mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
@@ -66,6 +66,7 @@
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[FIXED] Group icons will not show for units inside the player's vehicle anymore (helis, large planes, etc.). #1865 @schwanzkopfhegel
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[FIXED] Lighting fires and building fireplaces not working on platforms raised over the sea #1866 @schwanzkopfhegel
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[FIXED] Bandit1_DZ and Bandit2_DZ were the same. Bandit1_DZ is back to the normal non-camo skin now. #1874 @DeVloek
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[FIXED] If a player force kills their game immediately after dying their body will no longer disappear. #1825 @looter809
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[NOTE] The fixes below are included in the 1.0.6 Build C server package released December 29th, 2016 (http://dayzepoch.com/a2dayzepoch.php)
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[FIXED] Hive child 309 errors that resulted in broken saving of newly built storage object inventory. @icomrade
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@@ -432,8 +432,7 @@ class RscDisplayMPInterrupt : RscStandardDisplay {
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class CA_B_Respawn : CA_B_SAVE {
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idc = 1010;
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//onButtonClick = "hint str (_this select 0);";
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//Show as a suicide in server RPT log
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onButtonClick = "if ((alive player) && (r_fracture_legs or {player isKindOf 'PZombie_VB'})) then { [player,'shot'] call player_death; };";
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onButtonClick = "if ((alive player) && (r_fracture_legs or {player isKindOf 'PZombie_VB'})) then { [player,'suicide'] call player_death; };";
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y = 0.2537 + 0.101903 * 2;
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text = $STR_DISP_INT_RESPAWN;
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default = 0;
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@@ -86,7 +86,7 @@ if (_unit == player) then {
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if (_hit == "" && _ammo != "Crash") exitWith //Ignore none part dmg. Exit after processing humanity hit. Don't punish driver for damaging passenger in crash
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{
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if (!local _source && _isPlayer && alive player) then
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if (!local _source && _isPlayer && alive player && !_isPZombie) then //Do not punish for shooting a player zombie
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{
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_isBandit = (player getVariable["humanity",0]) <= -5000;
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//_isBandit = (_model in ["Bandit1_DZ","BanditW1_DZ"]);
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@@ -105,7 +105,7 @@ if (_unit == player) then {
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// - Accidental Murder - \\ When wearing the garb of a non-civilian you are taking your life in your own hands
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// Attackers humanity should not be punished for killing a survivor who has shrouded his identity in military garb.
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_punishment = ((_isBandit or {player getVariable ["OpenTarget",false]}) && !_isPZombie);
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_punishment = (_isBandit or {player getVariable ["OpenTarget",false]});
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_humanityHit = 0;
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if (!_punishment && {(dayz_lastHumanityChange + 3) < diag_tickTime}) then {
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@@ -1,13 +1,32 @@
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//SetDamage immediately so Arma registers the player as dead.
