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Fix disappearing weapons from backpack
The normal intention to have a bag with this small size is, that not a weapon can be carried. Having 5 slots or more in a backpack is normally the signal that at least a secondary weapon can be carried inside this backpack. If a weapon will be put inside a bag without any free weapon slot, the weapon just disappears. To have a better and more intuitive playstyle every backpack with more as 5 slots should be able to carry at least 1 weapon.
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@@ -29,5 +29,6 @@
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[UPDATED] Added notification when status icons are disabled. (e04f0fc) @ebayShopper
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[UPDATED] Added notification when status icons are disabled. (e04f0fc) @ebayShopper
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[UPDATED] Added night vision mode back to DMR_DZ and M4SPR_DZE after it was removed with the 2018-04-05 A2OA CorePatch (d6cf707) @ebayShopper
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[UPDATED] Added night vision mode back to DMR_DZ and M4SPR_DZE after it was removed with the 2018-04-05 A2OA CorePatch (d6cf707) @ebayShopper
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[UPDATED] All M32 grenades using one inventroy slot now. (cc85067) @AirwavesMan
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[UPDATED] All M32 grenades using one inventroy slot now. (cc85067) @AirwavesMan
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[UPDATED] The Czech Vest Pouch can carry one weapon now. This was changed to be more intuitive and to avoid disappearing weapons. @AirwavesMan
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[INFO] Synced with DayZMod upstream up to commit fe063a8
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[INFO] Synced with DayZMod upstream up to commit fe063a8
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@@ -62,7 +62,7 @@ class DZ_Czech_Vest_Pouch: Bag_Base_EP1
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picture = "\ca\weapons_e\data\icons\backpack_ACR_small_CA.paa";
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picture = "\ca\weapons_e\data\icons\backpack_ACR_small_CA.paa";
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scope = 2;
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scope = 2;
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transportmaxmagazines = 12;
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transportmaxmagazines = 12;
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transportmaxweapons = 0;
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transportmaxweapons = 1;
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class eventHandlers
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class eventHandlers
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{
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{
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init="[(_this select 0),'CfgVehicles','DZ_Czech_Vest_Pouch'] execVM '\z\addons\dayz_code\init\object_BackpackAction.sqf';";
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init="[(_this select 0),'CfgVehicles','DZ_Czech_Vest_Pouch'] execVM '\z\addons\dayz_code\init\object_BackpackAction.sqf';";
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