Wood Half Floor
Wood Quarter Floor
Create CfgMagazine for inventory kits
Create entries in the CfgItemInteractions/CfgBaseBuilding/CfgCrafting
Create CfgVehicles for built / SIM / Ghost models
Models in Object Builder
Fix penetration link to arma 2 ca folder, replaced with a3 wood_plate as
is on the full wood floor
create new memory points C, CB, CinE, CinW, CinS, CinN, E, EF, W, WF, S,
SF, N, NF
Tweak for proper snapping points in game
Assets:
Briefcase Silver (100oz)
Silver Bar (10oz)
Aluminum Bar (10oz)
Copper Bar (10oz)
Tin Bar (10oz)
KitWoodHalfFloor
KitWoodQuarterFloor
500Rnd_127x99_mag and tracer mags
200Rnd_127x99_mag and tracer mags
100Rnd_127x99_mag and tracer mags
2000Rnd_762x51_Belt
40mm_G_belt (200Rnd, 32, 64, 96)
30mm_G_belt (200Rnd, 40)
mas_50Rnd_127x107_DSHKM
mas_150Rnd_127x107_DSHKM
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.