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private ["_ammo","_body","_distance","_infected","_playerID","_sourceName","_sourceWeapon","_sourceVehicleType","_isBandit","_punishment","_humanityHit","_myKills","_kills","_killsV","_display","_myGroup","_camera","_deathPos","_animState","_animStateArray","_animCheck"];
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if (deathHandled) exitWith {};
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deathHandled = true;
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player setDamage 1;
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private ["_ammo","_body","_distance","_infected","_playerID","_sourceName","_sourceWeapon","_sourceVehicleType","_isBandit","_punishment","_humanityHit","_myKills","_kills","_killsV"];
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// Get reference to player object before respawn into new unit (respawnDelay=0 in description.ext)
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if (typeName (_this select 0) == "ARRAY") then {
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_body = (_this select 0) select 0;
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_source = (_this select 0) select 1;
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} else {
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_body = player;
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_source = _this select 0;
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};
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_deathPos = getPos _body;
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_playerID = getPlayerUID player;
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//Switch view to camera so player does not see debug plains at respawn_west
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_camera = "camera" camCreate _deathPos;
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_camera camSetDir 0;
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_camera camSetFOV 1;
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_camera cameraEffect ["Internal","TOP"];
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_camera camSetTarget _deathPos;
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_camera camSetPos [_deathPos select 0, (_deathPos select 1) + 2, 5];
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_camera camCommit 0;
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//SetDamage immediately so Arma registers the player as dead and respawns them into new unit
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player setDamage 1;
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if (dayz_onBack != "") then {
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_body addWeapon dayz_onBack;
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};
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@@ -18,45 +37,54 @@ _sourceName = "unknown";
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_sourceWeapon = "";
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_distance = 0;
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_source = if (typeName (_this select 0) == "ARRAY") then {(_this select 0) select 1} else {_this select 0};
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_method = switch true do {
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case (_this select 1 != "find"): {_this select 1}; //Manually passed method
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case (dayz_lastDamageSource != "none" && diag_tickTime - dayz_lastDamageTime < 30): {dayz_lastDamageSource}; //Major event takes priority for cause of death (shot, fell, crash, etc.)
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case (dayz_lastDamageSource != "none" && diag_tickTime - dayz_lastDamageTime < 30): {dayz_lastDamageSource}; //Major event takes priority for cause of death (zombie, melee, shot, fell, etc.)
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case (dayz_lastMedicalSource != "none" && diag_tickTime - dayz_lastMedicalTime < 10): {dayz_lastMedicalSource}; //Starve, Dehyd, Sick
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default {"bled"}; //No other damage sources in last 30 seconds
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};
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_ammo = if (count _this > 2) then {_this select 2} else {""};
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if (!isNull _source) then {
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if (!isNull _body) then {_distance = round (_body distance _source);};
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if (!isNull _body) then {
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_distance = round (_body distance _source);
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};
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_sourceVehicleType = typeOf (vehicle _source);
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_sourceWeapon = if (_sourceVehicleType isKindOf "LandVehicle" or _sourceVehicleType isKindOf "Air" or _sourceVehicleType isKindOf "Ship") then {_sourceVehicleType} else {currentWeapon _source};
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if (_sourceWeapon == "Throw") then {_sourceWeapon = (weaponState _source) select 3;};
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if (_ammo in ["PipeBomb","Mine","MineE"]) then {_sourceWeapon = _ammo;};
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_sourceWeapon = currentWeapon _source;
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_sourceWeapon = switch true do {
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case (_ammo in ["PipeBomb","Mine","MineE"]): {_ammo};
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case (_sourceVehicleType isKindOf "LandVehicle" or _sourceVehicleType isKindOf "Air" or _sourceVehicleType isKindOf "Ship"): {_sourceVehicleType};
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case (_sourceWeapon == "Throw"): {(weaponState _source) select 3};
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default {_sourceWeapon};
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};
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if (alive _source) then {
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_sourceName = if (isPlayer _source) then {name _source} else {"AI"};
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};
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} else {
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if (_source == _body) then {_sourceName = dayz_playerName;};
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};
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};
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//Send Death Notice
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diag_log format["Player_Death: Body:%1 BodyName:%2 Infected:%3 SourceName:%4 SourceWeapon:%5 Distance:%6 Method:%7",_body,dayz_playerName,_infected,_sourceName,_sourceWeapon,_distance,_method];
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PVDZ_plr_Death = [dayz_characterID,0,_body,_playerID,toArray dayz_playerName,_infected,toArray _sourceName,toArray _sourceWeapon,_distance,_method]; //Send name as array to avoid publicVariable value restrictions
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publicVariableServer "PVDZ_plr_Death";
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_body setVariable ["deathType",_method,true];
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_body setVariable ["deathType", if (_method == "suicide") then {"shot"} else {_method}, true];
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if (!local _source && isPlayer _source) then {
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_isBandit = (player getVariable["humanity",0]) <= -2000;
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//_isBandit = (typeOf player in ["Bandit1_DZ","BanditW1_DZ"]);
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if (!local _source && isPlayer _source && !(_body isKindOf "PZombie_VB")) then { //If corpse is a player zombie do not give killer a human or bandit kill
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//Values like humanity which were setVariabled onto player before death remain on corpse.
