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https://github.com/EpochModTeam/Epoch.git
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0.3.4 final?
This commit is contained in:
parent
f81766c505
commit
b31a0f6457
@ -29,6 +29,7 @@ Server:
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[Fixed] Issue with trading vehicles that caused the trader data not to save or to save to the wrong slot.
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[Fixed] Added missing prices for female vests.
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[Fixed] Error Generic error in expression in EPOCH_server_repairVehicle.
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[Changed] Vehicle spawn config that controls how many vehicles can spawn at different location types. See vehicleSpawnTypes array in the Map config in the server settings pbo.
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[Changed] Use new sort command instead of BIS_fncSortBy.
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[Changed] Use new worldSize command as default if maps worldSize setting in CfgEpoch does not exist.
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[Info] Removed old .bikey and added new one for 0340.
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Sources/epoch_code/gui/changelog-sample.html
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Sources/epoch_code/gui/changelog-sample.html
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@ -0,0 +1,20 @@
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<html>
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<head>
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<meta http-equiv="Content-Type"
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content="text/html; charset=windows-1250">
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<meta name="GENERATOR" content="ofp">
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<title>PageTitle</title>
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</head>
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<body>
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<br>
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<p align="center"><img src="\x\addons\a3_epoch_code\Data\EpochLogo.paa"" width="256" height="64"></p>
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<br>
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<p>Seems like Arma has very limited HTML features, no colors except for link, active link and bold text. Headings can have different fonts, see Epoch_GUI_ClientConfigs.hpp file for more info on this. </p>
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<br>
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<p>Depending on size of HTML, you might need to increase height of control to enable scrolling. You can do that in inside Epoch_main_config_html in before mentioned file. Height is calculated in percentages (42% = 0.42 * safezoneH) </p>
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<br>
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<p>TIP: Use filepatching to edit it live, file is reloaded when ESC is pressed</p>
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</body>
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</html>
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@ -9,12 +9,13 @@ content="text/html; charset=windows-1250">
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</head>
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<body>
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<br>
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<p align="center"><img src="\x\addons\a3_epoch_code\Data\EpochLogo.paa"" width="256" height="64"></p>
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<br>
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<p>Seems like Arma has very limited HTML features, no colors except for link, active link and bold text. Headings can have different fonts, see Epoch_GUI_ClientConfigs.hpp file for more info on this. </p>
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<br>
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<p>Depending on size of HTML, you might need to increase height of control to enable scrolling. You can do that in inside Epoch_main_config_html in before mentioned file. Height is calculated in percentages (42% = 0.42 * safezoneH) </p>
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<br>
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<p>TIP: Use filepatching to edit it live, file is reloaded when ESC is pressed</p>
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<p align="center"><img src="\x\addons\a3_epoch_code\Data\EpochLogo.paa" width="256" height="64"></p>
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<p>Client:<br>[Added] New secure storage device: The Epoch Safe.<br>[Added] Totally new crafting system and UI by Raymix.<br>[Added] Epoch variant of the unarmed Strider vehicle. (I_MRAP_03_EPOCH)<br>[Added] Melee weapons: a Broad Sword and Fishing Pole.<br>[Added] Halloween Clown mask and re-added to loot tables: Wolf/Pumpkin masks as well as Meeps Candy.<br>[Fixed] Group members unable to lock a Lockbox or Safe that was placed by the group leader.<br>[Fixed] Shadow artifact at top of Jammer.<br>[Fixed] Reduce client fps lag when first joining the server by preloading objects before exiting loading screen.<br>[Fixed] Being unable to remove a solar generator.<br>[Changed] Removed debug hint text for 3d rotation of objects as it was not needed.<br>[Changed] Re-enable Move button, this system will stay and be refined in the next few patches.</p>
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<p>**Improved Dog AI Dog Brain by Axeman**<br>[FIXED] Dog not taming due to var reset in wrong place / BIS animal update.<br>[UPDATED] Dog text format updated.<br>[UPDATED] Dog whine, instead of bark, when alerting of other nearby players (When player crouched).<br>[UPDATED] Dog prey kills now use animal looting system. i.e. Dog will loot dead animals, and other objects, then will fetch loot.<br>[UPDATED] Attached weapon (loot) holder is now dropped if dog finds a new one. Needs update.<br>[ADDED] New Quiet dog bark and whine.<br>[UPDATED] Make dog sounds global and use quieter sounds to alert player once dog is tamed. Untamed dog or when attacking is still loud.<br>[UPDATED] Add occasional quiet dog whine when other players in the area.<br>[UPDATED] General Dog timeout tweaks to compensate for Arma Animals 'doing their own thing'</p>
