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


striker

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Hi i'm currently rebuilding my server as i'm moving hosting companies

 

When i install v4 without p4l i have an issue all works but when upgrading doors with combo locks well they don't add and when trying to place another buildable it says building in progress?

 

I followed the tutorial step by step twice n same happened every time

 

Any idea what could be the issue?

 

Many Thanks in advance

 

R4id3n84

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Hi i'm currently rebuilding my server as i'm moving hosting companies

 

When i install v4 without p4l i have an issue all works but when upgrading doors with combo locks well they don't add and when trying to place another buildable it says building in progress?

 

I followed the tutorial step by step twice n same happened every time

 

Any idea what could be the issue?

 

Many Thanks in advance

 

R4id3n84

did you install precise base building?

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I just reinstalled again without Precise base building and i can add the combo lock, then i installed Precise base building and i can still add combo locks as far as i can tell as they are still on the doors however i'm just wiping the database and going to build a small base to test the vector build + precise base building.

 

If all works i'll report back, i did same install steps as before so dunno what was happening ? rather strange tbh

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Actually, I was only have one issue but I believe I may have fixed that myself. It was basically that I didn't read the instructions as well as I should have and confused server_updateFullObject.sqf with server_updateObject.sqf ...... 

Oh I didn't realize you said you was using 2.5 I think I just got it installed on the 2.35.

 

Anyway the problem I had was everything was being called in the compiles correctly, p4l and vector was working but for some reason snap wasn't so if anyone is having this problem I just added this extra part to the compiles and everything worked.

snap_build = compile preprocessFileLineNumbers DZE_snap_build_file;

Its possible I completely missed this part of the installation....  ;)

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anyone know why i get this error in the RPT log?

_object setdir _dir;
if(_vecExists)then{
_object setVec>
16:46:52   Error position: <_dir;
if(_vecExists)then{
_object setVec>
16:46:52   Error Undefined variable in expression: _dir
16:46:52 File z\addons\dayz_server\system\server_monitor.sqf, line 219
16:46:53 "MOVED OBJ: "376" of class hilux1_civil_3_open_EP1 to pos: [4047.12,6621.02,0]"
16:46:53 Error in expression <eCargoGlobal  _object;


_object setdir _dir;
if(_vecExists)then{
_object setVec>
16:46:53   Error position: <_dir;
if(_vecExists)then{
_object setVec>
16:46:53   Error Undefined variable in expression: _dir
16:46:53 File z\addons\dayz_server\system\server_monitor.sqf, line 219

Server_Monitor.sqf

 

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;
        _pos = [0,0,0];
        _wsDone = false;
        if (count _worldspace >= 2) then
        {
            if ((typeName (_worldspace select 0)) == "STRING") then {
                _worldspace set [0, call compile (_worldspace select 0)];
                _worldspace set [1, call compile (_worldspace select 1)];
            };
            
            _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));
        };
        
_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 3) == "STRING")then{
                _ownerPUID = _worldspace select 3;
            }else{
                if(typename (_worldspace select 2) == "STRING")then{
                    _ownerPUID = _worldspace select 2;
                };
            };


            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{
                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 (_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;
            
            if ((typeOf _object) in dayz_allowedObjects) then {
                _object setVariable["memDir",_dir,true];
                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];
                
            };

            /*ZSC*/
            if( count (_intentory) > 3)then{
            _object setVariable ["bankMoney", _intentory select 3, true];
            }else{
            _object setVariable ["bankMoney", 0, true];
            };
            /*ZSC*/
            
            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";
    allowConnection = true;    
    sm_done = true;
    publicVariable "sm_done";
};
 

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anyone know why i get this error in the RPT log?

_object setdir _dir;
if(_vecExists)then{
_object setVec>
16:46:52   Error position: <_dir;
if(_vecExists)then{
_object setVec>
16:46:52   Error Undefined variable in expression: _dir
16:46:52 File z\addons\dayz_server\system\server_monitor.sqf, line 219
16:46:53 "MOVED OBJ: "376" of class hilux1_civil_3_open_EP1 to pos: [4047.12,6621.02,0]"
16:46:53 Error in expression <eCargoGlobal  _object;


_object setdir _dir;
if(_vecExists)then{
_object setVec>
16:46:53   Error position: <_dir;
if(_vecExists)then{
_object setVec>
16:46:53   Error Undefined variable in expression: _dir
16:46:53 File z\addons\dayz_server\system\server_monitor.sqf, line 219

I had the same error

 2:22:57 Error in expression <eCargoGlobal  _object;


_object setdir _dir;
if(_vecExists)then{
_object setVec>
 2:22:57   Error position: <_dir;
if(_vecExists)then{
_object setVec>
 2:22:57   Error Undefined variable in expression: _dir
 2:22:57 File custom\system\server_monitor.sqf, line 218

It turned out to be an issue with some of the object_data in my database. Some objects had their worldspace value set to any,any. Removing all of those objects fixed this error for me.

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Error in expression <Array = [_cancel,_reason,_position,_dir,_vector];
_passArray 
>
  Error position: <_vector];
_passArray 
>
  Error Undefined variable in expression: _vector
File mpmissions\__CUR_MP.Napf\Custom\A_Plot_for_Life\Action\player_build_controls.sqf, line 224
Error in expression <text, _isPole, _lockable,_dir, _reason, _vector] call player_build_publish;
};
}>
  Error position: <_vector] call player_build_publish;
};
}>
  Error Undefined variable in expression: _vector
File mpmissions\__CUR_MP.Napf\Custom\A_Plot_for_Life\Action\modular_build.sqf, line 91

Anyone seen these before?

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Would anyone know why infiSTAR is blocking these actions from showing when these exceptions are in the list?
 

