This adds 18 new buildings and replaces the given buildings on any map. Every building has a complete new interior, loot and zombie positions.
Thanks to @Helion4 for the new buildings and @DeVloek for the loot and zombie positions.
This commit fixes partly the floating loot issue. The whole problem is not fixable. It is a problem with different components. The main point is that the position can be half water and half not. The second is the building collision and the collision of the loot object. Normally setPosATL should do its work but the object moves on the placement. Adding a special handling for buildings that are mostly over water did the best job so far.
With fixWaterPos = 1; in the building class which has those floating loot problems, the position gets converted to ASL which is better over water but not always. Some loot objects are still floating a bit but I could reach all of them. It is a way better as before.
Remove unused arrays. Completely redid the loot spawn points in Land_HouseB_Tenement (International Hotel lobby). The spawn points were awful. Several of them were buried in the floor so players could not see the loot.
Remove unused arrays. Military and MilitarySpecial groups contained essentially the same loot so they have been merged. The Hangar group has been replaced by MilitaryIndustrial. Fixed several bad loot spawn points in Land_a_stationhouse. Removed the small loot spawn on top of the vending machine in Land_Mil_ControlTower. Players are unable to acquire a cursor target on this position to get the gear option. Lowered the loot spawn points over the bunks in Land_Mil_Barracks. The spawn points were too high causing the loot to float above the bunks.
* Adding 93 new zombie models based on arma 2 skins
* Adding zombie strings
* Adding new zombie loot groups
* Adding new zombie loot groups, update pilot and doctor loot group
* Adding some new zombies to crash sites
* Adding new hunter zombies to farm buildings
* Adding new hunter zombies to hunting buildings
* Adding new military zombies to military buildings
* Adding new zombies to residential buildings
* Adding new zombies to supermarket buildings
* New zombie documentation file
* Update CHANGE LOG 1.0.6.3.txt
* Capitalize all english zombie names at beginning
still need lootposSmall definitions. I think that these should be the
extent of new/changed buildings - aside from the TV/radio tower on green
mountain, which I cannot get the replacement model to spawn for
* Update Generic.hpp
Adding some magazines
* Update Police.hpp
Adding Loot Group AmmoCivilian and removing magazines
* Update Industrial.hpp
Removing Sandbags, Wire and Tank Traps from normal Industrial spawn and moved them to Military Industrial- Lowering spawn chance of Planks, Consumable and Generic. Ive tested the new loot chances and they working fine.
* Update Hangar.hpp
Changing spawn chances of almost every item and adding PartEngine, PartGeneric, PartGlass to loot table. New hanger loot works good and feels much better than before.
* Update Military.hpp
Removing Loot Group Generic and Sandbags from Military and MilitarySpecial Loot. Adding Engine, Sandbags, Tank Traps, Wire and Loot Group Generic to MilitaryIndustrial. That works very well.
If you looting baracks and finding most of the time sandbags and generic loot it is frustrating. Now it feels better and more balanced.
* Update Military.hpp
Updating loot chances
Vanilla development commit:
db96d1c8c5
Note: does not affect buildings with Epoch loot positions. Vanilla
positions are commented out on those buildings.
It does not feel right, when you enter a military area and see only Worker Zombies. I changed the Zombie Typs of the buildings to look more like a military area.