
} else {
_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"];
};

} else {
cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"];
};

DZE_ActionInProgress = false;
s_player_upgrade_build = -1;

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Okay some issues I found:

  • Build a safe, pitch forward, it goes backwards, and vice versa.
  • Build a safe, pitch backwards (will go forwards), safe will go inside character model causing character to start ice skating on land :) (I think this will apply to any big build-able that will go inside the player.)
  • Build a safe, rotate forward, bank left, place, repeat with another safe, try and snap to the side, the angles screw up.

Not played around with it much but these are a few issues I found when I did.

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This lookz awesome... 

has anyone got this working with admin fastbuild/upgrade without plot4life ?

 

with difmerge upgrade looks fairly easy to integrate but tthe playerbuild not so easy for me...

 

Ill be releasing two versions here in a hour or so with Admin fastbuild/upgrade and right clickables. One with raymix's snap build and One with OtterNas3 snap build. If you don't want right clickables, should be pretty straight forward to uninstall.

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as far as i know this cant work with plotforlife or ?

cause the vector variables are safed inside the worldspace field like the UID from plotforlife, as soon as you look to a vector building it will break the plotforlife script and you cant unlock safes or vehicles anymore.

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as far as i know this cant work with plotforlife or ?

cause the vector variables are safed inside the worldspace field like the UID from plotforlife, as soon as you look to a vector building it will break the plotforlife script and you cant unlock safes or vehicles anymore.

 

I am well aware of plotforlife saving to the worldspace array, that is why I wrote this section for the server_monitor.sqf

_vector = [[0,0,0],[0,0,0]];
		_vecExists = false;
		_ownerPUID = "0";
		if (count _worldspace >= 3) then{
			if(count _worldspace == 3) then{
					if(typename (_worldspace select 2) == "STRING")then{
						_ownerPUID = _worldspace select 2;
					}else{
						 if(typename (_worldspace select 2) == "ARRAY")then{
							_vector = _worldspace select 2;
							if(count _vector == 2)then{
								if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
									_vecExists = true;
								};
							};
						};					
					};
					
			}else{
				//Was not 3 elements, so check if 4 or more
				if(count _worldspace == 4) then{
					if(typename (_worldspace select 2) == "STRING")then{
						_ownerPUID = _worldspace select 2;
					};
			
					if(typename (_worldspace select 3) == "ARRAY")then{
						_vector = _worldspace select 3;
						if(count _vector == 2)then{
							if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
								_vecExists = true;
							};
						};
					};
				}else{
					//More than 3 or 4 elements found
					//Might add a search for the vector, ownerPUID will equal 0
				};
			};
		};

If it is 3 elements, checks weather it is a string or array. If string, treat as uid. If array, check and treat as a vector. If it is 4 elements, treat 3rd one like the uid and treat the 4th one as a vector.

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Ill be releasing two versions here in a hour or so with Admin fastbuild/upgrade and right clickables. One with raymix's snap build and One with OtterNas3 snap build. If you don't want right clickables, should be pretty straight forward to uninstall.

howz that going ??

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When I upgrade cinder doors that are on an axis they revert to their normal position... what did I do wrong?

 

Take a look at your player_upgrade.sqf

 

Should look like this

 

/*
	DayZ Base Building Upgrades
	Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].
*/
private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot"];

if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;

player removeAction s_player_upgrade_build;
s_player_upgrade_build = 1;


_distance = 30;
_needText = localize "str_epoch_player_246";

// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];

{
	if (alive _x) then {
		_findNearestPole set [(count _findNearestPole),_x];
	};
} count _findNearestPoles;

_IsNearPlot = count (_findNearestPole);

_canBuildOnPlot = false;

if(_IsNearPlot == 0) then {
	_canBuildOnPlot = true;
} else {
	
	// check nearby plots ownership && then for friend status
	_nearestPole = _findNearestPole select 0;

	// Find owner 
	_ownerID = _nearestPole getVariable["CharacterID","0"];

	// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];

	// check if friendly to owner
	if(dayz_characterID == _ownerID) then {
		_canBuildOnPlot = true;		
	} else {
		_friendlies		= player getVariable ["friendlyTo",[]];
		// check if friendly to owner
		if(_ownerID in _friendlies) then {
			_canBuildOnPlot = true;
		};
	};
};

// exit if not allowed due to plot pole
if(!_canBuildOnPlot) exitWith {  DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; };

// get cursortarget from addaction
_obj = _this select 3;

// Find objectID
_objectID 	= _obj getVariable ["ObjectID","0"];

// Find objectUID
_objectUID	= _obj getVariable ["ObjectUID","0"];

if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};

// Get classname
_classname = typeOf _obj;

// Find display name
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");

// Find next upgrade
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding");

if ((count _upgrade) > 0) then {

	_newclassname = _upgrade select 0;

	_lockable = 0;
	if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then {
		_lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable");
	};

	_requirements = _upgrade select 1;
	
	_missingQty = 0;
	_missing = "";
	
