* Added one new skin
* Added one new skin
* Added one new skin and class RepairVehicle
Added one new skin and class RepairVehicle: None { show = 0; };
* Added one new skin
* Added one new skin
* Update EpochSkins.hpp
* Added one new skin
* Added one new skin
* Added one new skin
* New Skins
Added all new skins to the loot table.
* Added new skins
* New skins for trading
* New skins for trading
* New skins for trading
* Added new skins
* Added new skins
* Strings for new skins
* Added new skins to player classes
* Added weight for new skins
I did not realize lootPosSmall positions can only fit small objects like
soda cans etc., so it is not okay to merge them with the main lootPos
arrays. This separates them back out.
This solution will work like 1.0.5.1 CfgLootSmall. <GroupName>Small is
used to spawn additional loot if the building type has lootPosSmall
positions available. It is not necessary to add a <GroupName>Small for
types that do not have lootPosSmall positions.
Some of these objects may still be too big or too small (knife,
binoculars, matchbox, etc.) for the positions and look out of place. If
that is the case please submit a pull with any problematic ones removed
from the <GroupName>Small groups (check if they aren't in 1051
CfgLootSmall first). Balance and rates may need adjustment as I just
took the normal groups and removed large objects from them while trying
to keep similar items to 1.0.5.1 CfgLootSmall.
Also moved the dayz_epoch_b stringtable into a dayz_epoch package in the
dayz_code stringtable.
This makes it easier to maintain and search for code strings. Epoch_b
only holds extra models and textures now.
Tool breaking is disabled by default.
Also made all scripts use Epoch sledge, which is a different model from
vanilla sledge.
PK_DZ was a duplicate of the new PKM_DZ.
See:
634214570c
@icomrade - IMO we should use the new blood type system and take out the
config variable. It is not something that can be easily switched between
because it requires manually changing the loot tables and traders which
adds some big files to the mission. Some admins will get confused when
they change the config variable and it doesn't change the loot spawns or
traders.
Admins can make bloodBagONEG abundant on their server if they
don't like it. I think most people will want to use it since it is a
nice extra realism feature and consistent with 1.8.7. We can still leave
the ItemBloodbag class defined in cfgMagazines so admins can go back to
using it if they wish. 1.8.7 even took out the class completely.