"s_player_setVectorsReset","s_player_setVectorsForward",
	"s_player_setVectorsBack","s_player_setVectorsLeft","s_player_setVectorsRight","s_player_setVectors1","s_player_setVectors5","s_player_setVectors45",
	"s_player_setVectors90"

The Vectors and Degrees options no longer show up on the scroll wheel for non admin players.

 

Gonna try adding these and see if that works

"s_player_toggleDegree","s_player_toggleVectors"
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Who can help me

21:29:14 Error in expression <;
_usedVec = false;
{
_element = _x;
if(typeName _element == "ARRAY") then{
_vec>
21:29:14   Error position: <typeName _element == "ARRAY") then{
_vec>
21:29:14   Error Generic error in expression
21:29:14 File z\addons\dayz_server\init\server_functions.sqf, line 624

server_functions.sqf

[] spawn {[] execVM "\z\addons\dayz_server\init\AH.sqf";};
waituntil {!isnil "bis_fnc_init"};

BIS_MPF_remoteExecutionServer = {
	if ((_this select 1) select 2 == "JIPrequest") then {
		[nil,(_this select 1) select 0,"loc",rJIPEXEC,[any,any,"per","execVM","ca\Modules\Functions\init.sqf"]] call RE;
	};
};

BIS_Effects_Burn =				{};
call compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\KK_Functions.sqf";
server_playerLogin =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerLogin.sqf";
server_playerSetup =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSetup.sqf";
server_onPlayerDisconnect = 	compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_onPlayerDisconnect.sqf";
server_updateObject =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_updateObject.sqf";
server_playerDied =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDied.sqf";
server_publishObj = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishObject.sqf";
server_publishFullObject = 		compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishFullObject.sqf";
server_deleteObj =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_deleteObj.sqf";
server_swapObject =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_swapObject.sqf"; 
server_publishVeh = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle.sqf";
server_publishVeh2 = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle2.sqf";
server_publishVeh3 = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_publishVehicle3.sqf";
server_tradeObj = 				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_tradeObject.sqf";
server_traders = 				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_traders.sqf";
server_playerSync =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerSync.sqf";
server_spawnCrashSite  =    	compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnCrashSite.sqf";
server_spawnEvents =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_spawnEvent.sqf";
//server_weather =				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_weather.sqf";
fnc_plyrHit   =					compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_plyrHit.sqf";
fnc_remWepSG =                compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\fnc_remWepSG.sqf";
server_deaths = 				compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";
server_maintainArea = 			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";

spawn_images_new = compile preprocessFileLineNumbers "\z\addons\dayz_server\images.sqf";

	
call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\1.sqf";
call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\2.sqf";
call compile preProcessFileLineNumbers  "\z\addons\dayz_server\buildings\3.sqf";
call compile preProcessFileLineNumbers  "\z\addons\dayz_server\buildings\4.sqf";
call compile preProcessFileLineNumbers  "\z\addons\dayz_server\buildings\5.sqf";
call compile preProcessFileLineNumbers  "\z\addons\dayz_server\buildings\6.sqf";
call compile preProcessFileLineNumbers  "\z\addons\dayz_server\buildings\7.sqf";
call compile preProcessFileLineNumbers  "\z\addons\dayz_server\buildings\8.sqf";
call compile preProcessFileLineNumbers  "\z\addons\dayz_server\buildings\9.sqf";

/* PVS/PVC - Skaronator */
server_sendToClient =			compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_sendToClient.sqf";

//onPlayerConnected 			{[_uid,_name] call server_onPlayerConnect;};
onPlayerDisconnected 		{[_uid,_name] call server_onPlayerDisconnect;};

server_updateNearbyObjects = {
	private["_pos"];
	_pos = _this select 0;
	{
		[_x, "gear"] call server_updateObject;
	} count nearestObjects [_pos, dayz_updateObjects, 10];
};

server_handleZedSpawn = {
	private["_zed"];
	_zed = _this select 0;
	_zed enableSimulation false;
};

zombie_findOwner = {
	private["_unit"];
	_unit = _this select 0;
	#ifdef DZE_SERVER_DEBUG
	diag_log ("CLEANUP: DELETE UNCONTROLLED ZOMBIE: " + (typeOf _unit) + " OF: " + str(_unit) );
	#endif
	deleteVehicle _unit;
};

vehicle_handleInteract = {
	private["_object"];
	_object = _this select 0;
	needUpdate_objects = needUpdate_objects - [_object];
	[_object, "all"] call server_updateObject;
};

array_reduceSizeReverse = {
	private["_array","_count","_num","_newarray","_startnum","_index"];
	_array = _this select 0;
	_newarray = [];
	_count = _this select 1;
	_num = count _array;
	if (_num > _count) then {
		_startnum = _num - 1;
		_index = _count - 1;
		for "_i" from 0 to _index do {
			_newarray set [(_index-_i),_array select (_startnum - _i)];
		};
		_array = _newarray;
	}; 
	_array
};

array_reduceSize = {
	private ["_array1","_array","_count","_num"];
	_array1 = _this select 0;
	_array = _array1 - ["Hatchet_Swing","Machete_Swing","Fishing_Swing","sledge_swing","crowbar_swing","CSGAS"];
	_count = _this select 1;
	_num = count _array;
	if (_num > _count) then {
		_array resize _count;
	};
	_array
};

object_handleServerKilled = {
	private["_unit","_objectID","_objectUID","_killer"];
	_unit = _this select 0;
	_killer = _this select 1;
	
	_objectID =	 _unit getVariable ["ObjectID","0"];
	_objectUID = _unit getVariable ["ObjectUID","0"];
		
	[_objectID,_objectUID,_killer] call server_deleteObj;
	