	_proceed = true;
	{
		_itemIn = _x select 0;
		_countIn = _x select 1;
		_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
		if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
	} forEach _requirements;
	
	if (_proceed) then {
		[1,1] call dayz_HungerThirst;
		player playActionNow "Medic";
		[player,20,true,(getPosATL player)] spawn player_alertZombies;
	
		_temp_removed_array = [];
		_removed_total = 0;
		_tobe_removed_total = 0;
		
		{
			_removed = 0;
			_itemIn = _x select 0;
			_countIn = _x select 1;
			// diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
			_tobe_removed_total = _tobe_removed_total + _countIn;

			{					
				if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
					_num_removed = ([player,_x] call BIS_fnc_invRemove);
					_removed = _removed + _num_removed;
					_removed_total = _removed_total + _num_removed;
					if(_num_removed >= 1) then {
						_temp_removed_array set [count _temp_removed_array,_x];
					};
				};
		
			} forEach magazines player;

		} forEach _requirements;

		// all parts removed proceed
		if (_tobe_removed_total == _removed_total) then {
			
			// Get position
			_location	= _obj getVariable["OEMPos",(getposATL _obj)];

			// Get direction
			_dir = getDir _obj;
			
			//Get Vector
			_vector = [(vectorDir _obj),(vectorUp _obj)];
			
			// Current charID
			_objectCharacterID 	= _obj getVariable ["CharacterID","0"];

			_classname = _newclassname;
			
			// Create new object 
			_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];

			// Set direction
			_object setDir _dir;

			// Set vector
			_object setVectorDirAndUp _vector;
			
			// Set location
			_object setPosATL _location;

			if (_lockable == 3) then {

				_combination_1 = floor(random 10);
				_combination_2 = floor(random 10);
				_combination_3 = floor(random 10);
				_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
				
				_objectCharacterID = _combination;
				
				cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5];
			} else {	
				cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5];
			};

			PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_vector],_classname,_obj,player];
			publicVariableServer "PVDZE_obj_Swap";

			player reveal _object;
			
		} else {
		
			{player addMagazine _x;} count _temp_removed_array;
			cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"];
		
		};
	} else {
		_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
		cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"];
	};

} else {
	cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"];
};

DZE_ActionInProgress = false;
s_player_upgrade_build = -1; 

 

If it looks like this, then verify that your self actions are correct.

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Hey BuildVector followers,

 

Updated the files for the latest snap build by Raymix and added files that support Adminbuild and Right Click Buildables

 

Thanks

striker

Working great. Thankz for the update with adminbuild

Thankz to you and Sourcegear's diffmerge got it working alongside over 50 other scripts 

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Take a look at your player_upgrade.sqf

 

Should look like this

 

/*
	DayZ Base Building Upgrades
	Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].
*/
private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot"];

if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;

player removeAction s_player_upgrade_build;
s_player_upgrade_build = 1;


_distance = 30;
_needText = localize "str_epoch_player_246";

// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];

{
	if (alive _x) then {
		_findNearestPole set [(count _findNearestPole),_x];
	};
} count _findNearestPoles;

_IsNearPlot = count (_findNearestPole);

_canBuildOnPlot = false;

if(_IsNearPlot == 0) then {
	_canBuildOnPlot = true;
} else {
	
	// check nearby plots ownership && then for friend status
	_nearestPole = _findNearestPole select 0;

	// Find owner 
	_ownerID = _nearestPole getVariable["CharacterID","0"];

	// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];

	// check if friendly to owner
	if(dayz_characterID == _ownerID) then {
		_canBuildOnPlot = true;		
	} else {
		_friendlies		= player getVariable ["friendlyTo",[]];
		// check if friendly to owner
		if(_ownerID in _friendlies) then {
			_canBuildOnPlot = true;
		};
	};
};

// exit if not allowed due to plot pole
if(!_canBuildOnPlot) exitWith {  DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; };

// get cursortarget from addaction
_obj = _this select 3;

// Find objectID
_objectID 	= _obj getVariable ["ObjectID","0"];

// Find objectUID
_objectUID	= _obj getVariable ["ObjectUID","0"];

if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};

// Get classname
_classname = typeOf _obj;

// Find display name
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");

// Find next upgrade
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding");

if ((count _upgrade) > 0) then {

	_newclassname = _upgrade select 0;

	_lockable = 0;
	if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then {
		_lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable");
	};

	_requirements = _upgrade select 1;
	
	_missingQty = 0;
	_missing = "";
	
	_proceed = true;
	{
		_itemIn = _x select 0;
		_countIn = _x select 1;
		_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
		if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
	} forEach _requirements;
	
	if (_proceed) then {
		[1,1] call dayz_HungerThirst;
		player playActionNow "Medic";
		[player,20,true,(getPosATL player)] spawn player_alertZombies;
	
		_temp_removed_array = [];
		_removed_total = 0;
		_tobe_removed_total = 0;
		
		{
			_removed = 0;
			_itemIn = _x select 0;
			_countIn = _x select 1;
			// diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
			_tobe_removed_total = _tobe_removed_total + _countIn;

