- Moved configs to cfgepochclient
- Changed Keydown-Check from EPOCH_Buildmode to EPOCH_Target
- Replaced "resetonLogin" to only remove "forbidden items"
- Added Vecorbuilding
- Added: Building element can be detached to walk around the Element
before saving
- Added: Help-Arrow to indicate door-opening direction
- Added: Max building height now will be checked direcly by building
element placement
- Changed: Replaced 0/90/180/270° direction build mode with "Rotate 90°"
- Fixed: 90° and 270° Snap was broken
- Fixed: Sometimes rotated elements rotate back on save
Credits:
The Base Vector Building Scripts comes from DirtySanches from
"DonkeyPunch Community Gaming Development Team".
Based on his Script, we reworked and fixed some more stuff in the
building script together.
- experiment with using dynamic UI (HOLD down Space Bar) for base
building: enable, disable, free mode, and snap alignment options. build
mode can still be disabled with "1" key only if already enabled.
- Replace the use of 1,2,3 keys for base building to free them up to be
used for Arma 3 weapon switching.
removed "wet" HUD icon for now.
reworked login fsm, thanks to some feedback on the forum.
removed most blocking of f1-12 keys and number keys via keyDown
function.
comment out some diag_log spam.
workaround for Arma 3 client crash when an admin uses F5 to delete a
vehicle.
Fixed Ryan Zombies mod detection issues.
Optimized and fixed wall state issues thanks to @Ignatz-HeMan for PR and
Xirtti for the feedback.
Zombies: fixed issue with multiple targets
moved CfgSounds and CfgSay3Dhandler to mission file
added new mission config (CfgSwitchMovehandler) for
EPOCH_server_handle_switchMove function
minor cleanup to EPOCH_server_handle_say3D usages.
* 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