equip_tent_poles are now in the loot tables and can be used for tent crafting.
The recipe for crafting tents and nettings has changed a bit. Instead of poles, tent poles are needed now.
The string for equip_tent_poles is confusing if the requirements are 6 Tent Poles but meant is 1x (6 Tent Poles).
This adds 2 new versions of cargo trucks. A truck for items and a truck for weapons. Also setting the supplyRadius for every refuel, reammo and repair truck to 0. Just to be sure.
Ive moved the mozzie configs to helicopters. The new Mozzie versions have a small gear count of (1,3,1) so it is possible to open the gear in the heli now.
Server admins should switch to the RHIB_DZ or RHIB_DZE version. The normal RHIB boats are from arma and should not be overwritten from the epoch configs as it was the case before. This commit restores the acutal configs and alters them to the new versions.
In consultation with Seelenapparat we changed the configs from the ch53. This removes strop down and up, the collect and detach cargo options. both actions are not really used in epoch and needed an init script which runs permanently while in the helicopter. It is the same for the sfx sounds from this helicopter. In this special case we decided that performance is more valuable as the removed actions. If someone uses the removed actions in scripts or something like that please message me on discord.
The pook has a DZ/DZE version now. Server admins can still use the old pook classes if it is needed. The new classes were added to the traders. We should probably evaluate if it is a good idea to add the gunner bell by default to the traders.
This commit re-build the complete traders and almost all the files related with them. It is much easier for new server admins to handle a map change with traders and safe zones now.
- Fixing many wrong set markers.
- Fixing wrong trader agent positions.
- The trader configs got re-build.
- All trader categories have a localization now. I've noticed too late that we already have a CL for the categories so I've merged them into epoch.
- Fixing dupable objects in the spawned trader cities.
- Adding missing sensors for all traders.
- Removing many duplicated trader categories inside the trader files.
- Adding Safe Zone support for all traders excluded Wholersalers, Boat Traders and Dock Traders.
- Removing Mello trader on Panthera due to many trader cites.
- Namalsk and Lingor traders got completely re-build. Thx @devlok for building the trader cities.
- Sauerland has a Boat Trader now.
- Removing wrong markers from Ovaron.
- Ruegen and Ovaron have no traders so far. We will probaly add them later.
Every button action that processes money/vehicles in some way should do
closeDialog before actions are called, currently it's possible to game
the system using a net limiter.
Thanks to Merlijn for the fix
This commit adds the waterbottles from DayZ Mod. The icons were made by @DeVloek. The waterbottles are fully functional with all actions. To boil a plastic waterbottle you need an empty trash can.
Dogs could not be watered with other waterbottle than the ItemWaterbottle itself. This is fixed now. Also fix missing reset action from hide body.
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.
The pickaxe and the broken pickaxe spawned headlong in the ground. It was the same for the crowbar. We need to add an extra weaponholder for this tools for a proper spawn.
This adds 6 AK-107 versions to the dayz attachment system. There is no SD version at the moment.
The RPK-74 magazine could only be used with the AK-74 SD. This was unintentional. All AK-74 versions support the RPK-74 magazine now.
The RPK-74 and the AK-74 magazine description needed a few adjustments.
Do not use hideBody as command without the action. It just hides the body but it still can be geared. If using hideBody in correlation with deleteVehicle it breaks the allDead command.
player action ["hideBody", body] deletes the body and the marker from the map but it stays inside allDead.
This fixes the issue that hided players were still shown on the map and still searched for their body.
Needs additional testing for a new release.