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
- 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
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.
use nearObjects instead of nearestObjects
use _lootClasses as filter for objects array, force array to lower to
prevent case issues.
This should allow loot spawn for simple objects.
-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.