			{					
				if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
					_num_removed = ([player,_x] call BIS_fnc_invRemove);
					_removed = _removed + _num_removed;
					_removed_total = _removed_total + _num_removed;
					if(_num_removed >= 1) then {
						_temp_removed_array set [count _temp_removed_array,_x];
					};
				};
		
			} forEach magazines player;

		} forEach _requirements;

		// all parts removed proceed
		if (_tobe_removed_total == _removed_total) then {
			
			// Get position
			_location	= _obj getVariable["OEMPos",(getposATL _obj)];

			// Get direction
			_dir = getDir _obj;
			
			//Get Vector
			_vector = [(vectorDir _obj),(vectorUp _obj)];
			
			// Current charID
			_objectCharacterID 	= _obj getVariable ["CharacterID","0"];

			_classname = _newclassname;
			
			// Create new object 
			_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];

			// Set direction
			_object setDir _dir;

			// Set vector
			_object setVectorDirAndUp _vector;
			
			// Set location
			_object setPosATL _location;

			if (_lockable == 3) then {

				_combination_1 = floor(random 10);
				_combination_2 = floor(random 10);
				_combination_3 = floor(random 10);
				_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
				
				_objectCharacterID = _combination;
				
				cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5];
			} else {	
				cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5];
			};

			PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_vector],_classname,_obj,player];
			publicVariableServer "PVDZE_obj_Swap";

			player reveal _object;
			
		} else {
		
			{player addMagazine _x;} count _temp_removed_array;
			cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"];
		
		};
	} else {
		_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
		cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"];
	};

} else {
	cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"];
};

DZE_ActionInProgress = false;
s_player_upgrade_build = -1; 

 

If it looks like this, then verify that your self actions are correct.

Same problem here. Building with vector is not saving the vector in database i think. After restart all buildings are standing without the vectorsystem. My fn_selfActions.sqf is like yours here, but for my has other parameter. i think that`s ok.

But in player_upgrade.sqf i have the addition Indestructible Items. Could it be , that this causes the issues?

/*
	DayZ Base Building Upgrades
	Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].
*/
private ["_location","_dir","_classname","_missing","_text","_proceed","_num_removed","_object","_missingQty","_itemIn","_countIn","_qty","_removed","_removed_total","_tobe_removed_total","_objectID","_objectUID","_temp_removed_array","_textMissing","_newclassname","_requirements","_obj","_upgrade","_lockable","_combination_1","_combination_2","_combination_3","_combination","_objectCharacterID","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_distance","_needText","_findNearestPoles","_findNearestPole","_IsNearPlot"];

if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_52") , "PLAIN DOWN"]; };
DZE_ActionInProgress = true;

player removeAction s_player_upgrade_build;
s_player_upgrade_build = 1;


_distance = 30;
_needText = localize "str_epoch_player_246";

// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];

{
	if (alive _x) then {
		_findNearestPole set [(count _findNearestPole),_x];
	};
} count _findNearestPoles;

_IsNearPlot = count (_findNearestPole);

_canBuildOnPlot = false;

if(_IsNearPlot == 0) then {
	_canBuildOnPlot = true;
} else {
	
	// check nearby plots ownership && then for friend status
	_nearestPole = _findNearestPole select 0;

	// Find owner 
	_ownerID = _nearestPole getVariable["CharacterID","0"];

	// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];

	// check if friendly to owner
	if(dayz_characterID == _ownerID) then {
		_canBuildOnPlot = true;		
	} else {
		_friendlies		= player getVariable ["friendlyTo",[]];
		// check if friendly to owner
		if(_ownerID in _friendlies) then {
			_canBuildOnPlot = true;
		};
	};
};

// exit if not allowed due to plot pole
if(!_canBuildOnPlot) exitWith {  DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_157"),_needText,_distance] , "PLAIN DOWN"]; };

// get cursortarget from addaction
_obj = _this select 3;

// Find objectID
_objectID 	= _obj getVariable ["ObjectID","0"];

// Find objectUID
_objectUID	= _obj getVariable ["ObjectUID","0"];

if(_objectID == "0" && _objectUID == "0") exitWith {DZE_ActionInProgress = false; s_player_upgrade_build = -1; cutText [(localize "str_epoch_player_50"), "PLAIN DOWN"];};

// Get classname
_classname = typeOf _obj;

// Find display name
_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");

// Find next upgrade
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "upgradeBuilding");

if ((count _upgrade) > 0) then {

	_newclassname = _upgrade select 0;

	_lockable = 0;
	if(isNumber (configFile >> "CfgVehicles" >> _newclassname >> "lockable")) then {
		_lockable = getNumber(configFile >> "CfgVehicles" >> _newclassname >> "lockable");
	};

	_requirements = _upgrade select 1;
	
	_missingQty = 0;
	_missing = "";
	
