- 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.