Rearming not local turrets do not work, so make it similar to new
Dyna-Options to add / remove Magazines
- Driver can Refuel / Repair and Reload only Driver-Weapons
- All other Seats can only rearm they current available weapons
Player Location Marker with Assigned GPS
Death Marker location saved only when assigned GPS on death
CfgEpochClient on/off toggle for hosts
DynaMenu on map toggle for players
New Marker Sets come to life!
First set of functions for Local Marker Sets as needed for the above
feature additions
added action 16 that will repair most damaged player hitpoint and give
attributes
_unifiedInteract function now returns bool based on if item was removed.
added attributes to other new items
NOTE: will consider a digest system for 1.1
Correct vector snap issues clientside
Correct vector placement issues server side
Correct remoteExec reveal to clients(fixes incorrect placement during
swap)
use nearObjects instead of nearestObjects
use _lootClasses as filter for objects array, force array to lower to
prevent case issues.
This should allow loot spawn for simple objects.
-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.
- Added CinderWall Door to DoorCount in UpgradeBuild
- Added Option to prevent repairing full damaged HitPoints in
ServicePoint
- Added Option to disable removing Parts in Advanced Vehicle Repair
- Added CinderWallDoorwHatch_EPOCH to cfgBaseBuilding
- Fix in cfgCrafting for KitVehicleUpgradeI_200_EPOCH
- Added an "isdamageallowed" check in EPOCH_server_repairVehicle for
repairing untouched Vehicles in Bases
https://github.com/EpochModTeam/Epoch/blob/experimental/Sources/epoch_server/compile/epoch_vehicle/EPOCH_load_vehicles.sqf#L202-L203
- Some Cleanups of commented out lines
[Fixed] Snapping Stud Walls to Floors tilted on their left or right(had
forward and back working)
[Added] Checks for Tilt Left / Right / Forward / Back
[Added] Checks for Snap Points N,S / E,W
[Added] Checks for Snapping Direction 0,2 / 1,3
[Fixed] Snapping Direction's failed to keep level with tilt of floor on
some snap points with specific directions requiring the above checks
- 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.
move "Delete Group" button check to onLoad from button click.
Remove owner from EPOCH_sendRemoteExecClient calls.
Add UI update push to leader on Delete Group.
Add UI update push to client on remove in case they clicked leave group.
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
- Vehicle Upgrade moved to DynaMenu
- Hitpoints now also will be given to Vehicles from other BaseClasses
(controlled by HitPointNames)
- Added a security Check that Players must have a bit distance to
upgrade
- Fixed some errors in Colorscript for upgraded Vehicles. If it is only
an upgrade, same color is used. If it is another Class, a new random
color will be taken.
- Removed Upgrade Vehicle from Inventory Click
- Changed DynaMenu to make it possible to call a script to get iconpath
(use "iconcode" instead of "icon" then)
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
This has no effect to Epoch, but if you are working with EPOCH_InteractedItem in custom scripts, the crate items are from the wrong wh (if a crate and a groundWH is in target.
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.
- 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.
ItemInteractions for VehDoc's set for UPGRADE
CfgVehicleUpgrade added for customizing materials needed
Server function for upgrading vehicle
CfgRemoteExec addition for server function above.
- 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 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.
Once closed the Invites Screen, no more invites from the same Group are possible until relog.
Not sure, for what "Epoch_invited_GroupUIDsPrev" should be needed. Noticed no disadvantages by not compare it here
- 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.
if unit is forced to spawn no need to increase random spawn limit, Also
since there was no way to decrease the spawn for soldiers they would
randomly spawn forever.
get random postion around player to spawn soldier if extra data is not
sent.
set soldiers to spawn at ground level.