	_unit removeAllMPEventHandlers "MPKilled";
	_unit removeAllEventHandlers "Killed";
	_unit removeAllEventHandlers "HandleDamage";
	_unit removeAllEventHandlers "GetIn";
	_unit removeAllEventHandlers "GetOut";
};

check_publishobject = {
	private["_allowed","_object","_playername"];

	_object = _this select 0;
	_playername = _this select 1;
	_allowed = false;

	if ((typeOf _object) in dayz_allowedObjects) then {
			//diag_log format ["DEBUG: Object: %1 published by %2 is Safe",_object, _playername];
			_allowed = true;
	};
    _allowed
};

//event Handlers
eh_localCleanup = {
	private ["_object"];
	_object = _this select 0;
	_object addEventHandler ["local", {
		if(_this select 1) then {
			private["_type","_unit"];
			_unit = _this select 0;
			_type = typeOf _unit;
			 _myGroupUnit = group _unit;
 			_unit removeAllMPEventHandlers "mpkilled";
 			_unit removeAllMPEventHandlers "mphit";
 			_unit removeAllMPEventHandlers "mprespawn";
 			_unit removeAllEventHandlers "FiredNear";
			_unit removeAllEventHandlers "HandleDamage";
			_unit removeAllEventHandlers "Killed";
			_unit removeAllEventHandlers "Fired";
			_unit removeAllEventHandlers "GetOut";
			_unit removeAllEventHandlers "GetIn";
			_unit removeAllEventHandlers "Local";
			clearVehicleInit _unit;
			deleteVehicle _unit;
			if ((count (units _myGroupUnit) == 0) && (_myGroupUnit != grpNull)) then {
				deleteGroup _myGroupUnit;
			};
			//_unit = nil;
			// diag_log ("CLEANUP: DELETED A " + str(_type) );
		};
	}];
};

server_hiveWrite = {
	private["_data"];
	_data = "HiveExt" callExtension _this;
};

server_hiveReadWrite = {
	private["_key","_resultArray","_data"];
	_key = _this;
	_data = "HiveExt" callExtension _key;
	_resultArray = call compile format ["%1",_data];
	_resultArray
};

server_hiveReadWriteLarge = {
	private["_key","_resultArray","_data"];
	_key = _this;
	_data = "HiveExt" callExtension _key;
	_resultArray = call compile _data;
	_resultArray
};

server_checkIfTowed = {
	private ["_vehicle","_player","_attached"];
	if (DZE_HeliLift) then {
		_vehicle = 	_this select 0;
		_player = 	_this select 2;
		_attached = _vehicle getVariable["attached",false];
		if (typeName _attached == "OBJECT") then {
			_player action ["eject", _vehicle];
			detach _vehicle;
			_vehicle setVariable["attached",false,true];
			_attached setVariable["hasAttached",false,true];
		};
	};
};

server_characterSync = {
	private ["_characterID","_playerPos","_playerGear","_playerBackp","_medical","_currentState","_currentModel","_key"];
	_characterID = 	_this select 0;	
	_playerPos =	_this select 1;
	_playerGear =	_this select 2;
	_playerBackp =	_this select 3;
	_medical = 		_this select 4;
	_currentState =	_this select 5;
	_currentModel = _this select 6;
	
	_key = format["CHILD:201:%1:%2:%3:%4:%5:%6:%7:%8:%9:%10:%11:%12:%13:%14:%15:%16:",_characterID,_playerPos,_playerGear,_playerBackp,_medical,false,false,0,0,0,0,_currentState,0,0,_currentModel,0];
	_key call server_hiveWrite;
};

if(isnil "dayz_MapArea") then {
	dayz_MapArea = 10000;
};
if(isnil "DynamicVehicleArea") then {
	DynamicVehicleArea = dayz_MapArea / 2;
};

// Get all buildings && roads only once TODO: set variables to nil after done if nessicary 
MarkerPosition = getMarkerPos "center";
RoadList = MarkerPosition nearRoads DynamicVehicleArea;

// Very taxing !!! but only on first startup
BuildingList = [];
{
	if (DZE_MissionLootTable) then {
		if (isClass (missionConfigFile >> "CfgBuildingLoot" >> (typeOf _x))) then
		{
				BuildingList set [count BuildingList,_x];
		};
	} else {
		if (isClass (configFile >> "CfgBuildingLoot" >> (typeOf _x))) then
		{
			BuildingList set [count BuildingList,_x];
		};
	};
	
	
} count (MarkerPosition nearObjects ["building",DynamicVehicleArea]);

spawn_vehicles = {
	private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_marker","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
	
	if (!isDedicated) exitWith { }; //Be sure the run this

	while {count AllowedVehiclesList > 0} do {
		// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
		_index = floor random count AllowedVehiclesList;
		_random = AllowedVehiclesList select _index;

		_vehicle = _random select 0;
		_velimit = _random select 1;

		_qty = {_x == _vehicle} count serverVehicleCounter;

		// If under limit allow to proceed
		if (_qty <= _velimit) exitWith {};

		// vehicle limit reached, remove vehicle from list
		// since elements cannot be removed from an array, overwrite it with the last element && cut the last element of (as long as order is not important)
		_lastIndex = (count AllowedVehiclesList) - 1;
		if (_lastIndex != _index) then {
			AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];
		};
		AllowedVehiclesList resize _lastIndex;
	};

	if (count AllowedVehiclesList == 0) then {
		diag_log("DEBUG: unable to find suitable vehicle to spawn");
	} else {

		// add vehicle to counter for next pass
		serverVehicleCounter set [count serverVehicleCounter,_vehicle];
	
		// Find Vehicle Type to better control spawns
		_isAir = _vehicle isKindOf "Air";
		_isShip = _vehicle isKindOf "Ship";
	
		if(_isShip || _isAir) then {
			if(_isShip) then {
				// Spawn anywhere on coast on water
				waitUntil{!isNil "BIS_fnc_findSafePos"};
				_position = [MarkerPosition,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
				//diag_log("DEBUG: spawning boat near coast " + str(_position));
			} else {
				// Spawn air anywhere that is flat
				waitUntil{!isNil "BIS_fnc_findSafePos"};
				_position = [MarkerPosition,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
				//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
			};
		
