mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-19 18:06:32 +03:00
1.0.1.1 RC1
+ [FIXED] Can now fill jerry cans from standard fuel tanks again. + [ADDED] Override local zombie count while in vehicle dayz_zedSpawnVehCount (default: dayz_maxLocalZombies / 2) + [ADDED] Override local zombie count while in vehicle dayz_spawnAirCount (default: 5) + [FIXED] Bug with new safe model shadow fixed. + [FIXED] Check that items and weapons are removed during weapon trades. + [FIXED] Added message when attempting to sell a vehicle with more than 75% average tire damage. + [FIXED] Safe codes starting with 0### now work after server restarts. fixes #400 + [CHANGED] Re-indexed all loot tables. + [FIXED] Fix for no melee ammo after clothing switch. + [ADDED] New 55 gallon fuel barrel. Fixes glitching with old one. + [CHANGED] When building plot pole you will now get a message if building to close to another pole (45m).
This commit is contained in:
@@ -22,20 +22,28 @@ _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >>
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_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
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_text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
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_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
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_offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");
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_isPole = (_classname == "Plastic_Pole_EP1_DZ");
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_distance = 30;
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if(_isPole) then {
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_distance = 45;
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};
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// check for near plot
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// check for near plot
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_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], 30];
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_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
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_findNearestPole = [];
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_findNearestPole = [];
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{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;
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{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;
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_IsNearPlot = count (_findNearestPole);
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_IsNearPlot = count (_findNearestPole);
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// If item is plot pole and another one exists within 45m
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if(_isPole and _IsNearPlot > 0) exitWith { TradeInprogress = false; cutText ["Cannot build plot pole within 45m of an existing plot." , "PLAIN DOWN"]; };
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if(_IsNearPlot == 0) then {
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if(_IsNearPlot == 0) then {
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// Allow building of plot
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// Allow building of plot
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if(_classname == "Plastic_Pole_EP1_DZ") then {
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if(_isPole) then {
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if({alive _x} count (nearestObjects[(vehicle player), ["Plastic_Pole_EP1_DZ"], 45]) == 0) then {
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_canBuildOnPlot = true;
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_canBuildOnPlot = true;
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};
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};
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};
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} else {
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} else {
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@@ -50,14 +58,14 @@ if(_IsNearPlot == 0) then {
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// check if friendly to owner
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// check if friendly to owner
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if(dayz_characterID == _ownerID) then {
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if(dayz_characterID == _ownerID) then {
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// owner can build anything within his plot except other plots witin
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// owner can build anything within his plot except other plots
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if(_classname != "Plastic_Pole_EP1_DZ") then {
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if(!_isPole) then {
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_canBuildOnPlot = true;
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_canBuildOnPlot = true;
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};
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};
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} else {
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} else {
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// disallow building plot
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// disallow building plot
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if(_classname != "Plastic_Pole_EP1_DZ") then {
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if(!_isPole) then {
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_friendlies = player getVariable ["friendlyTo",[]];
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_friendlies = player getVariable ["friendlyTo",[]];
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// check if friendly to owner
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// check if friendly to owner
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if(_ownerID in _friendlies) then {
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if(_ownerID in _friendlies) then {
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@@ -69,7 +77,7 @@ if(_IsNearPlot == 0) then {
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};
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};
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// _message
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// _message
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if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText ["Building requires plot pole within 30m" , "PLAIN DOWN"]; };
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if(!_canBuildOnPlot) exitWith { TradeInprogress = false; cutText ["Building requires plot pole within 30m." , "PLAIN DOWN"]; };
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_missing = "";
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_missing = "";
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_hasrequireditem = true;
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_hasrequireditem = true;
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@@ -162,7 +170,6 @@ if (_hasrequireditem) then {
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player allowDamage true;
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player allowDamage true;
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// testing new way of finding building
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// testing new way of finding building
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_buildings = nearestObjects [(vehicle player), ["Building"], 100];
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_buildings = nearestObjects [(vehicle player), ["Building"], 100];
