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0.3.9.0535
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[New] Epoch Mod configs and some community pbo's are now released under APL-SA license here: https://github.com/EpochModTeam/EpochCore
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[Added-WIP] Tanoa map support.
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[Added] New Task Mission System and removed old mission system.
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[Added] (Optional) Support for Ryan's Zombies and Demons mod: http://steamcommunity.com/sharedfiles/filedetails/?id=501966277 with custom Epoch implementation.
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[Added] New custom variable EPOCH_playerNuisance that increases based on the type of weapon fired and decreases at a rate of 1 per 10 seconds. This is used to track how active a shooter the player is.
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[Added] Player option to Morph into a random antagonist (from deathMorphClass) after death. The array 'deathMorphClass' found in CfgEpochClient can be used to specify what antagonists to randomly spawn.
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[Added] Player option to detonate body after death. Sacrifice yourself by generating a runaway thermal cascade using the nano bots within your body. Nothing left to revive.
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[Changed] Increased loot bias 10% overall and increased loot density for military and other larger buildings.
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[Changed] new function Epoch_message, replaces Epoch_dynamicText.
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[Changed] Object Interaction and EPOCH_client_bitePlayer settings in now config CfgObjectInteractions.
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[Changed] Moved all Base Building variables to gamemode config CfgBaseBuilding.
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[Changed] Moved all Item Interaction to new gamemode config CfgItemInteractions.
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@ -19,23 +24,35 @@ unitTypes - an array of soldier classes to randomly choose from. Custom weapons
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maxUnitNum - Maximum number of units to spawn per UAV.
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minAISkill - Minimum value for any AI skill.
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maxAimingAccuracy -> maxGeneral - Set the maximum value for each available AI skill. A random number between minAISkill and the value for each will be set as that skill.
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[Fixed] To prevent animation glich with weapon switching on the move and holstering. You now must be standing still to holster your weapon.
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[Fixed] Custom Epoch Gestures not working since 1.60.
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[Fixed] Issue with animals not returning raw meat.
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[Fixed] Getting wet and cold on standing on pier. Thanks to umfufu for the report! http://epochmod.com/forum/topic/41929-getting-10-points-of-wetness/
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[Fixed] Missing texture issues with some base building objects since 0.3.8.
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[Info] A big thanks to Isaac, Axeman's chief tester!
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**Server Only**
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[Added] Improved plant spawner by Redbeard Actual and [VB]AWOL.
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[Added] Allow Epoch Events to accept full file path if 4th variable in the EpochEvents array is set to 0. Default is 1.
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[Added] Function to effect a players Crypto server side:
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- [_player,100] call EPOCH_server_effectCrypto; // adds 100
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- [_player,-100] call EPOCH_server_effectCrypto; // removes 100
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[Added] Function to effect a players Crypto server side: EPOCH_server_effectCrypto
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[Added] New experimental PBO packing tool found in Epoch/Tools/PowerShell/
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[Added] Server function to allow remote exec of setVariable on client - Allows client to ask another client to set a local variable, via the server. Server can run same function.
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[Added] Epoch AH: Added ability to kick, instead of just log or ban.
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[Changed] Reworked vehicle load function and made vehicles immune to damage for 120 seconds after startup.
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[Changed] cfgpatches check now kicks by default with message a message.
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[Changed] Vehicle persistence texture configs are now found in server settings pbo. https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server_settings/configs/CfgEpochVehicles.h
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[Changed] Use new disableChannels syntax in 1.60 and enable text chat on side chat and not voice. Thanks to @morgoth0 for the heads up! https://github.com/EpochModTeam/Epoch/issues/544
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[Changed] ForceRestart option should now restart as soon as all players disconnect and server is locked.
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[Changed] Epoch Events can now self initialize on server startup (if third events[] array element is 1). Fixes issue with weather not changing till first event run.
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[Removed] Epoch AH removed whitelisted variable check system.
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[Fixed] Take into account trader stored per class vehicle limits when spawning new vehicles.
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[Fixed] Disappearing Mags on login / revive. Thanks to He-Man for the fix: http://epochmod.com/forum/topic/42178-disappearing-mags-on-login-revive-fix/#comment-277194
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[Fixed] CUP mods enabled check logic typo. Thanks to @morgoth0 for the report: https://github.com/EpochModTeam/Epoch/issues/543
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[Fixed] BE kick when player opened stock A3 dialog (Game > Options > Layout).
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[Fixed] BE kick with Spawn Loot admin panel option. Thanks to @jostster for the report: https://github.com/EpochModTeam/Epoch/issues/540
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[Updated] Loot position tool: Epoch/Tools/SQF/saveLootPositionsVector.sqf
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[Updated] World config tool: Epoch/Tools/SQF/getTreesAndTrash.sqf
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[Info] Changed name of a3_epoch_server.pbo to epoch_server.pbo. Also changed path from \x\addons\a3_epoch_server to \epoch_server
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[Info] Changed name of a3_epoch_server_settings.pbo to epoch_server_settings.pbo.
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[Info] RConPort 2306 added to example-beserver.cfg for changes since A3 1.58.
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@ -79,7 +79,7 @@ _menuCondition = getText(getMissionConfig "epochMissions" >> (_missionClasses se
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_doTask = (_missionTasks select 0);
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_allowTask = true;
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//_uiNSTask = uiNameSpace getVariable ["axeTask",""];//TODO: Use hive to store this via dynamic vars. Or server mission control server_vars
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_plyrVar = missionNamespace getVariable ["EPOCH_playerMissionArray",[]] select {_x find "axeTask" > -1;};
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_uiNSTask = "";
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if(count _plyrVar > 0)then{
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