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_isBandit = (_body getVariable["humanity",0]) <= -2000;
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//_isBandit = (typeOf _body in ["Bandit1_DZ","BanditW1_DZ"]);
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//if you are a bandit or start first - player will not recieve humanity drop
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_punishment = ((_isBandit or {player getVariable ["OpenTarget",false]}) && !(player isKindOf "PZombie_VB"));
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_punishment = (_isBandit or {_body getVariable ["OpenTarget",false]});
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_humanityHit = 0;
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if (!_punishment) then {
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//I'm "not guilty" - kill me and be punished
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_myKills = (player getVariable ["humanKills",0]) * 33.3;
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_myKills = (_body getVariable ["humanKills",0]) * 33.3;
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// how many non bandit players have I (the dead player) killed?
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// punish my killer 2000 for shooting a surivor
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// but subtract 500 for each survivor I've murdered
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@@ -75,8 +103,6 @@ if (!local _source && isPlayer _source) then {
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_body setVariable ["KillingBlow",[_source,_punishment],true];
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};
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[] spawn {
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private ["_display","_body","_myGroup"];
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disableSerialization;
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//Prevent client freezes
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@@ -85,21 +111,19 @@ if (!local _source && isPlayer _source) then {
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if (dialog) then {closeDialog 0;};
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if (visibleMap) then {openMap false;};
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_body = player;
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disableUserInput true;
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_id = [player,20,true,getPosATL player] call player_alertZombies;
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uiSleep 0.5;
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_id = [_body,20,true,_deathPos] call player_alertZombies;
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if (dayz_soundMuted) then {call player_toggleSoundMute;}; // hide icon before fadeSound
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0.1 fadeSound 0;
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player setVariable ["NORRN_unconscious", false, true];
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player setVariable ["unconsciousTime", 0, true];
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player setVariable ["USEC_isCardiac",false,true];
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player setVariable ["medForceUpdate",true,true];
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player setVariable ["bloodTaken", false, true];
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player setVariable ["startcombattimer", 0]; //remove combat timer on death
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player setVariable ["inCombat", false, true];
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_body setVariable ["NORRN_unconscious", false, true];
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_body setVariable ["unconsciousTime", 0, true];
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_body setVariable ["USEC_isCardiac",false,true];
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_body setVariable ["medForceUpdate",true,true];
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_body setVariable ["bloodTaken", false, true];
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_body setVariable ["startcombattimer", 0]; //remove combat timer on death
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_body setVariable ["inCombat", false, true];
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r_player_unconscious = false;
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r_player_cardiac = false;
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dayz_autoRun = false;
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@@ -115,7 +139,6 @@ if (!local _source && isPlayer _source) then {
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//Player is dead!
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3 fadeSound 0;
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uiSleep 1;
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dayz_originalPlayer enableSimulation true;
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addSwitchableUnit dayz_originalPlayer;
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@@ -125,8 +148,8 @@ if (!local _source && isPlayer _source) then {
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_myGroup = group _body;
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[_body] joinSilent dayz_firstGroup;
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deleteGroup _myGroup;
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80000 cutText ["","PLAIN"]; //Clear group icons
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80000 cutText ["","PLAIN"]; //Clear group icons
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3 cutRsc ["default", "PLAIN",3];
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4 cutRsc ["default", "PLAIN",3];
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@@ -134,12 +157,8 @@ if (!local _source && isPlayer _source) then {
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//due to a cleanup issue with effects this has been disabled remember to look at the cleanup before adding it back.
