currently set to run 24 minutes between each "grow" cycle, so from seed
to mature should take around 1.2 hours from seed to fully mature. Option
to also have mature items spoil on the next cycle (24 minutes).
Correct vector snap issues clientside
Correct vector placement issues server side
Correct remoteExec reveal to clients(fixes incorrect placement during
swap)
fix error if EPOCH_playerEnergyMax was nil
another test case for swapBuilding if still not fixed.
removed hitpoints var from heal and godmode as it is not used.
lightPos: controls the positions of light props inside the box (uses
modelToWorld offset), set to {} to disable.
debugBoxClass: Controls the class that is used for the debug box, "" to
disable debug box.
cloneClasses: What classes to use for clone vat props, set to {} to
disable
- Added CinderWall Door to DoorCount in UpgradeBuild
- Added Option to prevent repairing full damaged HitPoints in
ServicePoint
- Added Option to disable removing Parts in Advanced Vehicle Repair
- Added CinderWallDoorwHatch_EPOCH to cfgBaseBuilding
- Fix in cfgCrafting for KitVehicleUpgradeI_200_EPOCH
- Added an "isdamageallowed" check in EPOCH_server_repairVehicle for
repairing untouched Vehicles in Bases
https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L202-L203
- Some Cleanups of commented out lines
Added the _allPlayers variable to complete the delete and readd to
original Perm Group.
Optimized forEach statements.
Fixed use of _groupId with _permGroup
- We no longer spawn antagonists on opening loot containers or trash.
Instead we have the client spawn them from a new weighted array. Note:
Admins can control what AI are spawning by removing from array
(antagonistChances) or setting chance to 0
- moved EPOCH_spawnIndex and EPOCH_spawnLimits to master loop init
instead of both_init as it is only needed client side.
- loot table updates for extra logic condition.
move "Delete Group" button check to onLoad from button click.
Remove owner from EPOCH_sendRemoteExecClient calls.
Add UI update push to leader on Delete Group.
Add UI update push to client on remove in case they clicked leave group.
Credit goes to AWOL for the original Epoch Group System.
Temp Groups do not allow outsiders access to bases, vehicles or safes.
Easily switch to Temp Group for Co-Op mission, then back to Perm Group.
Full access to Kick, Set Mod, Leave Group/Delete Group.
When leaving or deleting group, you will be put back into the actual
group of your teammates if online.
Fixed Leave/Delete Button to show Delete Group onLoad of Temp Group UI
Added refresh to Group UI's so all players are in sync after changes
- Vehicle Upgrade moved to DynaMenu
- Hitpoints now also will be given to Vehicles from other BaseClasses
(controlled by HitPointNames)
- Added a security Check that Players must have a bit distance to
upgrade
- Fixed some errors in Colorscript for upgraded Vehicles. If it is only
an upgrade, same color is used. If it is another Class, a new random
color will be taken.
- Removed Upgrade Vehicle from Inventory Click
- Changed DynaMenu to make it possible to call a script to get iconpath
(use "iconcode" instead of "icon" then)
- No longer track hitpoints from client side, now saved server side only
and pushed to clients on login.
https://community.bistudio.com/wiki/getAllHitPointsDamage
- Changed use set / getUnitLoadout and should still have legacy player
data support that will upgrade automatically on first save.
- Default loadout can be controlled via new variables in epochconfig.hpp
- Made data validation check dynamic using isEqualTypeParams as it does
type checking and still fails if input is shorter than the default.
https://community.bistudio.com/wiki/isEqualTypeParams
- Added back server side damage protection for the new player body. If
the new unit dies before the player switch it could cause login issues
and should not cause issues with scripted setdamage or hitpoints as
first thought. https://community.bistudio.com/wiki/allowDamage
local antagonists killed by non-local entity needed to be handled.
Local and Non-Local stat changes are now sent to server first then back
to the appropriate client after pToken check is verified.
Fully customizable system.
Base system laid out more so as an example.
Included:
-Murders
-Deaths
-Suicides
-Revives
-AIKills
-AntagonistKills
-ZombieKills
-MissionsAttempted
-CompletedMissions
Client side stat change with optional send to server.
Server side stat change with optional send to client.
Server is backed up with token check if sent from client.
- change a few call compile + callExtension calls to parseSimpleArray +
callExtension as they return arrays.
- allow anti teleport check to be disabled with
antihack_antiTeleportCheck = "false" inside epochah.hpp
- optimized and made EPOCH_server_getRealTime command a normal server
function.
Added cfgDynamicSimulation.
Toggle entire system.
Toggle individual sections player/bases/vehicles
Set mulitpliers and distances.
Will continue to add to these configs as BIS adds more scripting
commands for us to use.
When hosts upgrade they will have vehicles saved in their DB with the
old dataFormat.
This check by @He-Man will do the trick to solve this issue moving
forward with vehicle upgrades
ItemInteractions for VehDoc's set for UPGRADE
CfgVehicleUpgrade added for customizing materials needed
Server function for upgrading vehicle
CfgRemoteExec addition for server function above.
since setUnitLoadout arguments can be global and have global effect it
may work better than some of the inventory commands that only work with
local args. (like: https://community.bistudio.com/wiki/addBackpack,
https://community.bistudio.com/wiki/addWeapon, etc.)
