Create new Playerobject first on respawn marker and move Player +
Playerobject at least together to final position.
Seems to help against login issues as loadout is more accurate
broadcasted to client.
- 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
added missing var init server side
moved playMoveNow to master loop init and after display checks.
added config switch setAnimStateEnabled to test this, set
setAnimStateEnabled = true in CfgEpochClient to enable. Disabled by
default.
logic to select low or high criticalAttributes
forced blood drop if player is hypothermic.
force blood pressure rise if toxicity or radiation is over 55
removed Radiation reduction in master loop so you can only reduce
radiation with treatments
players blood pressure must stay within 11-179 range or be killed.
- 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
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.
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.
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.