Sgt Smash

Wood cutting

7 posts in this topic

Posted (edited)

Is it a bug that each log is in it's own inventory pile? it is very frustrating!

Edited by Sgt Smash

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I get the odd log in a separate pile from the other 19 in one, but not every log is its own inventory pile. Must be a bug on your end.

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A buddy of mine and I had the same happening to us on one server on certain trees. We haven not dug deeper to figure out what could be potentially causing this.

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I am only having the issue on Tanoa with certain jungle trees. I think it may have something to do with the fix implemented on Potato where they changed where the logs pile up for you?  Just a thought. 

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I have the same issue on Altis. As far as I can see all trees are affected and all only give the option for picking up 1 log at a time.

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Just had a look in ExileServer_object_tree_network_chopTreeRequest.sqf and the only thing changed is the _weaponHolderPosition (where loot is placed).

_weaponHolderPosition = [_treePosition, _spawnRadius] call ExileClient_util_math_getRandomPositionInCircle;

Instead of spawning it in a radius around the tree it now gets the players ATL position and spawns it there.

_weaponHolderPosition = getPosATL _player;

One line has been removed and im not sure if that would have anything to do with it as not really sure what it does.

_weaponHolderPosition set [2, 0];

Anyhow if you want to use the old way this is the code from 0.9.8

Spoiler

/**
 * ExileServer_object_tree_network_chopTreeRequest
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_sessionId","_parameters","_treeNetId","_tree","_isTree","_player","_treeHeight","_newDamage","_treePosition","_spawnRadius","_weaponHolders","_weaponHolder","_weaponHolderPosition"];
_sessionId = _this select 0;
_parameters = _this select 1;
_treeNetId = _parameters select 0;
try 
{
	_tree = objectFromNetId _treeNetId;
	if (isNull _tree) then 
	{
		throw format ["Cannot chop unknown tree! %1", _treeNetId];
	};
	if !(alive _tree) then 
	{
		throw "Cannot chop already chopped tree!";
	};
	_isTree = [_tree, "WoodSource"] call ExileClient_util_model_isInteraction;
	if !(_isTree) then 
	{
		throw "Can only chop down trees, you twat!";
	};
	_player = _sessionId call ExileServer_system_session_getPlayerObject;
	if (isNull _player) then 
	{
		throw "Unknown players cannot chop trees!";
	};
	if !(alive _player) then 
	{
		throw "The dead cannot chop down trees!";
	};
	if ((_player distance _tree) > 30) then 
	{
		throw "No long distance tree chopping! Nope!";
	};
	_treeHeight = _tree call ExileClient_util_model_getHeight;
	_treeHeight = _treeHeight max 1; 
	_newDamage = ((damage _tree) + (1 / (floor _treeHeight) )) min 1;
	_tree setDamage _newDamage; 
	if (_newDamage isEqualTo 1) then
	{
		_tree setDamage 999; 
	};
	_treePosition = getPosATL _tree;
	_treePosition set[2, 0];
	_spawnRadius = 3;
	_weaponHolders = nearestObjects[_treePosition, ["GroundWeaponHolder"], _spawnRadius];
	_weaponHolder = objNull;
	if (_weaponHolders isEqualTo []) then
	{
		_weaponHolderPosition = [_treePosition, _spawnRadius] call ExileClient_util_math_getRandomPositionInCircle;
		_weaponHolderPosition set [2, 0];
		_weaponHolder = createVehicle ["GroundWeaponHolder", _weaponHolderPosition, [], 0, "CAN_COLLIDE"];
		_weaponHolder setPosATL _weaponHolderPosition;
	}
	else 
	{
		_weaponHolder = _weaponHolders select 0;
	};
	_weaponHolder addMagazineCargoGlobal ["Exile_Item_WoodLog", 1];
}
catch 
{
	_exception call ExileServer_util_log;
};
true

 

 

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On Tanoa, most (jungle, palm) trees give separate weapon holders for each log. The more 'ordinary' looking ones work fine. Will screenshot next time I'm in.

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