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Update READMEs
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[NEW] Rebased everything on DayZ Mod 1.8.7 code @icomrade @ebaydayz
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- Blood types system is disabled by default. Set DZE_UseBloodTypes = true; in init.sqf to enable
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- New loot table format is incompatible with old loot tables. See CfgLoot\README
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- ItemFish, Shotgun ammo and several other item classnames changed. See SQL\1.0.6_Updates
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- Mission.sqm and description.ext now use compact format
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- Keyboard eventhandler updated, dayz_spaceInterupt is no longer used
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- Optional news/rules feed on player login, set dayz_enableRules in init.sqf
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- Weapon switch hotkeys added (1 = primary, 2 = pistol, 3 = melee)
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- Journal is now functional for displaying stats
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[NEW] RedRyder BB Gun by @arma2WillRobinson
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[NEW] Added "RedRyder" and "350Rnd_BB_Magazine" to loot pile. #1456 #1457 @Namindu
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[NEW] DB Backup script. @RimBlock
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[NEW] Use DayZ_UseSteamID = false; in your init.sqf to use the old PlayerUID, instead of SteamID @icomrade
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[NEW] UI Update - Graphical and code changes, enable using Dayz_Dark_UI = true; in init.sqf. @hogscraper http://epochmod.com/forum/index.php?/topic/13654-proposed-ui-change/
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[NOTE] It's recommend to convert to the new SteamID system if possible, new servers should not use DayZ_UseSteamID = false;
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[NEW] Snap building (disabled by default), use DZE_modularBuild = true; in your init.sqf to enable. @raymix
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[NEW] Added "RedRyder" and "350Rnd_BB_Magazine" to loot pile. #1456 #1457 @Namindu
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[NEW] Auto login when a player joins the server, default 10 seconds, requires description.ext update in the mission (disable in description.ext by setting defValueParam1 = 31;) @icomrade
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[NEW] Upgraded (_DZE1,2,3,4) ArmoredSUV and Kamaz classes are now available. #1518 #1538 @McKeighan
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[NEW] Optional news/rules feed on player login from DayZ Mod, set dayz_enableRules in init.sqf #1673 @ebaydayz
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[NEW] Autorun hotkey (0 = Toggle auto run) @ebaydayz
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[NEW] Weapon switch hotkeys (1 = primary, 2 = pistol, 3 = melee) from DayZ Mod #1673 @ebaydayz
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[NEW] Added waves effect during stormy weather #974 @FramedYannick @ebaydayz
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[NEW] Optional variable to restrict wearable clothes. Add DZE_RestrictSkins to init.sqf #1560 @BetterDeadThanZed @ebaydayz
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[NEW] Optional variable to prevent stealing from backpacks by non-friendlies at traders. Add DZE_BackpackAntiTheft to init.sqf @ebaydayz
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[NEW] Added action to lock and unlock vehicles from inside #1103 @pj999 @ebaydayz
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[NEW] Journal from official DayZ Mod is now functional for displaying stats @ebaydayz
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[CHANGED] An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade
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[CHANGED] Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev
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@@ -60,8 +67,6 @@
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[UPDATED] .bat files updated in Config-Examples @Raziel23x
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[UPDATED] Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu
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[UPDATED] Epoch.sql, 1.0.5_Updates.sql & CfgServerTraders with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1
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[UPDATED] Mission.sqm and description.ext to compact format from DayZ Mod #1614 #1672 @ebaydayz
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[UPDATED] Keyboard eventhandler to @facoptere's faster code from DayZ Mod #1673 @ebaydayz
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[INFO] Amphibious pook and cessna (pook_h13_amphib,GNT_C185E,GNT_C185F) confirmed to have FPS issues. Using them is not recommended. #1612 @bleeding- @Markokil321
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@@ -1,10 +1,3 @@
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/*
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If using DZE_MissionLootTable = true; without changing anything in BuildingLoot then
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use an include instead of copying the files to your mission:
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#include "\z\addons\dayz_code\Configs\CfgLoot\CfgBuildingLoot.hpp"
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*/
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#include "Groups\Buildings\Boat.hpp"
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#include "Groups\Buildings\Castle.hpp"
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#include "Groups\Buildings\Church.hpp"
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@@ -1,10 +1,3 @@
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/*
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If using DZE_MissionLootTable = true; without changing anything in BuildingPos then
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use an include instead of copying the files to your mission:
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#include "\z\addons\dayz_code\Configs\CfgLoot\CfgBuildingPos.hpp"
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*/
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#include "Buildings\Residential.hpp"
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#include "Buildings\Boat.hpp"
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#include "Buildings\Castle.hpp"
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@@ -49,12 +49,6 @@ class CfgLoot
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// Buildings
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#include "CfgBuildingLoot.hpp"
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/*
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If using DZE_MissionLootTable = true; without changing anything in BuildingLoot then
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use an include instead of copying the files to your mission:
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#include "\z\addons\dayz_code\Configs\CfgLoot\CfgBuildingLoot.hpp"
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*/
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// Zombies
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#include "Groups\Zombies\Civilian.hpp"
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@@ -115,11 +109,5 @@ class CfgLoot
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// Buildings
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#include "CfgBuildingPos.hpp"
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/*
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If using DZE_MissionLootTable = true; without changing anything in BuildingPos then
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use an include instead of copying the files to your mission:
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#include "\z\addons\dayz_code\Configs\CfgLoot\CfgBuildingPos.hpp"
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*/
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};
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};
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16
SQF/dayz_code/Configs/CfgLoot/README.txt
Normal file
16
SQF/dayz_code/Configs/CfgLoot/README.txt
Normal file
@@ -0,0 +1,16 @@
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To use DZE_MissionLootTable = true; copy this CfgLoot folder to your mission.
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Then in description.ext add at the top:
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#include "CfgLoot\CfgLoot.hpp"
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If you do not change anything in the \Buildings\ folder you can delete it and CfgBuildingPos.hpp. Then in CfgLoot.hpp replace:
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#include "CfgBuildingPos.hpp"
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with:
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#include "\z\addons\dayz_code\Configs\CfgLoot\CfgBuildingPos.hpp"
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If you do not change anything in the \Groups\Buildings\ folder you can delete it and CfgBuildingLoot.hpp. Then in CfgLoot.hpp replace:
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#include "CfgBuildingLoot.hpp"
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with:
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#include "\z\addons\dayz_code\Configs\CfgLoot\CfgBuildingLoot.hpp"
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