- 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.
[Added] Customizability of units spawned by UAV alert via CfgEpochClient
> uavAlertUnitSpawnTemplate. (Default: I_Soldier_EPOCH)
[Changed] Great White Sharks will now spawn if player is deep enough in
the ocean.
[Changed] Objects or Players that have been given "Crypto" variable can
be accessed via the dynamic menu (Space Bar) for a "Take Crypto" action.
changed zombieRndChance to zombieRngChance and added default entry into
CfgEpochClient
- no longer use PubVar for Trade
- "Purchase Failed" not abort the complete trade
- Added an option, that Players with to much Bank-debit can not sell,
but can purchase. The Money for Purchasing goes directly to the Bank
then.
on revive, use reveal against new player object.
send loadABS value from server and wait client side for a match before
using selectPlayer.
Note: may need some form of code lock to prevent duplicate calls
Todo: Look into changing revive system to A3's own.
- 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
- Added Ghost Classes for Biulding-Count
- Added SIM Classes for Storage-Count
- 2nd Storage outsinde PlotPole range can not be set fixed
- Cleanup the whole Script a bit
- fixed a typo in takeCrypto and updated private array
- moved epoch_2DCtrlHeartbeat to is Critical logic so it only beats when
critical (todo make slower faster based on high or low status)
- 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.
Add Wall on Wooden Tower was not working since 0.4.
_x params ["_recipeItem","_recipeQty"]; seem not work here and the paramterer was twice loaded.
This fix is already tested and works.
tanoa mission file added that adds RyanZombies to the addons array
Test extended options support for double click item interaction sub
menu.
- "Drink" gas to poison your self.
- Pour our Honey "Empty" option to gain the empty jar without consuming
the honey.
Otherwise it is possible to unlock foreign Doors / Gates while controling an UAV.
If you control an UAV, cameraon will check the Plotpoles near the UAV.
If two players from the same group connect at exact the same time, they can not "find" and join each others Group. So you can invite the other player again and he is doubled in the Group.
This prevents from inviting again.
Already implemented on our Server since a few weeks without problems.
[Changed] Dynamic sub menu for inventory item interaction and crafting
options. (Double click item in your inventory)
[Changed] Armor stat inventory feature now dynamic and no longer forced
via config.
[Changed] Group menu and requests are now on the self action menu.
new compiler with optional v2 format more like BI's
added expanded startup init logic
moved mirror setup to own function inside epoch core
moved server init code to main gamemode init logic.