If this helps then, a more Ideal fix would be to just use getUnitLoadout
on player save and setUnitLoadout on player logins.
tested with and without the ```(typeOf _x in _pumps``` and get the full
map (Malden) done in about 100ms either way. Just checking for
```getFuelCargo > 0``` seems to be still just as performant and it can
catch other fuel sources on other maps.
- Can now mine metal scraps from Dynamic Debris vehicle wrecks using
sledgehammer.
- Can now "Search/Examine" Dynamic Debris Trash piles for loot.
- (Known issue: Dynamic Debris will respawn after server restart)
- Initial support for Malden 2035 map released with A3 1.72+.
- Fixed Admin panel corpse markers.
- Debris Updates and MD5 unit test
- reworked to only use one single hive call.
- add debug flag to remove markers by default.
- added check to prevent spawning debris on top of each other.
[Added] Dynamic Debris Epoch Event. Dynamically spawns vehicle and other
debris on the roadways.
Scans the roads on startup and uses a random seed generator to determine
the locations of debris.
Debris is spawned using createSimpleObject and is made to conform with
the upper most roadway surface.
[Added] Epoch Events 3.0
- Supports events based on server side configs and pbos.
- New server side events can be added by just dropping .pbo into
@epochhive/addons folder.
- To make your own standalone events you can use Dynamic Debris Event as
a template.
[Removed] Vehicle simulation handler, so we can use A3 Dynamic
Simulation instead.
[Changed] Safe Vehicle and token checks simplified to only check the
vehicles a player is in.
[Changed] Safe Vehicle classes can now be configured via server settings
pbo CfgSecConf >> vehicles >> safeVehicles array.
- Server was looking for Players with Groupuid after the UID was already set on the new member self. So the Player was sometimes found as first and has joined his own Group
- [["groupUidUpdate", _groupID], _x] call EPOCH_sendRemoteExecClient; was missing, so the Player had to relog to get the Groupuid variable -> Leaving group was also only possible after Relog
- added usage of params []
[Added] epochconfig settings (forcedVehicleSpawnTable,
forcedLootSpawnTable) to force specific vehicle or loot tables.
[Changed] Removed "Alpha" from debug monitor
[Changed] Add flag to enable database unit test. enableUnitTestOnStart =
1 in epochconfig.hpp to enable
Update redis-server.exe to latest version: 3.2.100 from:
https://github.com/MSOpenTech/redis/releases
More accurate to define for Players (bugging through a wall and falling down or hanging stuck in a corner)
In EPOCH 0.4, ServerVars was set to [""] in case of wrong _varscount.
If you have it on your character, you are not able to set SpawnPoint.
SO I added a check, if spawnlocation isequaltype []
More accurate to define for Players (bugging through a wall and falling down or hanging stuck in a corner)
In EPOCH 0.4, ServerVars was set to [""] in case of wrong _varscount.
If you have it on your character, you are not able to set SpawnPoint.
SO I added a check, if spawnlocation isequaltype []
More accurate to define for Players (bugging through a wall and falling down or hanging stuck in a corner)
In EPOCH 0.4, ServerVars was set to [""] in case of wrong _varscount.
If you have it on your character, you are not able to set SpawnPoint.
SO I added a check, if spawnlocation isequaltype []
- I have no idea, where to upload the new needed pics for DynaMenu, so I
have added them into the root folder. Please move to the correct
location.
- Added needed "PayCrypto" function serverside. This function can only
remove Crypto from player. If someone try to add crypto, he will be
killed (could also changed to ban?!)
- I tried to avoid all Battleye filters (excepted remoteexec, of
course). But I have not tested it with Battleye for now.
- no longer use PubVar for Trade
- "Purchase Failed" not abort the complete trade
- Added an option, that Players with to much Bank-debit can not sell,
but can purchase. The Money for Purchasing goes directly to the Bank
then.
on revive, use reveal against new player object.
send loadABS value from server and wait client side for a match before
using selectPlayer.
Note: may need some form of code lock to prevent duplicate calls
Todo: Look into changing revive system to A3's own.
- change bools in config files to string or a number.
- EPOCH_fnc_returnConfigEntry(V2) now also supports 0/1 via config when
default input is a bool.
Note: this commit may address issue with Bad conversion: bool rpt spam.
It is suggested to use the following format for storing booleans in
config:
1 = true
"true"=true
0 = false
"false"=false
Workaround for playerRespawnTime always returning -1 when the player is
killed, that also prevented player time to be revived. Thanks goes to
@Ignatz-HeMan and @SPKcoding for the fix!
fixed crash when opening crafting menu since A3 1.66.
workaround for HandleDisconnect not firing since A3 1.66.
b660
changed playableUnits to allPlayers
improved Epoch_selectInventoryItem function
improved inventory locked check with arma 1.66 features.