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0.3.6.021
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@ -1,5 +1,5 @@
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**Client**
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[Added] Added ability to sell Primary weapon from hands and empty backpacks. Thanks to @He-Man
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[Added] Ability to sell Primary weapon from hands and empty backpacks. Thanks to @He-Man
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[Changed] Increased max player load 2x to compensate for the new stamina system in 1.54.
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[Changed] Increased backpack storage limits to allow carrying long weapons.
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[Fixed] Updated Epoch armor stats UI system to support new changes since 1.54.
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@ -16,7 +16,7 @@
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_vestArmor = (vest player) call EPOCH_gearArmorCalc;
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Parameter(s):
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_this select 0: STRING - Vest or Headhear classname
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_this: STRING - Vest or Headhear classname
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Returns:
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NUMBER
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@ -1,3 +1,27 @@
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/*
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Author: Aaron Clark - EpochMod.com
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Contributors: Raimonds Virtoss
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Description:
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Epoch Item Interact
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_code/compile/inventory/EPOCH_itemInteractClick.sqf
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Example:
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onLBSelChanged = "_this call EPOCH_itemInteractClick";
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Parameter(s):
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_this select 0: CONTROL - control
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_this select 1: NUMBER - listbox index
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Returns:
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BOOL - allways returns true
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*/
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private ["_data","_confData","_usedIn","_type","_interactOption","_buttonTXT","_control","_index","_text","_pic","_craftingArray","_craftingArrayNames","_config","_craftingConfig","_display","_useBtn"];
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EPOCH_InteractedItem = [];
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@ -1,3 +1,27 @@
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/*
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Author: Aaron Clark - EpochMod.com
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Contributors: Raimonds Virtoss
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Description:
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Epoch Item Interact when double clicked
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_code/compile/inventory/EPOCH_itemInteractDblClick.sqf
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Example:
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onLBDblClick = "_this call EPOCH_itemInteractDblClick";
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Parameter(s):
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_this select 0: CONTROL - control
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_this select 1: NUMBER - listbox index
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Returns:
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NOTHING
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*/
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EPOCH_InteractedItem = [];
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_control = _this select 0;
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_index = _this select 1;
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@ -22,4 +46,4 @@ if (isClass (_craftingConfig)) then {
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(EPOCH_InteractedItem select 0) call EPOCH_crafting_load;
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} else {
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//TODO: eat, drink, build ... etc
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};
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};
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@ -1,3 +1,27 @@
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/*
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Author: Aaron Clark - EpochMod.com
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Contributors:
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Description:
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workaround for weapons not returning class in the inventory listboxes
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_code/compile/inventory/EPOCH_selectInventoryItem.sqf
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Example:
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[_control,_index] call EPOCH_selectInventoryItem;
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Parameter(s):
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_this select 0: CONTROL - control
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_this select 1: NUMBER - listbox index
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Returns:
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NOTHING
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*/
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private ["_index","_data","_control","_text","_pic","_craftingArray","_craftingArrayNames"];
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EPOCH_InteractedItem = [];
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@ -16,9 +40,8 @@ _pic = _control lbPicture _index;
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_craftingArray = [];
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_craftingArrayNames = [];
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comment 'Not ideal This is needed as weapons do not return a class in the UI';
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comment 'This test is to over come an issue that causes the wrong class selected';
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comment 'when more than two classes share the same displayName';
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// This test is to over come an issue that causes the wrong class selected
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// when more than two classes share the same displayName
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if (_data == "") then {
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{
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_name = configName(_x);
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@ -3799,7 +3799,7 @@ class CfgVehicles
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onlyforplayer = 1;
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position = "NWall_trigger";
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radius = 2.5;
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condition = "!(EPOCH_buildMode > 0) && !(call EPOCH_lockCheck) && (this animationPhase ""NWall"" < 0.5)";
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condition = "(EPOCH_buildMode > 0) && !(call EPOCH_lockCheck) && (this animationPhase ""NWall"" < 0.5)";
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statement = "[this,""NWall"",1] call EPOCH_changeWallState";
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};
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class remove_nwall : add_nwall
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@ -593,6 +593,7 @@ class CfgWeapons
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displayName = "$STR_A3_V_PlateCarrier1_rgr0";
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picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_1_CA.paa";
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model = "\x\addons\a3_epoch_assets\models\parcel.p3d";
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descriptionShort = "$STR_A3_SP_AL_III";
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class ItemInfo : ItemInfo
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{
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uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02";
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@ -634,6 +635,7 @@ class CfgWeapons
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displayName = "$STR_A3_V_PlateCarrier2_rgr0";
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picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa";
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model = "\x\addons\a3_epoch_assets\models\parcel.p3d";
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descriptionShort = "$STR_A3_SP_AL_IV";
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class ItemInfo : ItemInfo
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{
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uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01";
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@ -675,6 +677,7 @@ class CfgWeapons
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displayName = "$STR_A3_V_PlateCarrier2_rgr0";
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picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa";
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model = "\x\addons\a3_epoch_assets\models\parcel.p3d";
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descriptionShort = "$STR_A3_SP_AL_IV";
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class ItemInfo : ItemInfo
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{
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uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest01.p3d";
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@ -718,6 +721,7 @@ class CfgWeapons
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model = "\x\addons\a3_epoch_assets\models\parcel.p3d";
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hiddenSelections[] = {"camo"};
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hiddenSelectionsTextures[] = {"\A3\Characters_F_Mark\BLUFOR\Data\carrier_gl_rig_grn_co.paa"};
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descriptionShort = "$STR_A3_SP_ER";
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class ItemInfo : ItemInfo
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{
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uniformModel = "\A3\Characters_F\BLUFOR\equip_b_carrier_gl_rig.p3d";
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