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//dayzFlies = player;
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//publicVariable "dayzFlies";
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uiSleep 2;
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1 cutRsc [if (DZE_DeathScreen) then {"DeathScreen_DZE"} else {"DeathScreen_DZ"},"BLACK OUT",3];
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playMusic "dayz_track_death_1";
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uiSleep 2;
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_animState = toLower (AnimationState _body);
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_animState = toLower (animationState _body);
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_animStateArray = toArray _animState;
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_animCheck = toString ([(_animStateArray select 0),(_animStateArray select 1),(_animStateArray select 2),(_animStateArray select 3)]);
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if ((_body == (vehicle _body)) && {_animState != "deadstate" && {_animCheck != "adth"}}) then { //fix running corpses - death anims begin with Adth
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@@ -149,6 +168,20 @@ if (!local _source && isPlayer _source) then {
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publicVariableServer "PVDZ_plr_SwitchMove";
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};
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[_body,_camera,_deathPos] spawn {
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_body = _this select 0;
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_camera = _this select 1;
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_deathPos = _this select 2;
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waitUntil {camCommitted _camera};
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_camera camSetPos [_deathPos select 0, (_deathPos select 1) + 2, 15];
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_camera camCommit 4;
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uiSleep 5;
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1 cutRsc [if (DZE_DeathScreen) then {"DeathScreen_DZE"} else {"DeathScreen_DZ"},"BLACK OUT",3];
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playMusic "dayz_track_death_1";
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uiSleep 2;
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for "_x" from 5 to 1 step -1 do {
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titleText [format[localize "str_return_lobby", _x], "PLAIN DOWN", 1];
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uiSleep 1;
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@@ -157,5 +190,8 @@ if (!local _source && isPlayer _source) then {
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PVDZ_Server_Simulation = [_body, false];
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publicVariableServer "PVDZ_Server_Simulation";
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_camera cameraEffect ["Terminate","BACK"];
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camDestroy _camera;
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endMission "END1";
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};
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@@ -5,20 +5,29 @@
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References to the player object after that point will return objNull, so this function
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and server_playerSync must be fast or the player will not save.
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*/
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private ["_playerObj","_playerUID","_playerPos","_playerName","_characterID","_inCombat","_Sepsis","_myGroup"];
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private ["_playerObj","_playerUID","_playerPos","_playerName","_characterID","_inCombat","_Sepsis"];
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_playerUID = _this select 0;
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_playerName = _this select 1;
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_playerObj = nil;
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//Lets search all players looking for the object that matches our UID
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//If the player just died then the new unit they respawned into will be found (respawnDelay=0 in description.ext)
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{
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if ((getPlayerUID _x) == _playerUID) exitWith { _playerObj = _x; _playerPos = getPosATL _playerObj;};
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} count playableUnits;
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//If playerObj is not in playableUnits then lets exit the disconnect system.
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if (isNil "_playerObj") exitWith {
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diag_log format["%1: Player object is not in playableUnits. This is normal if the player just died. _this:%2", __FILE__, _this];
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diag_log format["%1: Exiting. Player is not in playableUnits. _this:%2", __FILE__, _this];
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};
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//Player object is alive in debug zone. The player most likely just respawned.
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if (_playerPos distance respawn_west_original < 1500) exitWith {
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diag_log format["%1: Exiting. Player is near respawn_west. This is normal if the player just died. _this:%2", __FILE__, _this];
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if (!isNull _playerObj) then {
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_playerObj call sched_co_deleteVehicle;
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};
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};
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//diag_log format["get: %1 (%2), sent: %3 (%4)",typeName (getPlayerUID _playerObj), getPlayerUID _playerObj, typeName _playerUID, _playerUID];
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@@ -36,9 +45,7 @@ if (_playerUID in dayz_ghostPlayers) exitWith {
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//Lets remove the object.
