add animation state tracking

todo make use of animation state via login fsm
This commit is contained in:
vbawol 2017-10-23 10:53:34 -05:00
parent f7c71e1d5a
commit 178c844f66
4 changed files with 17 additions and 14 deletions

View File

@ -46,7 +46,7 @@ defaultuniformItems[] = {}; // {{"FAK",1},{"30Rnd_65x39_caseless_mag",2,
defaultvestItems[] = {}; // {{"30Rnd_65x39_caseless_mag",3,30},{"16Rnd_9x21_Mag",2,16},{"SmokeShell",1,1},{"SmokeShellGreen",1,1},{"SmokeShellBlue",1,1},{"SmokeShellOrange",1,1},{"Chemlight_green",1,1}};
defaultbackpackItems[] = {}; // {{"Medikit",1},{"FAK",10},{{"hgun_P07_F","","","",{"16Rnd_9x21_Mag",16},{},""},1}};
defaultassignedItems[] = {}; // {"Rangefinder","","","",{},{},""}
defaultlinkedItems[] = {"ItemMap","","EpochRadio0","","",""}; // {"ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGoggles"};
defaultlinkedItems[] = {"ItemMap","","EpochRadio0","","",""}; // {"ItemMap","ItemGPS","EpochRadio0","ItemCompass","ItemWatch","NVG_EPOCH"};
// vehicles - Max vehicle slots is calculated from per vehicle limits below. Warning! Higher the number lower the performance.
disableAutoRefuel = "true"; // Removes auto refuel from all buildings at server startup.

View File

@ -1,4 +1,4 @@
/*%FSM<COMPILE "C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\FSMEditor\scriptedFSM.cfg, Epoch Login">*/
/*%FSM<COMPILE "F:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\FSMEditor\scriptedFSM.cfg, Epoch Login">*/
/*%FSM<HEAD>*/
/*
item0[] = {"INIT",0,250,-25.000000,-375.000000,75.000000,-325.000000,0.000000,"INIT"};
@ -183,8 +183,8 @@ link93[] = {82,76};
link94[] = {83,16};
link95[] = {83,22};
link96[] = {84,31};
globals[] = {0.000000,0,0,0,0,640,480,1,247,6316128,1,-618.033569,546.485168,2139.147705,423.870514,573,844,1};
window[] = {2,-1,-1,-1,-1,959,-1728,-744,192,3,595};
globals[] = {0.000000,0,0,0,0,640,480,1,247,6316128,1,-274.133728,202.585022,1414.458496,684.095581,577,884,1};
window[] = {2,-1,-1,-1,-1,949,182,1166,182,3,595};
*//*%FSM</HEAD>*/
class FSM
{
@ -1397,6 +1397,7 @@ class FSM
"Epoch_my_Group = _C_SET deleteAt 0;" \n
"_communityStats = _C_SET deleteAt 0;" \n
"_hitpoints = _C_SET deleteAt 0;" \n
"_animationState = _C_SET deleteAt 0; // todo do something with _animationState" \n
"" \n
"_extraPayload = _C_SET deleteAt 0;" \n
"" \n
@ -1444,4 +1445,4 @@ class FSM
"Reject_without_B",
};
};
/*%FSM</COMPILE>*/
/*%FSM</COMPILE>*/