		
		} else {
			// Spawn around buildings && 50% near roads
			if((random 1) > 0.5) then {
			
				waitUntil{!isNil "BIS_fnc_selectRandom"};
				_position = RoadList call BIS_fnc_selectRandom;
			
				_position = _position modelToWorld [0,0,0];
			
				waitUntil{!isNil "BIS_fnc_findSafePos"};
				_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
			
				//diag_log("DEBUG: spawning near road " + str(_position));
			
			} else {
			
				waitUntil{!isNil "BIS_fnc_selectRandom"};
				_position = BuildingList call BIS_fnc_selectRandom;
			
				_position = _position modelToWorld [0,0,0];
			
				waitUntil{!isNil "BIS_fnc_findSafePos"};
				_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
			
				//diag_log("DEBUG: spawning around buildings " + str(_position));
		
			};
		};
		// only proceed if two params otherwise BIS_fnc_findSafePos failed && may spawn in air
		if ((count _position) == 2) then { 
	
			_dir = round(random 180);
		
			_istoomany = _position nearObjects ["AllVehicles",50];
			if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };
		
			//place vehicle 
			_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
			_veh setdir _dir;
			_veh setpos _position;		
			
			if(DZEdebug) then {
				_marker = createMarker [str(_position) , _position];
				_marker setMarkerShape "ICON";
				_marker setMarkerType "DOT";
				_marker setMarkerText _vehicle;
			};	
		
			// Get position with ground
			_objPosition = getPosATL _veh;
		
			clearWeaponCargoGlobal  _veh;
			clearMagazineCargoGlobal  _veh;
			// _veh setVehicleAmmo DZE_vehicleAmmo;

			// Add 0-3 loots to vehicle using random cfgloots 
			_num = floor(random 4);
			_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
			
			for "_x" from 1 to _num do {
				_iClass = _allCfgLoots call BIS_fnc_selectRandom;

				_itemTypes = [];
				if (DZE_MissionLootTable) then{
					{
						_itemTypes set[count _itemTypes, _x select 0]
					} count getArray(missionConfigFile >> "cfgLoot" >> _iClass);
				}
				else {
					{
						_itemTypes set[count _itemTypes, _x select 0]
					} count getArray(configFile >> "cfgLoot" >> _iClass);
				};

				_index = dayz_CLBase find _iClass;
				_weights = dayz_CLChances select _index;
				_cntWeights = count _weights;
				
				_index = floor(random _cntWeights);
				_index = _weights select _index;
				_itemType = _itemTypes select _index;
				_veh addMagazineCargoGlobal [_itemType,1];
				//diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
			};

			[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
		};
	};
};

spawn_ammosupply = {
	private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
	if (isDedicated) then {
		_WreckList = ["Supply_Crate_DZE"];
		waitUntil{!isNil "BIS_fnc_selectRandom"};
		_position = RoadList call BIS_fnc_selectRandom;
		_position = _position modelToWorld [0,0,0];
		waitUntil{!isNil "BIS_fnc_findSafePos"};
		_position = [_position,5,20,5,0,2000,0] call BIS_fnc_findSafePos;
		if ((count _position) == 2) then {

			_istoomany = _position nearObjects ["All",5];
			
			if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many at " + str(_position)); };
			
			_spawnveh = _WreckList call BIS_fnc_selectRandom;

			if(DZEdebug) then {
				_marker = createMarker [str(_position) , _position];
				_marker setMarkerShape "ICON";
				_marker setMarkerType "DOT";
				_marker setMarkerText str(_spawnveh);
			};
			
			_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
			_veh enableSimulation false;
			_veh setDir round(random 360);
			_veh setpos _position;
			_veh setVariable ["ObjectID","1",true];
		};
	};
};

DZE_LocalRoadBlocks = [];

spawn_roadblocks = {
	private ["_position","_veh","_istoomany","_marker","_spawnveh","_WreckList"];
	_WreckList = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
	
	waitUntil{!isNil "BIS_fnc_selectRandom"};
	if (isDedicated) then {
	
		_position = RoadList call BIS_fnc_selectRandom;
		
		_position = _position modelToWorld [0,0,0];
		
		waitUntil{!isNil "BIS_fnc_findSafePos"};
		_position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos;
		
		if ((count _position) == 2) then {
			// Get position with ground
			
			_istoomany = _position nearObjects ["All",5];
		
			if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many at " + str(_position)); };
			
			waitUntil{!isNil "BIS_fnc_selectRandom"};
			_spawnveh = _WreckList call BIS_fnc_selectRandom;

			if(DZEdebug) then {
				_marker = createMarker [str(_position) , _position];
				_marker setMarkerShape "ICON";
				_marker setMarkerType "DOT";
				_marker setMarkerText str(_spawnveh);
			};

			_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
			_veh enableSimulation false;

			_veh setDir round(random 360); // Randomize placement a bit
			_veh setpos _position;

			_veh setVariable ["ObjectID","1",true];
		};
	
	};
	
};

spawn_mineveins = {
	private ["_position","_veh","_istoomany","_marker","_spawnveh","_positions"];

	if (isDedicated) then {
		
		_position = [getMarkerPos "center",0,(HeliCrashArea*0.75),10,0,2000,0] call BIS_fnc_findSafePos;

		if ((count _position) == 2) then {
			
			_positions = selectBestPlaces [_position, 500, "(1 + forest) * (1 + hills) * (1 - houses) * (1 - sea)", 10, 5];

			_position = (_positions call BIS_fnc_selectRandom) select 0;