	_proceed = true;
	{
		_itemIn = _x select 0;
		_countIn = _x select 1;
		_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
		if(_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
	} forEach _requirements;
	
	if (_proceed) then {
		[1,1] call dayz_HungerThirst;
		player playActionNow "Medic";
		[player,20,true,(getPosATL player)] spawn player_alertZombies;
	
		_temp_removed_array = [];
		_removed_total = 0;
		_tobe_removed_total = 0;
		
		{
			_removed = 0;
			_itemIn = _x select 0;
			_countIn = _x select 1;
			// diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
			_tobe_removed_total = _tobe_removed_total + _countIn;

			{					
				if( (_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
					_num_removed = ([player,_x] call BIS_fnc_invRemove);
					_removed = _removed + _num_removed;
					_removed_total = _removed_total + _num_removed;
					if(_num_removed >= 1) then {
						_temp_removed_array set [count _temp_removed_array,_x];
					};
				};
		
			} forEach magazines player;

		} forEach _requirements;

		// all parts removed proceed
		if (_tobe_removed_total == _removed_total) then {
			
			// Get position
			_location	= _obj getVariable["OEMPos",(getposATL _obj)];

			// Get direction
			_dir = getDir _obj;
			
			//Get Vector
			_vector = [(vectorDir _obj),(vectorUp _obj)];
			
			// Current charID
			_objectCharacterID 	= _obj getVariable ["CharacterID","0"];

			_classname = _newclassname;
			
			// Create new object 
			_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];
//#########################INDESTRUCTIBLE ITEMS#########################
			if ((typeOf _object) in indestructible) then {
				_object addEventHandler ["HandleDamage", {false}];
				_object enableSimulation false;
			};
//######################################################################
			// Set direction
			_object setDir _dir;

			// Set vector
			_object setVectorDirAndUp _vector;
			
			// Set location
			_object setPosATL _location;

			if (_lockable == 3) then {

				_combination_1 = floor(random 10);
				_combination_2 = floor(random 10);
				_combination_3 = floor(random 10);
				_combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];
				
				_objectCharacterID = _combination;
				
				cutText [format[(localize "str_epoch_player_158"),_combination,_text], "PLAIN DOWN", 5];
			} else {	
				cutText [format[(localize "str_epoch_player_159"),_text], "PLAIN DOWN", 5];
			};

			PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location,_vector],_classname,_obj,player];
			publicVariableServer "PVDZE_obj_Swap";

			player reveal _object;
			
		} else {
		
			{player addMagazine _x;} count _temp_removed_array;
			cutText [format[(localize "str_epoch_player_145"),_removed_total,_tobe_removed_total], "PLAIN DOWN"];
		
		};
	} else {
		_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
		cutText [format[(localize "str_epoch_player_146"),_missingQty, _textMissing], "PLAIN DOWN"];
	};

} else {
	cutText [(localize "str_epoch_player_82"), "PLAIN DOWN"];
};

DZE_ActionInProgress = false;
s_player_upgrade_build = -1;

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Same problem here. Building with vector is not saving the vector in database i think. After restart all buildings are standing without the vectorsystem. My fn_selfActions.sqf is like yours here, but for my has other parameter. i think that`s ok.

But in player_upgrade.sqf i have the addition Indestructible Items. Could it be , that this causes the issues?

 

If it is after the restart that this issue occurs, then it is most likely a server_monitor.sqf issue.

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only issue I have found is if I change the combolock code it will respawn new door on normal position.

Im thinking this is because its actually respawning the door and it can't use same database positions.

it is because the combolock code is getting the current position but not the vectorUp, it needs to be changed the same way the upgrade code does

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If it is after the restart that this issue occurs, then it is most likely a server_monitor.sqf issue.

 

Hmmmm, i had to merge your server_monitor with mine, because of indestrucible items.

 

thought i have done everything right. This is it

private ["_nul","_result","_pos","_wsDone","_dir","_isOK","_countr","_objWpnTypes","_objWpnQty","_dam","_selection","_totalvehicles","_object","_idKey","_type","_ownerID","_worldspace","_intentory","_hitPoints","_fuel","_damage","_key","_vehLimit","_hiveResponse","_objectCount","_codeCount","_data","_status","_val","_traderid","_retrader","_traderData","_id","_lockable","_debugMarkerPosition","_vehicle_0","_bQty","_vQty","_BuildingQueue","_objectQueue","_superkey","_shutdown","_res","_hiveLoaded"];

dayz_versionNo = 		getText(configFile >> "CfgMods" >> "DayZ" >> "version");
dayz_hiveVersionNo = 	getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion");

_hiveLoaded = false;

waitUntil{initialized}; //means all the functions are now defined

diag_log "HIVE: Starting";

waituntil{isNil "sm_done"}; // prevent server_monitor be called twice (bug during login of the first player)
	