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if (!isNull _playerObj) then {
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_myGroup = group _playerObj;
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deleteVehicle _playerObj;
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deleteGroup _myGroup;
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_playerObj call sched_co_deleteVehicle;
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||||
};
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||||
};
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||||
@@ -85,7 +92,5 @@ if (_characterID != "?") then {
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||||
};
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||||
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if (alive _playerObj) then {
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_myGroup = group _playerObj;
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deleteVehicle _playerObj;
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||||
deleteGroup _myGroup;
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_playerObj call sched_co_deleteVehicle;
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||||
};
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||||
@@ -36,15 +36,15 @@ if (_characterID != "0") then {
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||||
#ifdef PLAYER_DEBUG
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diag_log format ["Player UID#%3 CID#%4 %1 as %5 died at %2",
|
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_newObject call fa_plr2str, _pos call fa_coor2str,
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getPlayerUID _newObject,_characterID,
|
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_playerID, _characterID,
|
||||
typeOf _newObject
|
||||
];
|
||||
#endif
|
||||
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||||
// DEATH MESSAGES
|
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_suicide = _sourceName == _playerName;
|
||||
_suicide = ((_sourceName == _playerName) or (_method == "suicide"));
|
||||
|
||||
if (_method in ["explosion","melee","shot","shothead","shotheavy"] && !(_method == "explosion" && (_suicide or _sourceName == "unknown"))) then {
|
||||
if (_method in ["explosion","melee","shot","shothead","shotheavy","suicide"] && !(_method == "explosion" && (_suicide or _sourceName == "unknown"))) then {
|
||||
if (_suicide) then {
|
||||
_message = ["suicide",_playerName];
|
||||
} else {
|
||||
|
||||
@@ -26,7 +26,7 @@ if (isNil "_characterID") exitWith {
|
||||
|
||||
if (_characterID == "0" or _inDebug) exitWith {
|
||||
if (_inDebug) then {
|
||||
diag_log format["INFO: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3 (May be relogging or changing clothes)",_name,_characterID,_charPos];
|
||||
diag_log format["INFO: server_playerSync: Cannot Sync Player %1 [%2]. Position in debug! %3. This is normal when respawning, relogging and changing clothes.",_name,_characterID,_charPos];
|
||||
} else {
|
||||
diag_log ("ERROR: Cannot Sync Character " + _name + " as no characterID");
|
||||
};
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
5 playableUnits !"for [{_y=0},{_y < count(playableUnits)},{_y=_y+1}] do {" !"typeName player == \"OBJECT\")}) AND {((player in playableUnits) AND {(alive player)" !"(1 max count playableUnits)) min (dayz_maxAnimals - _count))) to 1 step -1 do {" !"AND {((alive _x) AND {((vehicle _x) distance _obj < 150)})}} count playableUnits)}) then {" !="_local = { _unit distance _x < _dis; } count playableUnits <= 1;" !"if (!_isOk) exitWith {false};\nuiSleep 0.001;\n} forEach playableUnits;" !"ManagementMustBeClose) then { player nearEntities [\"CAManBase\", 10] } else { playableUnits };"
|
||||
5 selectPlayer !"dayz_originalPlayer enableSimulation true;\naddSwitchableUnit dayz_originalPlayer;\nsetPlayable dayz_originalPlayer;\nselectPlayer dayz_originalPlayer;" !"addSwitchableUnit _newUnit;\nsetPlayable _newUnit;\nselectPlayer _newUnit;"
|
||||
5 serverCommand !="_character = if (serverCommandAvailable \"#kick\") then { call sched_tg_follow } else { player };" !"serverCommand (\"#kick \" + _selectedName);"
