Moving "Epoch_Itemdisplayname" also to server will rename it to "EPOCH_fnc_Itemdisplayname", so we now only link to the new function.
Means, that you can now use:
Client side:
"EPOCH_Itemdisplayname" or "EPOCH_fnc_Itemdisplayname"
Server side:
"EPOCH_fnc_Itemdisplayname"
So no eventually third-party scripts will take effect.
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
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.
ItemInteractions for VehDoc's set for UPGRADE
CfgVehicleUpgrade added for customizing materials needed
Server function for upgrading vehicle
CfgRemoteExec addition for server function above.
- 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.
only use nearestTerrainObjects [player, ["SHIPWRECK"], 40000]; postions
for containerpos array
change gamemode to survival, (might show as unknown gamemode pre 1.62)
* first build for 0.3.8
* 0.3.8.0190
* 0.3.8.0202
* 0.3.8.0213
* 0.3.7.0214
* 0.3.8.0222
* 0.3.8.0246
* 0.3.8.0247
fixed typo
* 0.3.8.0249
more fixes for server compiler
* 0.3.8.0256
* add build number and simple batch file for packing
* match build number with internal
* add build numbers to server pbo's and mission files
also reworked build script for more options
* 0.3.8.0261
* 0.3.8.0261
* 0.3.8.0283
* 0.3.8.0284
* changelog
* 0.3.8.0307
* 0.3.8.0311
* remove old BEC plugin
* update redis-server.exe to latest build and full config
* 0.3.8.0314
* 0.3.8.0315
* inverse logic
This should correctly prevent spawning these units nearby jammer or
protection zones
* use pushbackUnique here
* optimized loot function
by using selectRandom instead of slower sqf logic
* 0.3.8.0316
* make use of new getDir functionality instead of BIS fnc
* add lower disconnect value to server.cfg
* use new getpos functionality
* 0.3.8.0317
* 0.3.8.0319
* 0.3.8.0327
* 0.3.8.0338
changelog update tba
* changelog
* 0.3.8.0341
* BE update
* 0.3.8.0353
* changelog
* removed duplicates
* 0.3.8.0355
fixed error in getIDC
* 0.3.8.0356
revert to BIS_fnc_param as params threw errors
* 0.3.8.0357
fixes for #496#497
* 0.3.8.0359
fixed#497fixed#496
* 0.3.8.0365
* 0.3.8.0371
* 0.3.8.0373
* 0.3.8.0379
* 0.3.8.0381
* 0.3.8.0386
* 0.3.8.0393
* 0.3.8.0395
* 0.3.8.0396
* 0.3.8.0397
* 0.3.8.0406
* 0.3.8.0409
* 0.3.8.0410
loot balance
suppress error in spawnloot
make near object check based on building size
* 0.3.8.0412
* 0.3.8.0414
removed classes with scope 0
test remove loot trash on gear for #498fixed#501
* 0.3.8.0415
* same