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<p>Server:<br>[Added] Example "Epoch Event" Code to provide an example on how to broadcast a message to all players using BE.<br>[Added] 'CfgTraderLimits' config can control stock limit per trader per item. Default is 100 per item class per trader.<br>[Added] storedVehicleLimit variable in CfgEpochServer can now control the total max allowed vehicles on traders. Default limit is 20.<br>[Fixed] Issue with trading vehicles that caused the trader data not to save or to save to the wrong slot.<br>[Fixed] Added missing prices for female vests.<br>[Fixed] Error Generic error in expression in EPOCH_server_repairVehicle.<br>[Changed] Use new sort command instead of BIS_fncSortBy.<br>[Changed] Use new worldSize command as default if maps worldSize setting in CfgEpoch does not exist.<br>[Info] Removed old .bikey and added new one for 0340.<br>[Info] The source code for the a3_epoch_server.pbo is now on the GitHub.</p>
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</body>
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</html>
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@ -23,24 +23,21 @@ if (_allowedVehiclesList isEqualTo []) exitWith {
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diag_log "DEBUG: All vehicles over limit";
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};
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_spawnPositionSize = [
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_spawnPositionSizeDefaults = [
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["FlatAreaCity",1],
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["FlatAreaCitySmall",1],
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["NameCity",2],
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["NameVillage",1],
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["NameCityCapital",4],
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["Airport",5]
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["Airport",5],
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["NameLocal",2],
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["StrongpointArea",1],
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["VegetationBroadleaf",1],
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["VegetationFir",1],
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["ViewPoint",1]
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];
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if (worldName in ["Bornholm","Australia"]) then {
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_spawnPositionSize append [
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["NameLocal",2],
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["StrongpointArea",1],
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["VegetationBroadleaf",1],
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["VegetationFir",1],
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["ViewPoint",1]
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];
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};
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_serverMapConfig = configFile >> "CfgEpoch" >> worldName;
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_spawnPositionSize = [_serverMapConfig, "vehicleSpawnTypes", _spawnPositionSizeDefaults] call EPOCH_fnc_returnConfigEntry;
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_allowedTypes = [];
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{
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@ -73,7 +70,7 @@ _position = [0,0,0];
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_vehCount = count _allowedVehiclesList;
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if (_vehCount <= 0) exitWith{};
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_vehClass = _allowedVehiclesList deleteAt(floor(random(_vehCount)));
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if (isNil "_vehClass") exitWith{};
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@ -1,6 +1,14 @@
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class Altis : Default
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{
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worldSize = 20000;
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vehicleSpawnTypes[] = {
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{"FlatAreaCity",1},
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{"FlatAreaCitySmall",1},
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{"NameCity",2},
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{"NameVillage",1},
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{"NameCityCapital",4},
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{"Airport",5}
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};
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traderBlds[] = { "Land_Kiosk_blueking_F", "Land_FuelStation_Build_F", "Land_CarService_F", "Land_i_Garage_V1_F", "Land_i_Shed_Ind_F", "Land_i_Shop_01_V1_F" };
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containerPos[] = {
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{ 8599.97, 24513.6, 0 },
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@ -1,6 +1,19 @@
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class Australia : Default
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{
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worldSize = 55000;
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vehicleSpawnTypes[] = {
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{"FlatAreaCity",1},
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{"FlatAreaCitySmall",1},
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{"NameCity",2},
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{"NameVillage",1},
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{"NameCityCapital",4},
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{"Airport",5},
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{"NameLocal",2},
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{"StrongpointArea",1},
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{"VegetationBroadleaf",1},
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{"VegetationFir",1},
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{"ViewPoint",1}