			// Get position with ground
			_istoomany = _position nearObjects ["All",10];
		
			if((count _istoomany) > 0) exitWith { diag_log("DEBUG VEIN: Too many objects at " + str(_position)); };

			if(isOnRoad _position) exitWith { diag_log("DEBUG VEIN: on road " + str(_position)); };
			
			_spawnveh = ["Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Iron_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Silver_Vein_DZE","Gold_Vein_DZE","Gold_Vein_DZE"] call BIS_fnc_selectRandom;

			if(DZEdebug) then {
				_marker = createMarker [str(_position) , _position];
				_marker setMarkerShape "ICON";
				_marker setMarkerType "DOT";
				_marker setMarkerText str(_spawnveh);
			};
			
			//diag_log("DEBUG: Spawning a crashed " + _spawnveh + " with " + _spawnloot + " at " + str(_position));
			_veh = createVehicle [_spawnveh,_position, [], 0, "CAN_COLLIDE"];
			_veh enableSimulation false;

			// Randomize placement a bit
			_veh setDir round(random 360);
			_veh setpos _position;

			_veh setVariable ["ObjectID","1",true];

		
		};
	};
};

if(isnil "DynamicVehicleDamageLow") then {
	DynamicVehicleDamageLow = 0;
};
if(isnil "DynamicVehicleDamageHigh") then {
	DynamicVehicleDamageHigh = 100;
};

if(isnil "DynamicVehicleFuelLow") then {
	DynamicVehicleFuelLow = 0;
};
if(isnil "DynamicVehicleFuelHigh") then {
	DynamicVehicleFuelHigh = 100;
};

if(isnil "DZE_DiagFpsSlow") then {
	DZE_DiagFpsSlow = false;
};
if(isnil "DZE_DiagFpsFast") then {
	DZE_DiagFpsFast = false;
};
if(isnil "DZE_DiagVerbose") then {
	DZE_DiagVerbose = false;
};

dze_diag_fps = {
	if(DZE_DiagVerbose) then {
		diag_log format["DEBUG FPS : %1 OBJECTS: %2 : PLAYERS: %3", diag_fps,(count (allMissionObjects "")),(playersNumber west)];
	} else {
		diag_log format["DEBUG FPS : %1", diag_fps];
	};
};

// Damage generator function
generate_new_damage = {
	private ["_damage"];
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
	_damage;
};

// Damage generator fuction
generate_exp_damage = {
	private ["_damage"];
    _damage = ((random(DynamicVehicleDamageHigh-DynamicVehicleDamageLow))+DynamicVehicleDamageLow) / 100;
	
	// limit this to 85% since vehicle would blow up otherwise.
	//if(_damage >= 0.85) then {
	//	_damage = 0.85;
	//};
	_damage;
};

server_getDiff =	{
	private["_variable","_object","_vNew","_vOld","_result"];
	_variable = _this select 0;
	_object = 	_this select 1;
	_vNew = 	_object getVariable[_variable,0];
	_vOld = 	_object getVariable[(_variable + "_CHK"),_vNew];
	_result = 	0;
	if (_vNew < _vOld) then {
		//JIP issues
		_vNew = _vNew + _vOld;
		_object getVariable[(_variable + "_CHK"),_vNew];
	} else {
		_result = _vNew - _vOld;
		_object setVariable[(_variable + "_CHK"),_vNew];
	};
	_result
};

server_getDiff2 =	{
	private["_variable","_object","_vNew","_vOld","_result"];
	_variable = _this select 0;
	_object = 	_this select 1;
	_vNew = 	_object getVariable[_variable,0];
	_vOld = 	_object getVariable[(_variable + "_CHK"),_vNew];
	_result = _vNew - _vOld;
	_object setVariable[(_variable + "_CHK"),_vNew];
	_result
};

dayz_objectUID = {
	private["_position","_dir","_key","_object"];
	_object = _this;
	_position = getPosATL _object;
	_dir = direction _object;
	_key = [_dir,_position] call dayz_objectUID2;
    _key
};

dayz_objectUID2 = {
    private["_position","_dir","_key","_element","_vector","_set","_vecCnt","_usedVec"];
    _dir = _this select 0;
    _key = "";
    _position = _this select 1;

    if((count _this) == 2) then{
        {
            _x = _x * 10;
            if ( _x < 0 ) then { _x = _x * -10 };
            _key = _key + str(round(_x));
        } count _position;
        _key = _key + str(round(_dir));
    }else{
        _vector = [];
        _usedVec = false;
        {
            _element = _x;
            if(typeName _element == "ARRAY") then{
                _vector = _element;
                if((count _vector) == 2)then{
                    if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{
                            {
                                _x = _x * 10;
                                if ( _x < 0 ) then { _x = _x * -10 };
                                _key = _key + str(round(_x));
                            } count _position;

                            _vecCnt = 0;
                            {
                                _set = _x;
                                {
                                    _vecCnt = _vecCnt + (round (_x * 100));

                                } foreach _set;

                            } foreach _vector;
                            if(_vecCnt < 0)then{
                                _vecCnt = ((_vecCnt * -1) * 3);
                            };
                            _key = _key + str(_vecCnt);
                            _usedVec = true;
                    };
                };
            };
        } count _this;

        if!(_usedVec) then{
                {
                    _x = _x * 10;
                    if ( _x < 0 ) then { _x = _x * -10 };
                    _key = _key + str(round(_x));
                } count _position;
                _key = _key + str(round(_dir));
        };


    };
    _key
};

dayz_objectUID3 = {
	private["_position","_dir","_key"];
	_dir = _this select 0;
	_key = "";
	_position = _this select 1;
	{
		_x = _x * 10;
		if ( _x < 0 ) then { _x = _x * -10 };
		_key = _key + str(round(_x));
	} count _position;
	_key = _key + str(round(_dir + time));
	_key
};

dayz_recordLogin = {
	private["_key"];
	_key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];
	_key call server_hiveWrite;
};
 
