+ [CHANGED] Build-ables now get deleted from database when killed.
+ [ADDED] Basic fishing on ocean using toolbelt item: ItemFishingPole.
TODO: add model
+ [ADDED] New way of chopping down trees that actually takes into
account the size of the tree for number of chops/output. For example
medium sized tree will typically require 3 animations and will yield 3
wood piles.
+ [ADDED] Airplane dealer to Namalsk and updated trader config.
+ [CHANGED] Can now remove park bench with refund.
+ [FIXED] dayz_maxGlobalZombies was not incrementing when other players
are within 400m. Also, variable was overwritten in player_spawncheck
code so a init variable was added dayz_maxGlobalZombiesInit (default=40)
as well as dayz_maxGlobalZombiesIncrease (default=10) to control the
amount of increase for each additional player within range.
+ [CHANGED] Any backpack placed on the ground will with gear will now
disappear to all other players.
+ [FIXED] Added 5 second sleep to swimming in ground fix, now it should
actually work without glitching. fixes#326
+ [CHANGED] To prevent lost primary weapons in backpacks, all backpacks
have been Upgraded. This requires that backpacks the weapon to magazines
ratio be within 1:10. http://dayzepoch.com/wiki/index.php/Backpacks
+ [CLEANUP] disable debug of player zombie vision.
+ [ADDED] ASC EU Lights Mod FROM
http://www.armaholic.com/page.php?id=12076
+ [ADDED] New Craft-able light_pole_kit and Build-able LightPole_DZ for
night lighting. RECIPE 4 lumber + 1 scrap + 1 Light Bulb
+ [ADDED] MAP Editorupgrade (EU) @MAP Mod FROM
http://www.armaholic.com/page.php?id=6194
+ [CHANGED] Picking up crowbar now gives toolbelt item instead of melee
weapon.
Final testing started on 0.998. Patch notes so far:
+ Crafting now only requires a fire within 2m.
+ Safe should now drop items on ground when packed.
+ Changed humanity gains/losses based on player death so that humanity
is accounted for.
+ Fixed broken humanity hit and freetarget with player damage since
1.7.6.1.
+ Potential fix for swimming in ground.
+ !isNull and Distance checks for player zombie "feed" option.
+ Added open crate option for supply crates. Requires crowbar in
toolbelt.
+ fixed Auto Refueling Station (Dingor) #234
+ Added new pink clothes option to loot tables.
+ Added medic animation to complete trades to selling/buying weapons,
toolbelt items, backpacks, and vehicles.
+ Added medic animation to complete siphon, refueling, and fill jerry.
+ Changed number of possible siphon and refuel is based on quantity of
empty or full jerry cans.
+ Changed Player zombies V or getover animation to walkforward instead
of sitdown. This will cause the player to be stuck walking until an
attack is issued.
+ Fixed serveral lingor/dingor buildings that had incorrect classnames
in loot tables causing no loot to spawn with more recent builds.
+ Added a few building loot spawns for tavi 1.0
+ updated server SQL with latest copy from server.
+ added more already in progress code locks.
+ Building and vault pitching now checks if player has item just before
placement.
+ Fixed vault packing status was left in an incorrect state when caneled
durning packing. Fixes#182
+ Fixed insuffucent funds message when buying vehicles. Fixes#181
+ Fix for just purchased vehicles disappering. Still have issue with
player killed if they get into vehicle to early.
+ Fixed typo in takistan and chernarus dynamic vehicle spawn config and
removed remainng boats.
+ Added Armored SUV to spawn tables
+ Lowered gear counts on armed suv to 400,20,10
+ Removed boats from takistan DVS table
+ Moved metals trader options to a "trade metals" menu on each trader.
+ Changed old metals trader to new Hero only trader, will have certain
clothes at first. and lower priced items.
+ Add crafting in progress lock to prevent duping.
+ changed wording of vault to safe
+ added Hero traders that only deal with 5000+ humanity
+ Updated to larger 10oz copper, silver, gold equipment icons.
+ Server Side changed allowed buildables to array
+ added animation to crafting
+ added staged deconstruction of buildables.
+ allow new buildables to be saved to db
+ add R3F files to other mission files.
+ add dynamic_vehicle.sqf to mission files