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https://github.com/EpochModTeam/DayZ-Epoch.git
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1.0.0.2 pre test
+ [FIXED] Can now refuel and siphon while swimming again. Must stay at same position for 6 seconds. + [FIXED] Refuel sound now only plays when an actual refuel/siphon takes place. + [FIXED] Check fuel levels again just before refuel or siphon actions. + [FIXED] Player Zombies can now no longer pickup "Take %" objects. + [FIXED] Dogs now correctly consume any available raw meat. + [FIXED] Machete now spawns correctly, it was missing WeaponHolder_ItemMachete config. + [UPDATED] Updated batttleye scripts. + [CHANGED] Gutting zombies and animals now double checks for "meatHarvested" after animation and before action. + [CHANGED] Survivor2_DZ was not in the list of AllPlayers. + [CHANGED] Lowered alert radius when gutting zombies to 50m instead of 100m. + [CHANGED] Moved all clothes to cfgloots to reduce spawn chances as we add more. (clothes, militaryclothes, specialclothes) + [CHANGED] HMMWV URAL and UAZ road debris now has its own military loot tables that include sandbags. + [CHANGED] New vehicle spawns now have a new damage system using a random percent between min and max variables. Defaults: (DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100;) + [CHANGED] Animal count was too low was 5 now 8. Can be overridden with dayz_maxAnimals set inside mission init.sqf. + [ADDED] Taming dogs now has a 50% chance to fail and consume meat, Chance to tame without failure increases with number of days alive (dayz_skilllevel). + [ADDED] Added spawnMarkerCount variable override to use more spawn marker locations. (default=4) + [ADDED] Added medic animation requirement for gutting zombies and animals so you can now walk away to cancel gutting process. + [ADDED] Added old bandit skin back in as Skin_Bandit2_DZ as a drop on Residential. + [ADDED] New vehicle spawns now have a chance to spawn 0-3 loot randomly from all cfgloots. + [ADDED] Added new desert themed domed camping tent (ItemTentDomed) that holds 75 mags, 12 weapons, and 7 backpacks - thanks to vRNemesis for model and texture. + [ADDED] Added server side ability to enabled taming dogs and can be enabled by setting dayz_tameDogs = true; within mission init.sqf. (default: false) + [ADDED] Added parachute spawning players as a server side option enable server side with the variable dayz_paraSpawn = true; within mission init.sqf. (default: false) + [ADDED] Randomly spawning (like helicopter crashes) Mass Grave with 8-16 zombies and 2x more loot. + [REMOVED] Commented out remaining unused call to stream_locationCheck. + [INFO] Changes can be made to all zombie spawn variables via the mission init.sqf (defaults: dayz_maxLocalZombies = 40; dayz_maxGlobalZombies =30; dayz_maxZeds = 500;) + [INFO] DZEdebug = true; (default: false) will enable debug so that road debris and new vehicle spawns are visible via map markers. Also debug will enable "Save to arma.RPT" that allows access of a tool to obtain lootpos information for buildings used for adding support for additional maps.
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@@ -1,4 +1,4 @@
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private["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_lastinstance","_friendlies","_randomSpot","_position","_debug","_distance","_hit","_fractures","_score","_findSpot","_mkr","_counter","_isNear","_isZero","_pos","_isIsland","_w","_clientID"];
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private ["_characterID","_playerObj","_playerID","_dummy","_worldspace","_state","_doLoop","_key","_primary","_medical","_stats","_humanity","_lastinstance","_friendlies","_randomSpot","_position","_debug","_distance","_hit","_fractures","_score","_findSpot","_pos","_isIsland","_w","_clientID","_spawnMC"];
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//Wait for HIVE to be free
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//diag_log ("SETUP: attempted with " + str(_this));
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@@ -197,7 +197,12 @@ if (_randomSpot) then {
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if(isnil "spawnShoremode") then {
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spawnShoremode = 1;
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};
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if(isnil "spawnMarkerCount") then {
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spawnMarkerCount = 4;
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};
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// The wiki states floor has a uniform distribution but will not reach the last number so we add +1
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_spawnMC = spawnMarkerCount + 1;
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//spawn into random
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_findSpot = true;
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@@ -205,11 +210,12 @@ if (_randomSpot) then {
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while {_findSpot} do {
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_counter = 0;
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while {_counter < 20 and _findSpot} do {
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_mkr = "spawn" + str(round(random 4));
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// switched to floor
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_mkr = "spawn" + str(floor(random _spawnMC));
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_position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos);
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_isNear = count (_position nearEntities ["Man",100]) == 0;
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_isZero = ((_position select 0) == 0) and ((_position select 1) == 0);
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//Island Check //TeeChange
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//Island Check //TeeChange
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_pos = _position;
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_isIsland = false; //Can be set to true during the Check
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for [{_w=0},{_w<=150},{_w=_w+2}] do {
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