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};
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traderBlds[] = { "Land_A_FuelStation_Build", "Land_A_GeneralStore_01", "Land_A_GeneralStore_01a", "Land_A_Office01", "Land_Ind_Garage01", "Land_Ind_Workshop01_04", "Land_Ind_Workshop01_L", "Land_Shed_Ind02", "Land_Tovarna2", "Land_sara_hasic_zbroj" };
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telePos[] = {
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// N [-0.286865,8.17383,-10.3098]
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@ -198,7 +211,7 @@ class Australia : Default
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{"Land_Tank_rust_F", {4039.04, 19377.9, 0}, 0},
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{"HMMWVWreck", {4066.81, 19391.8, 0.00606537}, 115.432},
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@ -1,11 +1,24 @@
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// Bornholm config created by Uro [www.UroGaming.co.uk] for ARMA 3 EPOCH MOD [EpochMod.com]
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//
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//
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// Updated with some minor tweaks 20/01/2015
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// Updated for new telepos positions 7/22/2015
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class Bornholm : Default
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{
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worldSize = 25000;
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vehicleSpawnTypes[] = {
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{"FlatAreaCity",1},
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{"FlatAreaCitySmall",1},
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{"NameCity",2},
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{"NameVillage",1},
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{"NameCityCapital",4},
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{"Airport",5},
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{"NameLocal",2},
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{"StrongpointArea",1},
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{"VegetationBroadleaf",1},
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{"VegetationFir",1},
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{"ViewPoint",1}
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};
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traderBlds[] = { "Land_bo_A_GeneralStore_01", "Land_FuelStation_Build_F", "Land_CarService_F", "Land_i_Garage_V1_F", "Land_i_Shed_Ind_F", "Land_i_Shop_01_V1_F" };
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containerPos[] = {
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{ 18276.7, 5930.02, 0.105503 },
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class Chernarus : Default
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{
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worldSize = 12000;
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vehicleSpawnTypes[] = {
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{"FlatAreaCity",1},
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{"FlatAreaCitySmall",1},
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{"NameCity",2},
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{"NameVillage",1},
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{"NameCityCapital",4},
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{"Airport",5},
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{"NameLocal",2},
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{"StrongpointArea",1},
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{"VegetationBroadleaf",1},
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{"VegetationFir",1},
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{"ViewPoint",1}
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};
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traderBlds[] = { "Land_A_FuelStation_Build", "Land_A_GeneralStore_01", "Land_A_GeneralStore_01a", "Land_A_Office01", "Land_Ind_Garage01", "Land_Ind_Workshop01_04", "Land_Ind_Workshop01_L", "Land_Shed_Ind02", "Land_Tovarna2", "Land_sara_hasic_zbroj" };
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telePos[] = {
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// N [-0.286865,8.17383,-10.3098]
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class Esseker : Default
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{
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worldSize = 12000;
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vehicleSpawnTypes[] = {
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{"FlatAreaCity",1},
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{"FlatAreaCitySmall",1},
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{"NameCity",2},
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{"NameVillage",1},
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{"NameCityCapital",4},
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{"Airport",5},
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{"NameLocal",2},
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{"StrongpointArea",1},
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{"VegetationBroadleaf",1},
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{"VegetationFir",1},
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{"ViewPoint",1}
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};
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traderBlds[] = { "Land_i_House_Big_02_V3_dam_F", "Land_A_GeneralStore_01", "Land_A_GeneralStore_01a", "Land_sara_domek_zluty", "Land_Tovarna2", "Land_Shed_Ind02", "Land_i_House_Big_01_V3_dam_F", "Land_HouseV2_02_Interier", "Land_i_House_Small_01_V3_dam_F", "Land_HouseV_1I4", "Land_dum_rasovna", "Land_FuelStation_Build_F", "Land_CarService_F", "Land_u_House_Small_02_V1_F", "Land_i_Stone_HouseSmall_V1_F", "Land_i_Stone_Shed_V1_F"};
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containerPos[] = {};
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class Stratis : Default
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{
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worldSize = 6000;
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vehicleSpawnTypes[] = {
