mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2026-04-18 10:16:39 +03:00
1.0.1.5 RC4
+ [ADDED] workbench can be built anywhere and allows crafting of all items. + [ADDED] Black market vendor the trader city stary. + [FIXED] Many other fixes
This commit is contained in:
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SQF/dayz_epoch/models/Skull.p3d
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SQF/dayz_epoch/models/Skull.p3d
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SQF/dayz_epoch/models/workbench.p3d
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SQF/dayz_epoch/models/workbench.p3d
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SQF/dayz_epoch/textures/Skull.paa
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SQF/dayz_epoch/textures/Skull.paa
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SQF/dayz_epoch/textures/Skull_norm.paa
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SQF/dayz_epoch/textures/Skull_norm.paa
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SQF/dayz_epoch/textures/Skull_spec.paa
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SQF/dayz_epoch/textures/Skull_spec.paa
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SQF/dayz_epoch/textures/planksWB.rvmat
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SQF/dayz_epoch/textures/planksWB.rvmat
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surfaceInfo="z\addons\dayz_epoch\textures\wood.bisurf";
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ambient[]={1,1,1,1};
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diffuse[]={1,1,1,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0,0,0,1};
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specularPower=1;
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PixelShaderID="NormalMapSpecularDIMap";
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VertexShaderID="NormalMap";
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class Stage1
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{
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texture="z\addons\dayz_epoch\textures\planksWB_normal.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage2
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{
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texture="z\addons\dayz_epoch\textures\planksWB_spec.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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SQF/dayz_epoch/textures/planksWB_diffuse.paa
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SQF/dayz_epoch/textures/planksWB_diffuse.paa
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SQF/dayz_epoch/textures/planksWB_normal.paa
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SQF/dayz_epoch/textures/planksWB_normal.paa
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SQF/dayz_epoch/textures/planksWB_spec.paa
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SQF/dayz_epoch/textures/planksWB_spec.paa
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SQF/dayz_epoch/textures/plywoodWB.rvmat
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SQF/dayz_epoch/textures/plywoodWB.rvmat
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surfaceInfo="z\addons\dayz_epoch\textures\wood.bisurf";
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ambient[]={1,1,1,1};
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diffuse[]={1,1,1,1};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0,0,0,1};
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specularPower=1;
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PixelShaderID="NormalMapSpecularDIMap";
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VertexShaderID="NormalMap";
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class Stage1
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{
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texture="z\addons\dayz_epoch\textures\plywoodWB_normal.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage2
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{
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texture="z\addons\dayz_epoch\textures\plywoodWB_spec.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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SQF/dayz_epoch/textures/plywoodWB_diffuse.paa
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SQF/dayz_epoch/textures/plywoodWB_diffuse.paa
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SQF/dayz_epoch/textures/plywoodWB_normal.paa
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SQF/dayz_epoch/textures/plywoodWB_normal.paa
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SQF/dayz_epoch/textures/plywoodWB_spec.paa
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SQF/dayz_epoch/textures/plywoodWB_spec.paa
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SQF/dayz_epoch/textures/skull.rvmat
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SQF/dayz_epoch/textures/skull.rvmat
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ambient[]={0.3019608,0.3019608,0.3019608,0.79000002};
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diffuse[]={0.3019608,0.3019608,0.3019608,0.78999996};
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forcedDiffuse[]={0,0,0,1};
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emmisive[]={0,0,0,1};
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specular[]={0.70588237,0.70588237,0.70588237,1};
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specularPower=100;
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PixelShaderID="Super";
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VertexShaderID="Super";
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class Stage1
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{
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texture="z\addons\dayz_epoch\textures\Skull_norm.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage2
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{
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texture="z\addons\dayz_epoch\textures\bar_dt.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={8,0,0};
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up[]={0,8,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage3
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{
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texture="#(argb,8,8,3)color(0,0,0,0,MC)";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage4
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{
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texture="z\addons\dayz_epoch\textures\bar_ao.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage5
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{
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texture="z\addons\dayz_epoch\textures\Skull_spec.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={1,0,0};
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up[]={0,1,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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};
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class Stage6
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{
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texture="#(ai,64,64,1)fresnel(0.8,0)";
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uvSource="none";
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};
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class Stage7
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{
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texture="z\addons\dayz_epoch\textures\env_land_co.paa";
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uvSource="none";
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};
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9
SQF/dayz_epoch/textures/wood.bisurf
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SQF/dayz_epoch/textures/wood.bisurf
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Density = 600;
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rough = 0.1;
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dust = 0;
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bulletPenetrability = 150;
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soundEnviron = "Empty";
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isWater = "false";
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friction = 0.7;
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restitution = 0.4;
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impact = "default_Mat";
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