- 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.
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.
[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
- change bools in config files to string or a number.
- EPOCH_fnc_returnConfigEntry(V2) now also supports 0/1 via config when
default input is a bool.
Note: this commit may address issue with Bad conversion: bool rpt spam.
It is suggested to use the following format for storing booleans in
config:
1 = true
"true"=true
0 = false
"false"=false
simplify new load vehicle, (realized sleep was not needed as allowDamage
does not effect scripted damage (per the wiki)
[added] old load vehicle script and epochconfig,hpp flag. (default is
false = use new load vehicles, true use old one from 0.3.8
[Added] Starting to add support for Tanoa. (more loot positions and
world interaction configs still needed)
[Changed] move vehicle EH init before setdamage.
[Changed] add extra debug to load vehicles.
[Changed] Tool: buildings without loot pos script now uses mission
config and terrain objects command.
[Fixed] take into account trader stored per class vehicle limits when
spawning new vehicles.
* 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