 	

 
 

dayz_perform_purge = {
	if(!isNull(_this)) then {
		_group = group _this;
		_this removeAllMPEventHandlers "mpkilled";
		_this removeAllMPEventHandlers "mphit";
		_this removeAllMPEventHandlers "mprespawn";
		_this removeAllEventHandlers "FiredNear";
		_this removeAllEventHandlers "HandleDamage";
		_this removeAllEventHandlers "Killed";
		_this removeAllEventHandlers "Fired";
		_this removeAllEventHandlers "GetOut";
		_this removeAllEventHandlers "GetIn";
		_this removeAllEventHandlers "Local";
		clearVehicleInit _this;
		deleteVehicle _this;
		if ((count (units _group) == 0) && (_group != grpNull)) then {
			deleteGroup _group;
		};
	};
};

dayz_perform_purge_player = {

	private ["_countr","_backpack","_backpackType","_backpackWpn","_backpackMag","_objWpnTypes","_objWpnQty","_location","_dir","_holder","_weapons","_magazines"];
    diag_log ("Purging player: " + str(_this));	

	if(!isNull(_this)) then {

		_location = getPosATL _this;
		_dir = getDir _this;

		_holder = createVehicle ["GraveDZE", _location, [], 0, "CAN_COLLIDE"];
		_holder setDir _dir;
		_holder setPosATL _location;

		_holder enableSimulation false;

		_weapons = weapons _this;
		_magazines = magazines _this;

		// find backpack
		if(!(isNull unitBackpack _this)) then {
			_backpack = unitBackpack _this;
			_backpackType = typeOf _backpack;
			_backpackWpn = getWeaponCargo _backpack;
			_backpackMag = getMagazineCargo _backpack;

			_holder addBackpackCargoGlobal [_backpackType,1];

			// add items from backpack 
			_objWpnTypes = _backpackWpn select 0;
			_objWpnQty = _backpackWpn select 1;
			_countr = 0;
			{
				_holder addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
				_countr = _countr + 1;
			} count _objWpnTypes;

			// add backpack magazine items
			_objWpnTypes = _backpackMag select 0;
			_objWpnQty = _backpackMag select 1;
			_countr = 0;
			{
				_holder addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
				_countr = _countr + 1;
			} count _objWpnTypes;
		};
	};

	// add weapons
	{ 
		_holder addWeaponCargoGlobal [_x, 1];
	} count _weapons;

	// add mags
	{ 
		_holder addMagazineCargoGlobal [_x, 1];
	} count _magazines;
	_group = group _this;
	_this removeAllMPEventHandlers "mpkilled";
	_this removeAllMPEventHandlers "mphit";
	_this removeAllMPEventHandlers "mprespawn";
	_this removeAllEventHandlers "FiredNear";
	_this removeAllEventHandlers "HandleDamage";
	_this removeAllEventHandlers "Killed";
	_this removeAllEventHandlers "Fired";
	_this removeAllEventHandlers "GetOut";
	_this removeAllEventHandlers "GetIn";
	_this removeAllEventHandlers "Local";
	clearVehicleInit _this;
	deleteVehicle _this;
	if ((count (units _group) == 0) && (_group != grpNull)) then {
		deleteGroup _group;
	};
	//  _this = nil;
};


dayz_removePlayerOnDisconnect = {
	if(!isNull(_this)) then {
		_group = group _this;
		_this removeAllMPEventHandlers "mphit";
		deleteVehicle _this;
		deleteGroup (group _this);
	};
};

server_timeSync = {
	//Send request
	private ["_hour","_minute","_date","_key","_result","_outcome"];
    _key = "CHILD:307:";
	_result = _key call server_hiveReadWrite;
	_outcome = _result select 0;
	if(_outcome == "PASS") then {
		_date = _result select 1; 
		
		if(dayz_fullMoonNights) then {
			_hour = _date select 3;
			_minute = _date select 4;
			//Force full moon nights
			_date = [2013,8,3,_hour,_minute];
		};

		setDate _date;
		PVDZE_plr_SetDate = _date;
		publicVariable "PVDZE_plr_SetDate";
		diag_log ("TIME SYNC: Local Time set to " + str(_date));	
	};
};

// must spawn these 
server_spawncleanDead = {
	private ["_deathTime","_delQtyZ","_delQtyP","_qty","_allDead"];
	_allDead = allDead;
	_delQtyZ = 0;
	_delQtyP = 0;
	{
		if (local _x) then {
			if (_x isKindOf "zZombie_Base") then
			{
				_x call dayz_perform_purge;
				sleep 0.05;
				_delQtyZ = _delQtyZ + 1;
			} else {
				if (_x isKindOf "CAManBase") then {
					_deathTime = _x getVariable ["processedDeath", diag_tickTime];
					if (diag_tickTime - _deathTime > 1800) then {
						_x call dayz_perform_purge_player;
						sleep 0.025;
						_delQtyP = _delQtyP + 1;
					};
				};
			};
		};
		sleep 0.025;
	} count _allDead;
	if (_delQtyZ > 0 || _delQtyP > 0) then {
		_qty = count _allDead;
		diag_log (format["CLEANUP: Deleted %1 players && %2 zombies out of %3 dead",_delQtyP,_delQtyZ,_qty]);
	};
};
server_cleanupGroups = {
	if (DZE_DYN_AntiStuck3rd > 3) then { DZE_DYN_GroupCleanup = nil; DZE_DYN_AntiStuck3rd = 0; };
	if(!isNil "DZE_DYN_GroupCleanup") exitWith {  DZE_DYN_AntiStuck3rd = DZE_DYN_AntiStuck3rd + 1;};
	DZE_DYN_GroupCleanup = true;
	{
		if ((count (units _x) == 0) && (_x != grpNull)) then {
			deleteGroup _x;
		};
		sleep 0.001;
	} count allGroups;
	DZE_DYN_GroupCleanup = nil;
};