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{"FlatAreaCity",1},
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{"FlatAreaCitySmall",1},
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{"NameCity",2},
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{"NameVillage",1},
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{"NameCityCapital",4},
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{"Airport",5},
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{"NameLocal",2},
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{"StrongpointArea",1},
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{"VegetationBroadleaf",1},
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{"VegetationFir",1},
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{"ViewPoint",1}
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};
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traderBlds[] = { "Land_Kiosk_blueking_F", "Land_FuelStation_Build_F", "Land_CarService_F", "Land_i_Garage_V1_F", "Land_i_Shed_Ind_F", "Land_i_Shop_01_V1_F" };
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containerPos[] = {
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{ 2583.59, 6024.51, 0 },
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class Takistan : Default
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{
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worldSize = 12000;
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vehicleSpawnTypes[] = {
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{"FlatAreaCity",1},
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{"FlatAreaCitySmall",1},
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{"NameCity",2},
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{"NameVillage",1},
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{"NameCityCapital",4},
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{"Airport",5},
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{"NameLocal",2},
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{"StrongpointArea",1},
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{"VegetationBroadleaf",1},
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{"VegetationFir",1},
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{"ViewPoint",1}
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};
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traderBlds[] = { "Land_Kiosk_blueking_F", "Land_FuelStation_Build_F", "Land_CarService_F", "Land_i_Garage_V1_F", "Land_i_Shed_Ind_F", "Land_i_Shop_01_V1_F" };
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containerPos[] = {};
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telePos[] = {
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@ -171,7 +184,7 @@ class Takistan : Default
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{ "Land_InvisibleBarrier_F", {6051.98,1118.6,-3.05176e-005}, {{0.630672,0.775946,0.0126463},{0.0271672,-0.0383609,0.998895}}, true },
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{ "Land_InvisibleBarrier_F", {6052.1,1110.34,0}, {{-0.792943,0.609278,0.004677},{-0.00639553,-0.0159986,0.999852}}, true },
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{ "Land_InvisibleBarrier_F", {6054.44,1116.41,0}, {{0.630672,0.775946,0.0126463},{0.0271672,-0.0383609,0.998895}}, true },
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//North Takistan Trader City//
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{ "Land_FieldToilet_F", {4692.69,9216.02,0.00186157}, {{-0.181867,0.983211,-0.0148318},{-0.0384089,0.00796881,0.99923}}, true },
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{ "Land_WoodenTable_large_F", {4699.68,9209.76,-0.000869751}, {{0.000108613,0.999872,0.0160187},{-0.00918588,-0.0160171,0.99983}}, true },
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@ -324,7 +337,7 @@ class Takistan : Default
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{ "Land_WoodPile_F", {6830.02,5007.43,-0.0032959}, {{0.964708,-0.261382,0.0318968},{-0.039955,-0.0255718,0.998874}}, true },
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{ "Land_WoodPile_F", {6828.34,5007.86,0.00384521}, {{-0.935741,0.351541,-0.02843},{-0.039955,-0.0255718,0.998874}}, true },
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//North Airfield//
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{ "Land_Dome_Big_F", {5687.97,11165,0}, 222.826 },
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{ "Land_Research_HQ_F", {5694.74,11152,0}, 317.013 },
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{ "Land_Cargo_House_V3_F", {5689.55,11182.2,0}, 0 },
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@ -403,5 +416,3 @@ class Takistan : Default
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{ "C_man_hunter_1_F", { 6829.11,5004.53,0.00158691 }, 179.875 },
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};
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};
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class VR : Default
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{
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worldSize = 10000;
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vehicleSpawnTypes[] = {
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{"FlatAreaCity",1},
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{"FlatAreaCitySmall",1},
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{"NameCity",2},
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{"NameVillage",1},
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{"NameCityCapital",4},
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{"Airport",5}
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};
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traderBlds[] = { "Land_Kiosk_blueking_F", "Land_FuelStation_Build_F", "Land_CarService_F", "Land_i_Garage_V1_F", "Land_i_Shed_Ind_F", "Land_i_Shop_01_V1_F" };
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containerPos[] = {};
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telePos[] = {
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@ -73,6 +73,7 @@ class CfgRemoteExec
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class CfgEpochClient
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{
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epochVersion = "0.3.4.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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