- 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.
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
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.
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.
Zombies: fixed issue with multiple targets
moved CfgSounds and CfgSay3Dhandler to mission file
added new mission config (CfgSwitchMovehandler) for
EPOCH_server_handle_switchMove function
minor cleanup to EPOCH_server_handle_say3D usages.
* 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