// Custom Configs
if(isnil "MaxVehicleLimit") then {
	MaxVehicleLimit = 50;
};

if(isnil "MaxDynamicDebris") then {
	MaxDynamicDebris = 100;
};
if(isnil "MaxAmmoBoxes") then {
	MaxAmmoBoxes = 3;
};
if(isnil "MaxMineVeins") then {
	MaxMineVeins = 50;
};
// Custon Configs End

if (isServer && isNil "sm_done") then {

	serverVehicleCounter = [];
	_hiveResponse = [];

	for "_i" from 1 to 5 do {
		diag_log "HIVE: trying to get objects";
		_key = format["CHILD:302:%1:", dayZ_instance];
		_hiveResponse = _key call server_hiveReadWrite;  
		if ((((isnil "_hiveResponse") || {(typeName _hiveResponse != "ARRAY")}) || {((typeName (_hiveResponse select 1)) != "SCALAR")})) then {
			if ((_hiveResponse select 1) == "Instance already initialized") then {
				_superkey = profileNamespace getVariable "SUPERKEY";
				_shutdown = format["CHILD:400:%1:", _superkey];
				_res = _shutdown call server_hiveReadWrite;
				diag_log ("HIVE: attempt to kill.. HiveExt response:"+str(_res));
			} else {
				diag_log ("HIVE: connection problem... HiveExt response:"+str(_hiveResponse));
			
			};
			_hiveResponse = ["",0];
		} 
		else {
			diag_log ("HIVE: found "+str(_hiveResponse select 1)+" objects" );
			_i = 99; // break
		};
	};
	
	_BuildingQueue = [];
	_objectQueue = [];
	
	if ((_hiveResponse select 0) == "ObjectStreamStart") then {
	
		// save superkey
		profileNamespace setVariable ["SUPERKEY",(_hiveResponse select 2)];
		
		_hiveLoaded = true;
	
		diag_log ("HIVE: Commence Object Streaming...");
		_key = format["CHILD:302:%1:", dayZ_instance];
		_objectCount = _hiveResponse select 1;
		_bQty = 0;
		_vQty = 0;
		for "_i" from 1 to _objectCount do {
			_hiveResponse = _key call server_hiveReadWriteLarge;
			//diag_log (format["HIVE dbg %1 %2", typeName _hiveResponse, _hiveResponse]);
			if ((_hiveResponse select 2) isKindOf "ModularItems") then {
				_BuildingQueue set [_bQty,_hiveResponse];
				_bQty = _bQty + 1;
			} else {
				_objectQueue set [_vQty,_hiveResponse];
				_vQty = _vQty + 1;
			};
		};
		diag_log ("HIVE: got " + str(_bQty) + " Epoch Objects and " + str(_vQty) + " Vehicles");
	};
	
	// # NOW SPAWN OBJECTS #
	_totalvehicles = 0;
	{
		_idKey = 		_x select 1;
		_type =			_x select 2;
		_ownerID = 		_x select 3;

		_worldspace = 	_x select 4;
		_intentory =	_x select 5;
		_hitPoints =	_x select 6;
		_fuel =			_x select 7;
		_damage = 		_x select 8;
		
		_dir = 0;
		_vector = [[0,0,0],[0,0,0]];
		_vecExists = false;
		
		_pos = [0,0,0];
		_wsDone = false;
    if (count _worldspace >= 2) then
        {
            if(count _worldspace == 3) then{
                _vector = _worldspace select 2;
                if(typename _vector == "ARRAY")then{
                    if(count _vector == 2)then{
                        if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                            _vecExists = true;
                        };
                    };

                };

            };
            _dir = _worldspace select 0;
            if (count (_worldspace select 1) == 3) then {
                _pos = _worldspace select 1;
                _wsDone = true;
            }
        };			
		
		if (!_wsDone) then {
			if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
			_pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
			if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
			diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
		};
		

		if (_damage < 1) then {
			//diag_log format["OBJ: %1 - %2", _idKey,_type];
			
			//Create it
			_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
			_object setVariable ["lastUpdate",time];
			_object setVariable ["ObjectID", _idKey, true];

			_lockable = 0;
			if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
				_lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
			};

			// fix for leading zero issues on safe codes after restart
			if (_lockable == 4) then {
				_codeCount = (count (toArray _ownerID));
				if(_codeCount == 3) then {
					_ownerID = format["0%1", _ownerID];
				};
				if(_codeCount == 2) then {
					_ownerID = format["00%1", _ownerID];
				};
				if(_codeCount == 1) then {
					_ownerID = format["000%1", _ownerID];
				};
			};

			if (_lockable == 3) then {
				_codeCount = (count (toArray _ownerID));
				if(_codeCount == 2) then {
					_ownerID = format["0%1", _ownerID];
				};
				if(_codeCount == 1) then {
					_ownerID = format["00%1", _ownerID];
				};
			};

			_object setVariable ["CharacterID", _ownerID, true];
			
			clearWeaponCargoGlobal  _object;
			clearMagazineCargoGlobal  _object;
			// _object setVehicleAmmo DZE_vehicleAmmo;
			
			_object setdir _dir;
			
			if(_vecExists)then{
				_object setVectorDirAndUp _vector;
			};
			
