Example:
- You need 3x energy pack small + 1x electronic + 1x Gold to craft a
large energy pack.
- The 3 small packs can hold max 30 bullets
- If you have in these 3 small packs only 15 bullets, you will return
only a half full large pack (50 Bullets)
- If you have only 10 Bullets, you will get back 100*10/30 -> 33
Bullets.
Added some missing and new configs to CfgEpochClient
Added Energy settings for default map sources to CfgBaseBuilding
Included wind / overcast / distance to energy calculations (depents on
powertype)
- Solars are affected by SunOrMoon and overcast
- Windmills are affected by wind
- Satellites are affected by distance
- More accurate Snappositions für Walls without Floors
- More accurate Snappoints for Foundations
- Added ability to snap Wood / Cynder Walls to each other
- Added SnapPoint for 2 Stairs onto each other for double-Walls (Higher
Garages)
This change will save / load Vehicles much more accurate (especially on
Ramps / slopy terrain.
Background:
If use VectorDir / VectorUp, the Vehicle will be tilted around the model
Center and PosWorld also use the Modelcenter, while PosATL / PosASL use
the lowest level of the Vehicle.
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.
Modified config for easier reading of each settings comments.
Changed all events to PrePostFix 2 with move to that folder
Removed events folder from epoch_settings pbo
Thx to Grahame for the inspiration to add it just before logout.
This should fix the login without clothings.
This will not fix not visible Clothings for others, because it only runs
just before logout, but Players can force it be pressing ESC and waiting
until this command is fired.
Configs:
-Custom wrecks : ClassName string expected
-Custom locations : Posistion Array{x,y,z} expected
Description:
-This upgrade was to provide maps without the built-in terrain objects
"SHIPWRECK" to have this feature available with a few custom locations
added to the servers config.
Function Changes:
-Custom Locations and Wrecks Classnames are pulled from the config
variable.
-Wrecks are created and added to the already gathered array of Terrain
Objects "SHIPWRECK".
-On Maps without these terrain objects, the original array will be
empty[], and then the custom locations will populate it from there.
-On Maps with these terrain objects, the custom locations are added to
the already populated array of "SHIPWRECK"'s and will then become part
of the random selection of all known shipwrecks and custom locations.
Remember custom shipwrecks have a distance check and will stop a loot
spawn if there is already another shipwreck within the configured
amount.
- Helper 3D-Icon + Line on the part, where element is snapped on (while
Base-Building)
- "PLAYER_REJECT_ServerVersion" kick, if connecting with older version
- Default Key is "W"
- You can change the key in EPOCH ESC Menu
- If choosen key is same as "moveforward" (default), you have to 2x tap
it, else you only have to 1x tap it
- If your legs are broken, you get a hint "can not autorun - legs are
broken"
- If the terrain is too steep, you only walk in AutoRun
- Inside Water, you can not Autorun
- Fixed usedItemRepack removes all same items with same rounds
- removed action "gear" by opening Cargo Container
- removed StorageInit (EH Killed), if Storage is indestructible
- Spawn Vehicles near 0 and port them after all is loaded to final
position (prevent collide)
- increased Altis World size to 25000 (better Vehicle / Trader Spawn)
- Removed disable Simulation here, because desimulated objects need a
long time to broadcast the correct position. So we only desimulate them
on next restart
- Removed reveal, because it has no effect in my tests.
- Moved the position set code more to the top of this script, as it has
a positive effect on position set performance
Keys 1,2 and 3 now will process for a holstered weapon if the FAV BAR
item in slots assigned to those keys are not present in
inventory/weapons.
Interaction Items not in inventory will throw "Item Not Found" message
[FIXED] BurnBarrel and FirePlace02 UserActions requiring lighter_epoch
did not need lighter when performed.
[NEW] CfgActions event handler for "Action" ("PrevAction" and
"NextAction" - not implemented yet)
-Allows ability to override any of the CfgActions/UserActions in Arma 3
and other mods.
[ADDED] usedItemRepack function to remove 1 use from the lighter.
[ADDED] Require fire extinguisher to "Put Out Fire" on the Burn Barrel
[CHANGED] ItemFireExtinguisher now has count = 5 for 5 uses to put out a
small fire
[ADDED] ItemFireExtinguisher to CfgItemSort and CfgPricing
[ADDED] Arma Sling Loading requires ItemRope to sling and returns rope
upon release..
[ADDED] Checks for R3F can_lift and Advanced Slingload InitVar.
[ADDED] If above mod/script is present disable Arma SlingLoad
Hook/Unhook action and key press.
[CHANGED] While working with keyDown EH, debug logs show the DIKCodes
are being pushed as whole numbers and not the 0x01 as the escape keyDown
handler was setup to use and why my tests were failing using the 0x30
for the letter B(Hook/Unhook).
[UPGRADED] Changed over the 0x01 and 0x30 to the actionKeys name in
order to properly handle those with client using custom keys.
[TEASED] Have a commented line in the Light Fire case showing future
plans for a fire system(BURN BABY BURN!).
[NEW] EPOCH_usedItemRepack
Description:
Allows adjusting of "ammo" counts in a magazine.
Can be used locally and on the server for a remote unit.
```
[_player,_magazine,_change] call EPOCH_usedItemRepack;
- 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