Epoch/Sources/epoch_server/compile/epoch_bases/EPOCH_swapBuilding.sqf
He-Man c615d93ba6 Tweaked SwapBuilding
- Removed disable Simulation here, because desimulated objects need a
long time to broadcast the correct position. So we only desimulate them
on next restart
- Removed reveal, because it has no effect in my tests.
- Moved the position set code more to the top of this script, as it has
a positive effect on position set performance
2018-01-02 14:39:31 +01:00

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// _newObj = [_class,_object] call EPOCH_swapBuilding;
//[[[cog import generate_private_arrays ]]]
private ["_newObj","_objectPos"];
//[[[end]]]
params [["_class",""],["_object",objNull],["_method",0]];
_newObj = objNull;
if (!isNull _object && !(_class isEqualTo "")) then {
_objectPos = getPosWorld _object;
_newObj = createVehicle [_class, ASLtoAGL _objectPos, [], 0, "CAN_COLLIDE"];
if (!isNull _newObj) then {
_object hideObjectGlobal true;
switch (_method) do {
case 0: {
_newObj setposATL (getPosATL _object);
_newObj setDir (getDir _object);
_newObj setVectorDirAndUp [vectorDir _object, vectorUP _object];
};
case 1: {
_newObj attachTo [_object,[0,0,0]];
};
/*
case 2: {
_newObj setPosWorld _objectPos;
_newObj setDir (getDir _object);
_newObj setVectorUp (vectorup _object);
};
*/
};
deleteVehicle _object;
_serverSettingsConfig = configFile >> "CfgEpochServer";
_UseIndestructible = [_serverSettingsConfig, "UseIndestructible", false] call EPOCH_fnc_returnConfigEntry;
_IndestructibleBaseObjects = [_serverSettingsConfig, "IndestructibleBaseObjects", []] call EPOCH_fnc_returnConfigEntry;
_ExceptedBaseObjects = [_serverSettingsConfig, "ExceptedBaseObjects", []] call EPOCH_fnc_returnConfigEntry;
if (_UseIndestructible) then {
if ({_class iskindof _x} count _ExceptedBaseObjects == 0) then {
{
if (_class iskindof _x) exitwith {
_newObj allowdamage false;
};
} foreach _IndestructibleBaseObjects;
};
};
// new Dynamicsimulation
if([configFile >> "CfgEpochServer", "baseDynamicSimulationSystem", true] call EPOCH_fnc_returnConfigEntry)then
{
_newObj enableDynamicSimulation true;
_newObj triggerDynamicSimulation false; // this object doesnt need to turn anything on in the server
};
};
};
_newObj