It is unnecessary to specify default values in configVariables.sqf
comments. All values in this file will be defaults at release. It can't
be edited by admins directly. They need to copy the variables to their
mission to change them, so they will always be able to reference it for
the defaults.
Plot for Life and Plot Management work best together. They essentially
provide the same functionality. Both let you keep your plot after death
by using UID instead of CharacterID. Plot Management doesn't even have
an option to save characterID, so by default it is always keeping all
friends and the owner permanently until they are removed. The only major
difference between them is Plot For Life also adds permanent ownership
of built items on the plot, which is behavior most people expect. It
doesn't make sense to keep ownership of the plot after death but not the
other objects built on it. The other functionality it adds (take
ownership) can be toggled with a config variable.
It is rare that someone would want Plot For Life enabled, but Plot
Management disabled or vice versa. If they really want that they can
still do it manually, but consolidating them to a single config option
greatly simplifies things for everyone else.
I removed links to mod githubs because many changes have been made to
the 1.0.6 versions, so outdated information there will likely confuse
people. Authors are already credited in the README and change log.
In variables.sqf "DZ_storage_base" is now the parent class which
includes all tents and stashes. DZE_checkNearbyRadius variable is not
used (identical to DZE_PlotPole select 0).
Also disable abort and respawn immediately in pause menu onLoad. New
function fn_pauseMenuChecks allows admins to run unscheduled code in
pause menu onLoad.
Outhouse no longer includes toilet paper.
Plot pole may cover an arbitrary radius and ownership may not be lost
after death depending on server settings.
keypadCancel returns false when a combo/keypad dialog is not open and
when reset by calling the code keyPadReset = {uiSleep 2; keypadCancel =
false;};
There is a 2 second delay which makes brute forcing very very time
consuming. Note there must be a delay when resetting the variable since
fn_selfactions will update so quickly it will display the
unlock/lock/remove option before onUnload is executed.
This commit prevents players who destroy their vehicle in god-mode
safezones to be spared by the fixes in #2411973 and #ec7351d
Configurable variable for this change is DZE_SafeZonePosArray = [];
Update suggestion to use the stable branch of A2 OA in the changelog
Let me know if we can't duplicate the code from the CH53 addon in the
file ch53_monitorSFX.sqf. If that's the case I will use an #include
instead, since the code that kicks and kills players out of the vehicle
goes at the bottom of the file anyway.
Previous changes to the destruction effects file broke previous fixes
that resolved the world is on fire glitch. I reverted those in this
commit.
Note: the CH53 is still broken in this commit
Configurable by DZE_TwoPrimaries
0 do not allow primary weapon on back.
1 allow primary weapon on back, but not when holding a primary weapon in
hand.
2 (default) allow player to hold two primary weapons, one on back and
one in their hands
Fixes#1678
Fixed for vanilla too:
8a18fe957c
Ponds and lakes were not being detected at all, neither on foot nor in a
boat.
Tested land (failure), pond, lake and shore both on foot and in a boat.
Working as intended 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.