			_object setposATL _pos;
			_object setDamage _damage;
			//#########################INDESTRUCTIBLE ITEMS#########################
			if ((typeOf _object) in indestructible) then {
				_object addEventHandler ["HandleDamage", {false}];
				_object enableSimulation false;
			} else {
				_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
			};
			//######################################################################
			if ((typeOf _object) in dayz_allowedObjects) then {
//#########################REMOVED FOR INDESTRUCTIBLE ITEMS#########################
//				if (DZE_GodModeBase) then {
//					_object addEventHandler ["HandleDamage", {false}];
//				} else {
//					_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
//				};
//##################################################################################
				// Test disabling simulation server side on buildables only.
				_object enableSimulation false;
				// used for inplace upgrades && lock/unlock of safe
				_object setVariable ["OEMPos", _pos, true];
				
			};

			if (count _intentory > 0) then {
				if (_type in DZE_LockedStorage) then {
					// Fill variables with loot
					_object setVariable ["WeaponCargo", (_intentory select 0),true];
					_object setVariable ["MagazineCargo", (_intentory select 1),true];
					_object setVariable ["BackpackCargo", (_intentory select 2),true];
				} else {

					//Add weapons
					_objWpnTypes = (_intentory select 0) select 0;
					_objWpnQty = (_intentory select 0) select 1;
					_countr = 0;					
					{
						if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
							_x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
						};
						_isOK = 	isClass(configFile >> "CfgWeapons" >> _x);
						if (_isOK) then {
							_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
						};
						_countr = _countr + 1;
					} count _objWpnTypes; 
				
					//Add Magazines
					_objWpnTypes = (_intentory select 1) select 0;
					_objWpnQty = (_intentory select 1) select 1;
					_countr = 0;
					{
						if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
						if (_x == "ItemTent") then { _x = "ItemTentOld" };
						_isOK = 	isClass(configFile >> "CfgMagazines" >> _x);
						if (_isOK) then {
							_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
						};
						_countr = _countr + 1;
					} count _objWpnTypes;

					//Add Backpacks
					_objWpnTypes = (_intentory select 2) select 0;
					_objWpnQty = (_intentory select 2) select 1;
					_countr = 0;
					{
						_isOK = 	isClass(configFile >> "CfgVehicles" >> _x);
						if (_isOK) then {
							_object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
						};
						_countr = _countr + 1;
					} count _objWpnTypes;
				};
			};	
			
			if (_object isKindOf "AllVehicles") then {
				{
					_selection = _x select 0;
					_dam = _x select 1;
					if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
					[_object,_selection,_dam] call object_setFixServer;
				} count _hitpoints;

				_object setFuel _fuel;

				if (!((typeOf _object) in dayz_allowedObjects)) then {
					
					//_object setvelocity [0,0,1];
					_object call fnc_veh_ResetEH;		
					
					if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then {
						_object setvehiclelock "locked";
					};
					
					_totalvehicles = _totalvehicles + 1;

					// total each vehicle
					serverVehicleCounter set [count serverVehicleCounter,_type];
				};
			};

			//Monitor the object
			PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
		};
	} count (_BuildingQueue + _objectQueue);
	// # END SPAWN OBJECTS #

	// preload server traders menu data into cache
	if !(DZE_ConfigTrader) then {
		{
			// get tids
			_traderData = call compile format["menu_%1;",_x];
			if(!isNil "_traderData") then {
				{
					_traderid = _x select 1;

					_retrader = [];

					_key = format["CHILD:399:%1:",_traderid];
					_data = "HiveEXT" callExtension _key;

					//diag_log "HIVE: Request sent";
			
					//Process result
					_result = call compile format ["%1",_data];
					_status = _result select 0;
			
					if (_status == "ObjectStreamStart") then {
						_val = _result select 1;
						//Stream Objects
						//diag_log ("HIVE: Commence Menu Streaming...");
						call compile format["ServerTcache_%1 = [];",_traderid];
						for "_i" from 1 to _val do {
							_data = "HiveEXT" callExtension _key;
							_result = call compile format ["%1",_data];
							call compile format["ServerTcache_%1 set [count ServerTcache_%1,%2]",_traderid,_result];
							_retrader set [count _retrader,_result];
						};
						//diag_log ("HIVE: Streamed " + str(_val) + " objects");
					};

				} forEach (_traderData select 0);
			};
		} forEach serverTraders;
	};

	if (_hiveLoaded) then {
		//  spawn_vehicles
		_vehLimit = MaxVehicleLimit - _totalvehicles;
		if(_vehLimit > 0) then {
			diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));
			for "_x" from 1 to _vehLimit do {
				[] spawn spawn_vehicles;
			};
		} else {
			diag_log "HIVE: Vehicle Spawn limit reached!";
		};
	};
	