|
||||
5 setDamage !"([4654,9595,0] nearestObject 145259) setDamage 1;\n([4654,9595,0] nearestObject 145260) setDamage 1;" !"if (_entity isKindOf \"Animal\") then {\n_entity setDamage 1;" !"_tree setDamage 1;\ndayz_choppedTrees set [count dayz_choppedTrees,_tree];" !"if (deathHandled) exitWith {};\ndeathHandled = true;\nplayer setDamage 1;" !"\n_obj setDamage (damage _obj) + _damage;\n" !"if(\"\" == typeOf _tree) then {\n_tree setDamage 1;\n};" !"if (_ent isKindOf \"Animal\" || _ent isKindOf \"zZombie_base\") then {\n_ent setDamage 1;"
|
||||
5 setDamage !"([4654,9595,0] nearestObject 145259) setDamage 1;\n([4654,9595,0] nearestObject 145260) setDamage 1;" !"if (_entity isKindOf \"Animal\") then {\n_entity setDamage 1;" !"_tree setDamage 1;\ndayz_choppedTrees set [count dayz_choppedTrees,_tree];" !"player setDamage 1;\n\nif (dayz_onBack != \"\") then {\n_body addWeapon dayz_onBack;" !"\n_obj setDamage (damage _obj) + _damage;\n" !"if(\"\" == typeOf _tree) then {\n_tree setDamage 1;\n};" !"if (_ent isKindOf \"Animal\" || _ent isKindOf \"zZombie_base\") then {\n_ent setDamage 1;"
|
||||
5 setDammage
|
||||
5 SetEventHandler !="_menu ctrlSetEventHandler [\"ButtonClick\",_compile];" !="inGameUISetEventHandler [\"PrevAction\",\"false\"];" !="inGameUISetEventHandler [\"NextAction\",\"false\"];" !="inGameUISetEventHandler [\"Action\",\"false\"];"
|
||||
5 setMarkerAlpha
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Takistan";
|
||||
OnLoadIntro = "Welcome to Takistan";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Mountains ACR";
|
||||
OnLoadIntro = "Welcome to Mountains ACR";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Chernarus";
|
||||
OnLoadIntro = "Welcome to Chernarus";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Isla Duala";
|
||||
OnLoadIntro = "Welcome to Isla Duala";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Taviana";
|
||||
OnLoadIntro = "Welcome to Taviana";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Namalsk";
|
||||
OnLoadIntro = "Welcome to Namalsk";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Panthera";
|
||||
OnLoadIntro = "Welcome to Panthera Island";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Chernarus";
|
||||
OnLoadIntro = "Welcome to Chernarus";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Podagorsk";
|
||||
OnLoadIntro = "Welcome to Podagorsk";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Utes";
|
||||
OnLoadIntro = "Welcome to Utes";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Fapovo";
|
||||
OnLoadIntro = "Welcome to Fapovo Island";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Caribou Frontier";
|
||||
OnLoadIntro = "Welcome to Caribou Frontier";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission= "DayZ Epoch SMD Sahrani";
|
||||
OnLoadIntro = "Welcome to SMD Sahrani";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Ovaron";
|
||||
OnLoadIntro = "Welcome to Ovaron";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Napf";
|
||||
OnLoadIntro = "Welcome to Napf";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Sauerland";
|
||||
OnLoadIntro = "Welcome to Sauerland";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Sauerland Winter Edition";
|
||||
OnLoadIntro = "Welcome to Sauerland";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Shapur";
|
||||
OnLoadIntro = "Welcome to Shapur";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Zargabad";
|
||||
OnLoadIntro = "Welcome to Zargabad";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Bootcamp ACR";
|
||||
OnLoadIntro = "Welcome to Bootcamp ACR";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Lingor";
|
||||
OnLoadIntro = "Welcome to Lingor Island";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Proving Grounds PMC";
|
||||
OnLoadIntro = "Welcome to Proving Grounds PMC";
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
respawn = "BASE";
|
||||
respawnDelay = 5;
|
||||
respawnDelay = 0;
|
||||
respawnDialog = 0;
|
||||
onLoadMission = "DayZ Epoch Woodland ACR";
|
||||
OnLoadIntro = "Welcome to Woodland ACR";
|
||||
|
||||
Reference in New Issue
Block a user