Merge pull request #518 from EpochModTeam/experimental

update changelogs
This commit is contained in:
vbawol 2016-04-24 14:05:39 -05:00
commit e925005473
2 changed files with 46 additions and 35 deletions

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@ -48,7 +48,7 @@ Build: 429
[Changed] Make use of new getOutMan EH for vehicle epoch anti wall glitch checks.
[Changed] Change last few uses of hintSilent to Epoch_dynamicText. Now only the debug monitor uses hintSilent.
[Changed] 1.58 Difficulty Overhaul changes to enable 3rd person. Thanks to klinGiii on the forum: http://epochmod.com/forum/index.php?/topic/41922-158-difficulty-overhaul
[Changed] Epoch AH reworked displayAddEventHandler checks to use.
[Changed] Epoch AH reworked displayAddEventHandler checks to use CfgEpochClient configs.
[Changed] Increased range for vehicle interactions to fix issues with access to larger vehicles. Thanks to Grahame for the report: http://epochmod.com/forum/index.php?/topic/41894-cannot-unlock-large-vehicles/
[Changed] Preloading sapper by spawning one on the map at server start.
[Changed] Change to github markdown for credits and license.
@ -59,7 +59,8 @@ Build: 429
[Fixed] Trailing commas in CfgLootTable.
[Fixed] Disallow building inside of vehicles.
[Fixed] Incorrectly enabled CUP vehicles and weapons support if only Core and Maps where enabled.
[Fixed] removeExec Battleye kick fixed.
[Fixed] remoteExec Battleye kick fixed.
[Fixed] Player getting stuck waiting for inventory to load.
[Fixed] Delete base object if over limit.
[Info] Defined proper settings in full redis-example.conf
[Info] Requires Arma 3 1.58 or higher.

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@ -3,40 +3,50 @@ blood=1;
singleVoice=0;
gamma=1;
brightness=1;
difficulty = "Custom";
difficulty="Custom";
class DifficultyPresets
{
class CustomDifficulty
{
class Options
{
groupIndicators=2;
friendlyTags=0;
enemyTags=0;
detectedMines=0;
commands=1;
waypoints=1;
weaponInfo=0;
stanceIndicator=1;
reducedDamage=0;
staminaBar=0;
weaponCrosshair=1;
visionAid=0;
thirdPersonView=1;
cameraShake=1;
scoreTable=1;
deathMessages=1;
vonID=1;
mapContent=0;
autoReport=0;
multipleSaves=0;
class CustomDifficulty
{
class Options
{
// Simulation
reducedDamage = false; // Reduced damage
};
aiLevelPreset=2;
};
class CustomAILevel
{
skillAI=1;
precisionAI=0;
};
// Situational awareness
groupIndicators = 2; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 1; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
// Personal awareness
weaponInfo = 1; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 1; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = false; // Stamina bar
weaponCrosshair = true; // Weapon crosshair
visionAid = false; // Vision aid
// View
thirdPersonView = true; // 3rd person view
cameraShake = true; // Camera shake
// Multiplayer
scoreTable = true; // Score table
deathMessages = true; // Killed by
vonID = true; // VON ID
// Misc
mapContent = false; // Extended map content
autoReport = false; // Automatic reporting
multipleSaves = false; // Multiple saves
};
aiLevelPreset=2;
};
class CustomAILevel
{
skillAI=1;
precisionAI=0;
};
};