	//  spawn_roadblocks
	diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris));
	for "_x" from 1 to MaxDynamicDebris do {
		[] spawn spawn_roadblocks;
	};
	//  spawn_ammosupply at server start 1% of roadblocks
	diag_log ("HIVE: Spawning # of Ammo Boxes: " + str(MaxAmmoBoxes));
	for "_x" from 1 to MaxAmmoBoxes do {
		[] spawn spawn_ammosupply;
	};
	// call spawning mining veins
	diag_log ("HIVE: Spawning # of Veins: " + str(MaxMineVeins));
	for "_x" from 1 to MaxMineVeins do {
		[] spawn spawn_mineveins;
	};

	if(isnil "dayz_MapArea") then {
		dayz_MapArea = 10000;
	};
	if(isnil "HeliCrashArea") then {
		HeliCrashArea = dayz_MapArea / 2;
	};
	if(isnil "OldHeliCrash") then {
		OldHeliCrash = false;
	};

	// [_guaranteedLoot, _randomizedLoot, _frequency, _variance, _spawnChance, _spawnMarker, _spawnRadius, _spawnFire, _fadeFire]
	if(OldHeliCrash) then {
		_nul = [3, 4, (50 * 60), (15 * 60), 0.75, 'center', HeliCrashArea, true, false] spawn server_spawnCrashSite;
	};
	if (isDedicated) then {
		// Epoch Events
		_id = [] spawn server_spawnEvents;
		// server cleanup
		[] spawn {
			private ["_id"];
			sleep 200; //Sleep Lootcleanup, don't need directly cleanup on startup + fix some performance issues on serverstart
			waitUntil {!isNil "server_spawnCleanAnimals"};
			_id = [] execFSM "\z\addons\dayz_server\system\server_cleanup.fsm";
		};

		// spawn debug box
		_debugMarkerPosition = getMarkerPos "respawn_west";
		_debugMarkerPosition = [(_debugMarkerPosition select 0),(_debugMarkerPosition select 1),1];
		_vehicle_0 = createVehicle ["DebugBox_DZ", _debugMarkerPosition, [], 0, "CAN_COLLIDE"];
		_vehicle_0 setPos _debugMarkerPosition;
		_vehicle_0 setVariable ["ObjectID","1",true];

		// max number of spawn markers
		if(isnil "spawnMarkerCount") then {
			spawnMarkerCount = 10;
		};
		actualSpawnMarkerCount = 0;
		// count valid spawn marker positions
		for "_i" from 0 to spawnMarkerCount do {
			if (!([(getMarkerPos format["spawn%1", _i]), [0,0,0]] call BIS_fnc_areEqual)) then {
				actualSpawnMarkerCount = actualSpawnMarkerCount + 1;
			} else {
				// exit since we did not find any further markers
				_i = spawnMarkerCount + 99;
			};
			
		};
		diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
		
		endLoadingScreen;
	};
	ExecVM "\z\addons\dayz_server\WAI\init.sqf";
//[] ExecVM "\z\addons\dayz_server\DZMS\DZMSInit.sqf";
	allowConnection = true;	
	sm_done = true;
	publicVariable "sm_done";
};

Don`t know where the problem is.

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Don`t know where the problem is.

 

Try using this codeblock in server_monitor.sqf:

 

//NOW SPAWN OBJECTS
_totalvehicles = 0;
{
_idKey =  _x select 1;
_type = _x select 2;
_ownerID =  _x select 3;
_worldspace =  _x select 4;
_intentory = _x select 5;
_hitPoints = _x select 6;
_fuel = _x select 7;
_damage =  _x select 8;
_dir = 0;
_vector = [[0,0,0],[0,0,0]];
_vecExists = false;
_pos = [0,0,0];
_wsDone = false;
if (count _worldspace >= 2) then
        {
            if(count _worldspace == 3) then{
                _vector = _worldspace select 2;
                if(typename _vector == "ARRAY")then{
                    if(count _vector == 2)then{
                        if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                            _vecExists = true;
                        };
                    };
 
