Applied CS15 files · 1.6K LOC
PvEvP
Configurable PvE safe-zones carved into a PvP map — an authoritative damage model, computational-geometry containment tests, and a live in-game zone editor.
- Enforce Script
- Computational geometry
- Custom RPC
- Schema migration
In game
What it does
PvEvP lets a server run PvP everywhere except inside admin-drawn safe zones, where player-vs-player damage, breaching, and lockpicking are all disabled. A five-minute combat-flag timer stops players diving across the border mid-fight to become invulnerable. Admins draw zones live with an in-game map editor; every player sees synced HUD and map indicators.
Engineering
How it's built
- Authoritative server damage model — the server is the sole source of truth for containment and damage; the client's synced copy is render-only and never trusted.
- Computational geometry: a zone is a union of circles and polygons, tested with a ray-casting even-odd point-in-polygon algorithm, with axis-snapping for straight edges and centroid label anchors.
- A custom RPC protocol tunneled through PlayerBase.OnRPC (REQUEST / SYNC / SAVE) to avoid adding a networked entity, with permission-gated saves.
- Serialization hardening around DayZ's JSON quirks — compact payloads under a ~1KB RPC cap, ref-object arrays, plus legacy-config schema migration and post-load fixup.
- Non-invasive integration: modded class hooks layered over four other mods via load-order (requiredAddons) instead of editing them.