server_checkHackers = {
	if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; };
	if(!isNil "DZE_DYN_HackerCheck") exitWith {  DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;};
	DZE_DYN_HackerCheck = true;
	{
	if (!((isNil "_x") || {(isNull _x)})) then {
		if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x)  && !((typeOf vehicle _x) in DZE_safeVehicle)) then {
			diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x));
			(vehicle _x) setDamage 1;
			_x setDamage 1;
			sleep 0.25;
		};
	};
		sleep 0.001;
	} count allUnits;
	DZE_DYN_HackerCheck = nil;
};

server_spawnCleanFire = {
	private ["_delQtyFP","_qty","_missionFires"];
	_missionFires = allMissionObjects "Land_Fire_DZ";
	_delQtyFP = 0;
	{
		if (local _x) then {
			deleteVehicle _x;
			sleep 0.025;
			_delQtyFP = _delQtyFP + 1;
		};
		sleep 0.001;
	} count _missionFires;
	if (_delQtyFP > 0) then {
		_qty = count _missionFires;
		diag_log (format["CLEANUP: Deleted %1 fireplaces out of %2",_delQtyFP,_qty]);
	};
};
server_spawnCleanLoot = {
	private ["_created","_delQty","_nearby","_age","_keep","_qty","_missionObjs","_dateNow"];
	if (DZE_DYN_AntiStuck > 3) then { DZE_DYN_cleanLoot = nil; DZE_DYN_AntiStuck = 0; };
	if(!isNil "DZE_DYN_cleanLoot") exitWith {  DZE_DYN_AntiStuck = DZE_DYN_AntiStuck + 1;};
	DZE_DYN_cleanLoot = true;

	_missionObjs =  allMissionObjects "ReammoBox";
	_delQty = 0;
	_dateNow = (DateToNumber date);
	{
		if (!isNull _x) then {
			_keep = _x getVariable["permaLoot", false];
			if (!_keep) then {
				_created = _x getVariable["created", -0.1];
				if (_created == -0.1) then{
					_x setVariable["created", _dateNow, false];
					_created = _dateNow;
				}
				else {
					_age = (_dateNow - _created) * 525948;
					if (_age > 20) then{
						_nearby = { (isPlayer _x) && (alive _x) } count(_x nearEntities[["CAManBase", "AllVehicles"], 130]);
						if (_nearby == 0) then{
							deleteVehicle _x;
							sleep 0.025;
							_delQty = _delQty + 1;
						};
					};
				};
			};
		};
		sleep 0.001;
	} count _missionObjs;
	if (_delQty > 0) then {
		_qty = count _missionObjs;
		diag_log (format["CLEANUP: Deleted %1 Loot Piles out of %2",_delQty,_qty]);
	};
	DZE_DYN_cleanLoot = nil;
};

server_spawnCleanAnimals = {
	private ["_pos","_delQtyAnimal","_qty","_missonAnimals","_nearby"];
	_missonAnimals = entities "CAAnimalBase";
	_delQtyAnimal = 0;
	{
		if (local _x) then {
			_x call dayz_perform_purge;
			sleep 0.05;
			_delQtyAnimal = _delQtyAnimal + 1;
		} else {
			if (!alive _x) then {
				_pos = getPosATL _x;
				if (count _pos > 0) then {
					_nearby = {(isPlayer _x) && (alive _x)} count (_pos nearEntities [["CAManBase","AllVehicles"], 130]);
					if (_nearby==0) then {
						_x call dayz_perform_purge;
						sleep 0.05;
						_delQtyAnimal = _delQtyAnimal + 1;
					};
				};
			};
		};
		sleep 0.001;
	} count _missonAnimals;
	if (_delQtyAnimal > 0) then {
		_qty = count _missonAnimals;
		diag_log (format["CLEANUP: Deleted %1 Animals out of %2",_delQtyAnimal,_qty]);
	};
};

server_logUnlockLockEvent = {
	private["_player", "_obj", "_objectID", "_objectUID", "_statusText", "_PUID", "_status"];
	_player = _this select 0;
	_obj = _this select 1;
	_status = _this select 2;
	if (!isNull(_obj)) then {
		_objectID = _obj getVariable["ObjectID", "0"];
		_objectUID = _obj getVariable["ObjectUID", "0"];
		_statusText = "UNLOCKED";
		if (_status) then {
			[_obj, "gear"] call server_updateObject;
			_statusText = "LOCKED";
		};
_PUID = [_player] call FNC_GetPlayerUID;
		diag_log format["SAFE %5: ID:%1 UID:%2 BY %3(%4)", _objectID, _objectUID, (name _player), _PUID, _statusText];
	};
};

	//Custom
KK_fnc_floatToString = {
	private "_arr";
	if (abs (_this - _this % 1) == 0) exitWith { str _this };
	_arr = toArray str abs (_this % 1);
	_arr set [0, 32];
	toString (toArray str (
		abs (_this - _this % 1) * _this / abs _this
	) + _arr - [32])
};

KK_fnc_positionToString = {
	format [
		"[%1,%2,%3]",
		_this select 0 call KK_fnc_floatToString,
		_this select 1 call KK_fnc_floatToString,
		_this select 2 call KK_fnc_floatToString
	]
};

#include "scotty_tm_cleanupv2.sqf"; 

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Heya!