View File

@ -63,6 +63,7 @@ if (!isNull _player) then {
_assignedItems = [_serverSettingsConfig, "defaultassignedItems", ["","","","",[],[],""]] call EPOCH_fnc_returnConfigEntry; // ["Rangefinder","","","",[],[],""]
_linkedItems = [_serverSettingsConfig, "defaultlinkedItems", ["ItemMap","","EpochRadio0","","",""]] call EPOCH_fnc_returnConfigEntry; // ["ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGoggles"]
_currentWeapon = [_serverSettingsConfig, "defaultSelectedWeapon", ""] call EPOCH_fnc_returnConfigEntry; // class of selected weapon
_defaultAnimationState = [_serverSettingsConfig, "defaultAnimationState", ""] call EPOCH_fnc_returnConfigEntry; // class of selected weapon
_loadout = [
_primaryWeapon,
@ -78,7 +79,7 @@ if (!isNull _player) then {
];
// default data, if "Player" data format is changed update this array!
_defaultData = [[0, [], _instanceID, 1.0], [0, 0, 1, 0, [0,0,0,0,0,0,0,0,0,0,0]], ["", "", "", "", _currentWeapon, _class], [], call EPOCH_defaultVars_SEPXVar, _loadout, [], [], [], [], "", true];
_defaultData = [[0, [], _instanceID, 1.0], [0, 0, 1, 0, [0,0,0,0,0,0,0,0,0,0,0]], ["", "", "", _defaultAnimationState, _currentWeapon, _class], [], call EPOCH_defaultVars_SEPXVar, _loadout, [], [], [], [], "", true];
// If data does not validate against default or is too short, override with default data.
if !(_playerData isEqualTypeParams _defaultData) then {
@ -207,22 +208,23 @@ if (!isNull _player) then {
// set player loadout
if (_schemaVersion >= 1.0) then {
_playerData params ["","","_apperance","","","_loadout"];
_playerData params ["","","_appearance","","","_loadout"];
// get current weapon to send to param for selectWeapon
_currentWeapon = _apperance param [4,""];
_currentAnimationState = _appearance param [3,""];
_currentWeapon = _appearance param [4,""];
// _newPlyr setUnitLoadout [_loadout, false];
// Workaround for Client / Server synchronizing issue in SetUnitLoadout
[_newPlyr,_loadout] call Epoch_server_SetUnitLoadout;
diag_log format["DEBUG: loaded player %1 with new schema Version %2", _newPlyr, _schemaVersion];
} else {
// Legacy code start
// Apperance + Weapons
_playerData params ["","","_apperance","","","_weaponsAndItems","_linkedItems","_normalMagazines","_itemsInContainers","_weaponsInContainers"];
_playerData params ["","","_appearance","","","_weaponsAndItems","_linkedItems","_normalMagazines","_itemsInContainers","_weaponsInContainers"];
// load Apperance
_apperance params ["_goggles","_headgear","_vest","_backpack","_uniform"];
_appearance params ["_goggles","_headgear","_vest","_backpack","_uniform"];
// old data format for 0.5 and prior.
// Load Apperance START
@ -364,7 +366,7 @@ if (!isNull _player) then {
_newPlyr setVariable["SETUP", true, true];
// Send message to player so they can take over the new body.
[_playerNetID, _playerUID, [_newPlyr, _vars, _currentWeapon, loadAbs _newPlyr, _playerGroup, _canBeRevived, _newPlyr call EPOCH_server_setPToken,_playerGroupArray, _communityStats, _hitpoints], _fsmHandle, _player] call EPOCH_server_pushPlayer;
[_playerNetID, _playerUID, [_newPlyr, _vars, _currentWeapon, loadAbs _newPlyr, _playerGroup, _canBeRevived, _newPlyr call EPOCH_server_setPToken,_playerGroupArray, _communityStats, _hitpoints, _currentAnimationState], _fsmHandle, _player] call EPOCH_server_pushPlayer;
// diag_log str([_playerNetID, _playerUID, _player, [_newPlyr, (_player isEqualTo _newPlyr), _vars, _currentWeapon, loadAbs _newPlyr, _playerGroup, _canBeRevived, [],_playerGroupArray, _communityStats, _hitpoints], _fsmHandle]);
// revive test

View File

@ -87,7 +87,7 @@ if (_allowSave) then{
_medical = [getBleedingRemaining _player, 0, getOxygenRemaining _player, damage _player, _hitpoints];
// appearance now handled with getUnitLoadout, typeof is still needed to determine players class.
_appearance = ["", "", "", "", currentWeapon _player, typeOf _player];
_appearance = ["", "", "", animationState _player, currentWeapon _player, typeOf _player];
// new save format
_loadout = getUnitLoadout _player;