Commit Graph

73 Commits

Author SHA1 Message Date
He-Man
8ab05047e9 Simulation tweaks
- 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
2017-11-30 22:59:29 +01:00
He-Man
a6f43e934b Make Nuisance by shooting configureable
Also reduced it, because it is very high on default
2017-11-15 21:53:14 +01:00
He-Man
224032abb7 Fix for CameraView Check 2017-11-05 01:26:19 +01:00
vbawol
b71b86c4a7 move mod checks server side 2017-10-23 15:12:00 -05:00
Raymix
a6aade38b9 disable geiger by default 2017-10-22 17:28:51 +01:00
Raymix
a893e7aa74 Geiger counter GUI release 2017-10-21 23:35:53 +01:00
vbawol
aaf7b215c9 make use of underwater command 2017-10-13 16:15:03 -05:00
vbawol
f11f8a5a6c remove karma Item Interactions 2017-10-01 16:20:34 -05:00
vbawol
a1d4d411fc Merge remote-tracking branch 'refs/remotes/origin/experimental' into exp-digest-test
# Conflicts:
#	Sources/epoch_code/compile/setup/EPOCH_clientRevive.sqf
#	Sources/epoch_code/init/client_init.sqf
#	Sources/epoch_config/Configs/CfgEpochClient.hpp
2017-09-25 01:02:55 -05:00
DESKTOP-UH65DCE\MusTanG
ed095efb48 update to notused var name 2017-09-24 17:47:08 -05:00
DESKTOP-UH65DCE\MusTanG
bf41fb5b7d remove from default vars and add to debug 2017-09-24 17:38:56 -05:00
DESKTOP-UH65DCE\MusTanG
2f292d889a move karma and upgrade community stats coding 2017-09-24 12:26:11 -05:00
He-Man
2afc23914f fix for addrating 2017-09-20 19:35:46 +02:00
vbawol
a0e9ec0153 digest concept
-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.
2017-09-20 09:23:46 -05:00
vbawol
b9fffd4cb9 Better event driven cameraView checks
uses MissionEH PlayerViewChanged
removed fsm infinite loop checks
2017-09-12 16:29:42 -05:00
vbawol
80c3ba0917 testing for civ males 2017-09-12 13:50:25 -05:00
vbawol
2cffcbc740 cleanup 2017-09-06 14:00:03 -05:00
vbawol
73d5d95fc5 use apply to optimize 2017-09-06 09:39:34 -05:00
vbawol
7ab0e2694b Merge remote-tracking branch 'origin/experimental' into experimental
# Conflicts:
#	Sources/epoch_config/Configs/CfgClientFunctions.hpp
2017-08-30 17:19:05 -05:00
vbawol
01c8641ff2 Conditional Loot table feature and reworking antagonist spawning
- 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.
2017-08-30 17:15:14 -05:00
DESKTOP-UH65DCE\MusTanG
56283e0c08 Temp Group System
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
2017-08-30 02:43:37 -05:00
vbawol
763bc80e49 fixes 2017-08-18 09:45:27 -05:00
vbawol
129d60b0b0 private update 2017-08-18 08:36:48 -05:00
vbawol
ab195d145b re-add hitpoints stats client side
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.
2017-08-18 08:25:07 -05:00
vbawol
1a211407b9 updates to login system and hitpoints
- 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
2017-08-15 14:19:03 -05:00
vbawol
6a78895879 Merge branch 'experimental' into Community-Stats-#1 2017-08-03 18:20:00 -05:00
He-Man
ff4b401b5f Some Fav-Bar Tweaks
- Moved configs to cfgepochclient
- Changed Keydown-Check from EPOCH_Buildmode to EPOCH_Target
- Replaced "resetonLogin" to only remove "forbidden items"
2017-08-03 18:18:18 +02:00
DESKTOP-UH65DCE\MusTanG
43958142b8 Community Stats System #1
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.
2017-08-02 22:16:21 -05:00
Raymix
97cf50183e FavBar: build mode fix 2017-08-02 23:16:50 +01:00
vbawol
4cdc67cf9d Merge pull request #804 from Ignatz-HeMan/experimental
Advanced Vehicle Repair
2017-08-01 16:47:39 -05:00
Raymix
2f5fe0f149 Favbar added: Banned items list and reset favbar on every login 2017-08-01 21:25:31 +01:00
Raymix
45b6bf1fb2 Favorites bar - full release 2017-08-01 03:00:28 +01:00
He-Man
5dd672cb68 Advanced Vehicle Repair 2017-07-31 18:28:18 +02:00
vbawol
f2b0aab6e6 disable fuel after player is already in the server 2017-07-25 12:19:23 -05:00
vbawol
45a02c7b91 for #340 disable refuel client side 2017-07-25 12:02:17 -05:00
DESKTOP-UH65DCE\MusTanG
e52fc1ee25 DynSim #3 Configs
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.
2017-07-24 12:34:58 -05:00
vbawol
312868bc70 Merge pull request #780 from ravmustang/Dynamic-Simulation-System-#1
Dynamic Simulation #1
2017-07-17 04:46:35 -05:00
DESKTOP-UH65DCE\MusTanG
44a7b78980 Dynamic Simulation #1
Init dynSim for server and client.
Load configured settings.
Enable dynSim for Buildings, Vehicles, Clients.
2017-07-16 15:26:19 -05:00
vbawol
07e9e1ac5c add private 2017-07-12 09:53:53 -05:00
vbawol
fd5f4cb1f9 maxBuildingHeight now var as it is used oneachframe 2017-07-12 09:53:39 -05:00
vbawol
28498f3b89 update comment 2017-07-08 18:53:24 -05:00
vbawol
b2354dc5a6 enable dynamic simulation on vehicles 2017-07-08 18:52:42 -05:00
vbawol
dc03dae4bb b780
- 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.
2017-06-03 10:55:47 -05:00
vbawol
9a7bc7b455 more cleanup and privates 2017-05-02 08:28:52 -05:00
He-Man
01779e4780 Delete rest of clientside Airdrop Event 2017-04-07 17:39:17 +02:00
vbawol
086c97f20f 0.5 b748
[Added] 200 player support to all mission files, thanks to increased
group limits in Arma 1.68!
[Added] Experimental support for Mad ArmA Mod:
https://forums.bistudio.com/forums/topic/200295-mad-arma-mad-max-inspired-mod/
(Note: a few known issues with this mod bisign/key for this mod atm)
2017-04-01 23:17:46 -05:00
vbawol
8b77ed0be7 add toxic sapper to spawn, give loot, etc.
also give feedback to player when Spawnpoint set
2017-03-06 11:19:20 -06:00
vbawol
40f2c98f0c 0.5 b684 pt1
[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
2017-02-28 10:34:24 -06:00
vbawol
9e66f8e03a 0.4 b652
- Fixed ryan zed not detected.
2016-11-09 17:23:27 -06:00
vbawol
c15ea5c42b Epoch Survival 0.4 b646
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.
2016-11-09 15:21:15 -06:00