                };
            };
            _dir = _worldspace select 0;
            if (count (_worldspace select 1) == 3) then {
                _pos = _worldspace select 1;
                _wsDone = true;
            }
        }; 
if (!_wsDone) then {
if (count _worldspace >= 1) then { _dir = _worldspace select 0; };
_pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos;
if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; };
diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos));
};
if (_damage < 1) then {
_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
_object setVariable ["lastUpdate",time];
_object setVariable ["ObjectID", _idKey, true];
_lockable = 0;
if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {
_lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable");
};
if (_lockable == 4) then {
_codeCount = (count (toArray _ownerID));
if(_codeCount == 3) then { _ownerID = format["0%1", _ownerID]; };
if(_codeCount == 2) then { _ownerID = format["00%1", _ownerID]; };
if(_codeCount == 1) then { _ownerID = format["000%1", _ownerID]; };
};
if (_lockable == 3) then {
_codeCount = (count (toArray _ownerID));
if(_codeCount == 2) then { _ownerID = format["0%1", _ownerID]; };
if(_codeCount == 1) then { _ownerID = format["00%1", _ownerID]; };
};
_object setVariable ["CharacterID", _ownerID, true];
clearWeaponCargoGlobal  _object;
clearMagazineCargoGlobal  _object;
_object setdir _dir;
if(_vecExists)then{
_object setVectorDirAndUp _vector;
};
_object setposATL _pos;
_object setDamage _damage;
if ((typeOf _object) in dayz_allowedObjects) then {
if (DZE_GodModeBase) then {
_object addEventHandler ["HandleDamage", {false}];
} else {
_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
};
_object enableSimulation false;
_object setVariable ["OEMPos", _pos, true];
};
//INDESTRUCTIBLE BASEBUILDING START #2
// ### [CPC] Indestructible Buildables Fix
if (typeOf(_object) in _cpcimmune) then {
_object addEventHandler ["HandleDamage", {false}];
_object enableSimulation false;
};
//INDESTRUCTIBLE BASEBUILDING END #2
if (count _intentory > 0) then {
if (_type in DZE_LockedStorage) then {
_object setVariable ["WeaponCargo", (_intentory select 0),true];
_object setVariable ["MagazineCargo", (_intentory select 1),true];
_object setVariable ["BackpackCargo", (_intentory select 2),true];
} else {
_objWpnTypes = (_intentory select 0) select 0;
_objWpnQty = (_intentory select 0) select 1;
_countr = 0; 
{
if(_x in (DZE_REPLACE_WEAPONS select 0)) then {
_x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x);
};
_isOK =  isClass(configFile >> "CfgWeapons" >> _x);
if (_isOK) then {
_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
};
_countr = _countr + 1;
} count _objWpnTypes; 
_objWpnTypes = (_intentory select 1) select 0;
_objWpnQty = (_intentory select 1) select 1;
_countr = 0;
{
if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow
if (_x == "ItemTent") then { _x = "ItemTentOld" };
_isOK =  isClass(configFile >> "CfgMagazines" >> _x);
if (_isOK) then {
_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
};
_countr = _countr + 1;
} count _objWpnTypes;
_objWpnTypes = (_intentory select 2) select 0;
_objWpnQty = (_intentory select 2) select 1;
_countr = 0;
{
_isOK =  isClass(configFile >> "CfgVehicles" >> _x);
if (_isOK) then {
_object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)];
};
_countr = _countr + 1;
} count _objWpnTypes;
};
}; 
if (_object isKindOf "AllVehicles") then {
{
_selection = _x select 0;
_dam = _x select 1;
if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
[_object,_selection,_dam] call object_setFixServer;
} count _hitpoints;
_object setFuel _fuel;
if (!((typeOf _object) in dayz_allowedObjects)) then {
_object call fnc_veh_ResetEH; 
if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then {
_object setvehiclelock "locked";
_object setVariable ["R3F_LOG_disabled",true,true]; //Disabling R3F Tow/Lift for Locked Vehicles
_object setVariable ["MF_Tow_Cannot_Tow",true,true]; //Disabling MF-Tow for locked Vehicles
};
_totalvehicles = _totalvehicles + 1;
serverVehicleCounter set [count serverVehicleCounter,_type];
};
[_object] execVM "\z\addons\dayz_server\compile\server_deleteObjInsafezone.sqf";
};
PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object];
};
} count (_BuildingQueue + _objectQueue);
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Thanks sparky. Two problems now.

 

First, CinderGarage with codelock is standing correct in vectormode after restart. Thx for this,working fine, but a metallfloor is in it`s defaultbuildingsystemway after restart. I build it vertically, after restart it`s horizintally.

 

Second, my items (cinder,metall) are not indestructible anymore. I have broken down a cinderwall and a cindergaragedoor with armored suv after restart.

 

I`m getting two errors in RPT:

if (typeOf(_object) in _cpcimmune) then {
_object addEventHandl>
12:05:28   Error position: <_cpcimmune) then {
_object addEventHandl>
12:05:28   Error Undefined variable in expression: _cpcimmune
12:05:28 File z\addons\dayz_server\system\server_monitor.sqf, line 166
12:05:28 Error in expression <pos, true];
};


if (typeOf(_object) in _cpcimmune) then {
_object addEventHandl>
12:05:28   Error position: <_cpcimmune) then {
_object addEventHandl>
12:05:28   Error Undefined variable in expression: _cpcimmune
12:05:28 File z\addons\dayz_server\system\server_monitor.sqf, line 166
12:05:28 Warning Message: Script z\addons\dayz_server\compile\server_deleteObjInsafezone.sqf not found
12:05:28 Error in expression <pos, true];
};

Any fix for this ?

 

EDIT: OK, i see you use server_deleteObjInsafezone.sqf. We are not, so i think i have to delete this line? :

 

[_object] execVM "\z\addons\dayz_server\compile\server_deleteObjInsafezone.sqf";

 

And what about this ?

 

_object setVariable ["R3F_LOG_disabled",true,true]; //Disabling R3F Tow/Lift for Locked Vehicles
_object setVariable ["MF_Tow_Cannot_Tow",true,true]; //Disabling MF-Tow for locked Vehicles

 

Don`t use custom lift and tow. We are using only standardlift. Can i delete these ttwo lines, too?

Edited by edhunter
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