This got discussed earlier. Since epoch got merged with DayZ Mod we have a different name for the scope and type of configs. A proper config should use numbers for those entries. This is the same how arma configs are written. The basicDefines.hpp has all the needed information stored.
Also, this removes the weight entries from the magazines since we have them in a separate folder, so admins can edit them.
* 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
Adding UserActions to players (CAManBase) is not efficient, because the
condition evaluates onEachFrame when you are "inside" that vehicle type.
Also admins usually want to add more custom actions to dead bodies
anyway.
https://community.bistudio.com/wiki/addAction#Syntax
This partially reverts 3aad4b6.
Partial revert of: 3aad4b6
Unfortunately this will not support loading external vehicle addons
(with custom UserActions) which we can not include in Epoch. Child
UserActions overwrite inherited UserActions.
Should improve client FPS while still allowing conditions and scripts to
be customized.
Some special vehicles like MV22, UH1Y, etc. have UserActions overwritten
in their configs, so please let me know if you find any others that do
not get the option to repair or salvage because UserActions is
overwritten in their config. I think I got them all.
Vanilla commits:
a8c4238c0c350d73abe1