Could not see the groups menu at all if looking directly at another
player.
This adds all groups menus and invitation menus to dynamenu player
targets.
Added the _allPlayers variable to complete the delete and readd to
original Perm Group.
Optimized forEach statements.
Fixed use of _groupId with _permGroup
- 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.
move "Delete Group" button check to onLoad from button click.
Remove owner from EPOCH_sendRemoteExecClient calls.
Add UI update push to leader on Delete Group.
Add UI update push to client on remove in case they clicked leave group.
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
- Vehicle Upgrade moved to DynaMenu
- Hitpoints now also will be given to Vehicles from other BaseClasses
(controlled by HitPointNames)
- Added a security Check that Players must have a bit distance to
upgrade
- Fixed some errors in Colorscript for upgraded Vehicles. If it is only
an upgrade, same color is used. If it is another Class, a new random
color will be taken.
- Removed Upgrade Vehicle from Inventory Click
- Changed DynaMenu to make it possible to call a script to get iconpath
(use "iconcode" instead of "icon" then)
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.