- Default Key is "W"
- You can change the key in EPOCH ESC Menu
- If choosen key is same as "moveforward" (default), you have to 2x tap
it, else you only have to 1x tap it
- If your legs are broken, you get a hint "can not autorun - legs are
broken"
- If the terrain is too steep, you only walk in AutoRun
- Inside Water, you can not Autorun
- Added an option to completely disable Simulation for specific Base
Parts.
- Added Base Parts without animations to this array.
- Removed Base Objects Init (mpAddEventhandler "mpKilled") from
indestructible Base Objects, as it is not needed.
- Moved Dynamicsimulation server side (not needed client side)
- Resorted epochonfig.hpp
All changes are running on our Server without any problems and with a
good performance boost, as the dynamicsimulationhandler has not to
handle a few thousand objects anymore
-use the second set of GVARs to track adding and removing attributes.
-Epoch_player* vars moved to local vars only accessible inside the
master loop.
-TODO: finish digest system with a config entry to control digest
limits. Some extra logic is needed.
Basically, when you consume some food, it will not increase your hunger
level immediately but raise over time.
Each of these should have limits on how much you can store in the digest
and how much each tick the digest var can affect the local player var in
the master loop.
- 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.
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
removing it caused array index issues with other stats. Note: should be
able to repurpose the stat for something else instead of removing and
needing a workaround.
- 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
- Moved configs to cfgepochclient
- Changed Keydown-Check from EPOCH_Buildmode to EPOCH_Target
- Replaced "resetonLogin" to only remove "forbidden items"
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.
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.