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{
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{
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@@ -13,11 +13,11 @@ if (_canLoot) then {
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_unitTypes = getArray (_config >> "zombieClass");
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_unitTypes = getArray (_config >> "zombieClass");
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_min = getNumber (_config >> "minRoaming");
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_min = getNumber (_config >> "minRoaming");
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_max = getNumber (_config >> "maxRoaming");
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_max = getNumber (_config >> "maxRoaming");
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//Walking Zombies
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//Walking Zombies
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//_num = round(random _max) min _min;
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//_num = round(random _max) min _min;
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_num = (round(random _max)) max _min;
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_num = (round(random _max)) max _min;
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_config = configFile >> "CfgBuildingLoot" >> _type;
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_config = configFile >> "CfgBuildingLoot" >> _type;
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//Get zombie class
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//Get zombie class
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_zombieChance = getNumber (_config >> "zombieChance");
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_zombieChance = getNumber (_config >> "zombieChance");
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_rnd = random 1;
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_rnd = random 1;
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@@ -4,8 +4,8 @@ _iClass = _this select 1;
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_iPos = _this select 2;
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_iPos = _this select 2;
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_radius = _this select 3;
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_radius = _this select 3;
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//_iPosZ = _iPos select 2;
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_iPosZ = _iPos select 2;
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//if( _iPosZ < 0 ) then { _iPos = [_iPos select 0,_iPos select 1,0]; };
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if( _iPosZ < 0 ) then { _iPos = [_iPos select 0,_iPos select 1,0]; };
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switch (_iClass) do {
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switch (_iClass) do {
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default {
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default {
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@@ -34,7 +34,9 @@ dayzSpawnZed = [_agent];
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publicVariableServer "dayzSpawnZed";
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publicVariableServer "dayzSpawnZed";
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if (_doLoiter) then {
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if (_doLoiter) then {
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_agent setDir round(random 180);
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_agent setPosATL _position;
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_agent setPosATL _position;
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_agent setvelocity [0, 0, 1];
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//_agent setVariable ["doLoiter",true,true];
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//_agent setVariable ["doLoiter",true,true];
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} else {
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} else {
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_agent setVariable ["doLoiter",false,true];
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_agent setVariable ["doLoiter",false,true];
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45
dayz_equip/textures/oildrum.rvmat
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45
dayz_equip/textures/oildrum.rvmat
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@@ -0,0 +1,45 @@
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ambient[]={0.74650967,0.74192148,0.74213719,0.96900016};
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diffuse[]={1,1,1,0.92000002};
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forcedDiffuse[]={0,0,0,0};
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emmisive[]={0,0,0,1};
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specular[]={0.3764706,0.47843137,0.16078432,1};
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specularPower=100;
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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="dayz_equip\textures\oildrum_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[]={0,0,1};
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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="dayz_equip\textures\oildrum_spec.paa";
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uvSource="tex";
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class uvTransform
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{
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aside[]={0,0,0};
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up[]={0,0,0};
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dir[]={0,0,0};
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pos[]={0,0,0};
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};
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Filter="Point";
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};
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class Stage3
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{
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texture="#(ai,64,64,1)fresnel(2.68,3.69)";
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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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BIN
dayz_equip/textures/oildrum_diffuse.paa
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dayz_equip/textures/oildrum_norm.paa
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dayz_equip/textures/oildrum_norm.paa
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dayz_equip/textures/oildrum_spec.paa
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dayz_equip/textures/oildrum_spec.paa
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@@ -275,9 +275,6 @@ spawn_vehicles = {
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_num = floor(random 4);
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_num = floor(random 4);
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_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
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_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
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diag_log("DEBUG: spawing loot inside vehicle " + str(_allCfgLoots));
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for "_x" from 1 to _num do {
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for "_x" from 1 to _num do {
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_iClass = _allCfgLoots call BIS_fnc_selectRandom;
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_iClass = _allCfgLoots call BIS_fnc_selectRandom;
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