 

Copy pasted the dayz_objectUID2 and im getting:

 

Error in expression < select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _>

Error position: <&amp;lt; 0 ) then { _x = _x * -10 }; _>
Error Missing )
File z\addons\dayz_server\init\server_functions.sqf, line 592

 

 

dayz_objectUID = {
private["_position","_dir","_key","_object"];
_object = _this;
_position = getPosATL _object;
_dir = direction _object;
_key = [_dir,_position] call dayz_objectUID2;
    _key
};
 
dayz_objectUID2 = {
private["_position","_dir","_key"]; if((count _this) == 2) then{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }else{ if((count _this) == 3) then{ if(typename (_this select 2) == "ARRAY")then{ _vector = _this select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) &amp;amp;&amp;amp; ((count (_vector select 1)) == 3))then{ _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _vecCnt = 0; { _set = _x; { _vecCnt = _vecCnt + (round (_x * 100)) } foreach _set; } foreach _vector; if(_vecCnt &amp;lt; 0)then{ _vecCnt = ((_vecCnt * -1) * 3); }; _key = _key + str(_vecCnt); }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ if((count _this) == 4) then{ if(typename (_this select 3) == "ARRAY")then{ _vector = _this select 3; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) &amp;amp;&amp;amp; ((count (_vector select 1)) == 3))then{ _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _vecCnt = 0; { _set = _x; { _vecCnt = _vecCnt + (round (_x * 100)) } foreach _set; } foreach _vector; if(_vecCnt &amp;lt; 0)then{ _vecCnt = ((_vecCnt * -1) * 3); }; _key = _key + str(_vecCnt); }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ if(typename (_this select 2) == "ARRAY")then{ _vector = _this select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) &amp;amp;&amp;amp; ((count (_vector select 1)) == 3))then{ _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _vecCnt = 0; { _set = _x; { _vecCnt = _vecCnt + (round (_x * 100)) } foreach _set; } foreach _vector; if(_vecCnt &amp;lt; 0)then{ _vecCnt = ((_vecCnt * -1) * 3); }; _key = _key + str(_vecCnt); }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x &amp;lt; 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }; }; _key};
 
dayz_objectUID3 = {
private["_position","_dir","_key"];
_dir = _this select 0;
_key = "";
_position = _this select 1;
{
_x = _x * 10;
if ( _x < 0 ) then { _x = _x * -10 };
_key = _key + str(round(_x));
} count _position;
_key = _key + str(round(_dir + time));
_key
};
 

server functions.txt

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HI,

we are having the same problem like dknight903. If we build 2 garage doors we loose on of them on restart and all buildings are going to back to the 'straight' mode. Any ideas?

 

 

Does my problem have the same solution as przewodnik's ???? My problem occurs upon upgrading.

 

 

I have an issue with v4, which used to work great in v3.....

Placing 2 block garage doors on top of each other, the bottom one upside down, the upper one snapped to the lower one in the normal block garage door position (so an MTVR can easily get through)

The problem comes when I want to upgrade the lower door. When I do this, it resets the door's angles/vectors and places it in the same position as the top garage door, and deletes the original upside version.

I have tried this with snap turned on and off, the problem exists under both sets of circumstances.

I am not running any other unusual addons. Just DZMS, WAI, Refuel/Rearm/Repair, and Zupa Coins (non-hive version). Chernarus Overpoch on a GTX server.

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If you guys are having problems, you installed this wrong or something else is conflicting with it. Your best bet is to start from scratch, add stuff back 1 by 1 until you figure out whats causing the conflict or it's fixed. Thats the painful truth. You'll sit here and wait for days to get a response from someone that may or may not help.

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Hoping someone can help with this one, I've been battling it for days. (also posted in Plot For Life thread, but the issue is still unresolved)

 

I have SBP installed as part of the Plot For Life latest version. I also have Build Vectors and Precise Base Building (as recommended by Build Vectors).

 

Everything sort of seems to be working normally, except, when you press F to snap an item, it flips around and no longer lines up properly. In some cases, even if you get it facing the right way, and the ghost image lines up, as soon as you hit SPACE to build, it goes out of line. I've done a little video below to show what I mean...

http://www.twitch.tv...ntv/b/608667844

 

On advice from Rimblock, I downgraded P4L to 2.35, but the problem is exactly the same. It seems if you build on flat planes with the correct objects (ie: floors horizontal and walls vertical), it's OK ( although still flips sometimes). As soon as you start vectoring stuff around, it never snaps properly after that.

 

My last attempt was 2 x cinder walls. 1st one was placed pitched forward 45, and banked left 45. I got the 2nd section out and oriented it the same way, but when you tried to snap them end to end, it would rotate and bank the 2nd one a little so it was out of line by a few degrees. Is it possible that Precise Building is doing something screwy with rounding up/down as you're building?

 

Still got this issue outstanding. From doing a little digging, it may be due to there not being enough accuracy with vectors as there is in precise building. So when you vector something around, it's worldspace gets rounded up/down enough to cause it to be out of line. Seems the more you vector it around, the worse it gets. This is of course, just guesswork at this stage.

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Still got this issue outstanding. From doing a little digging, it may be due to there not being enough accuracy with vectors as there is in precise building. So when you vector something around, it's worldspace gets rounded up/down enough to cause it to be out of line. Seems the more you vector it around, the worse it gets. This is of course, just guesswork at this stage.

I have vectoring and precise base building, no problems. The only thing that he mentioned that I dont use is P4L and from looking around the forums it seems P4L causes a lot of problems. Good ole' arma

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Zombies walking through walls has been a thing in arma for as long as I can remember. You probably didnt do anything wrong.try putting up a sandbag thing in front of the wall

Waking through walls sure. But I'm talking about full sprinting through the wall without slowing down or anything. I tested it by surrounding myself with 4 regular cinder walls then spawned a bunch of zombies and started shooting, no zombies got to me. Then I surrounded myself in 4 cinder walls that were rotated 90 degrees and did the same thing and immediately I was covered in zombies. They run through the walls like they're not even there.

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