* Localization changes/additions.
Fixes a few localizations, extends range for removing camo nets from
toolbox by 10m, I have found that 5m is just not enough.
* Toolbox change
Update camonet removal to 10m instead of 5m
* Safe zone no building near/blacklisted buildings no building near
Adds a check in dze_buildChecks to disallow building within a certain
distance of a safezone or a blacklisted object name.
* typo
fix typo
* Safezone/blacklisted changes
As per requests.
* Rework
Rework
* Remove unused variables
as per subject
* Misc changes
Fix unprivated var in calcfreespace
Made single currency buy/sell reporting more englishery
Localization cleanup of extra spaces
* rework
rework
* More Stringtable updates
Ive added and corrected more german strings. Some german strings were too long. Lots of building items needed a localization. Adding after request the Winter Ghillie Suit localization for Namalsk compatibility.
* Update for new localization
* Update for localization
* Update for new localization
* Update again
* localization update
* Update stringtable.xml
* Update Doors.hpp
* Update ModularBuilding.hpp
* Update stringtable.xml
* Update stringtable.xml
* Update Doors.hpp
* Update Prop_Defs.hpp
This allows players to carry the magazines, without modification to
ammo.sqf the side guns of the pook transport are supported to be
rearmed. Modification will be required to allow turrets assigned to the
pilot to be rearmed, such as the pook H13 gunship and mozzie grenades.
Extends the displayName RSC width to the same as the description (Not
sure why this was so small, it truncated longer display names)
Added localization strings for all the supply crates so they were easier
to distinguish in the gear menu.
There is no point in having two variables for the same purpose.
It is also pointless to keep an action count tally like r_action_count
was doing, since it is only ever checked for being 0 or 1. Any count
higher or lower than that is irrelevant.
I will make this change in vanilla too.
* Update stringtable.xml
Adding string support for AA12 ammo
* Update Rifles.hpp
Adding a few missing weapons.
* Update LMG.hpp
Adding one new LMG
* Update ShotgunAmmo.hpp
Adding AA12 ammo
* Update BanditAmmunition.hpp
Adding SCAR ammo
* Update BanditWeapons.hpp
Adding Mk17 Sniper and M110 NVG.
* Update FriendlyAssaultRifle.hpp
Adding Mk16 and L85 variations.
* Update FriendlyLightMachineGun.hpp
Adding L86A2 LSW
* Update NeutralBlackMarketAmmo.hpp
Adding new ammo AA12 and Mk17
* Update NeutralBlackMarketWeapons.hpp
Adding AA12 Shotgun and Mk17 variants.
* Update Weapons.hpp
Adding many new weapons.
* Update Ammo.hpp
Adding new AA12, Mk17 ammo to loot.
* Update AmmoBox.hpp
Adding SCAR ammo to eu2 box.
* Update Shotgun.hpp
Adding re-combine action for new AA12 ammo
* Update NeutralHelicopterUnarmed.hpp
Adding UH60M_MEV_EP1 to trader.
* Update NeutralBlackMarketAmmo.hpp
Removing AA12 HE
* Update Ammo.hpp
Comment out AA12 HE ammo
* Update Weapons.hpp
Lowering DMR spawnrate
* Updating strings for missing magazins
Adding new magazine names to make it similar to the dayz 1.8.7. names.
Adding
Mk17
M17 SD
M107
KSVK
L115
VSS
* Adding missing magazines and re-combine option
Mk17
Mk17 SD
* Adding missing magazines and re-combine option
M107
KSVK
L115
VSS
* Update stringtable.xml
Moved new strings to epoch package
* Update 762x51.hpp
Adding the SD indicator. I think the SB instead of SD is too confusing. So everyone knows it is SD ammo.
* 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
This correctly fixes snap points for all cinder related to metal floors.
Anything cinder will now correctly snap to full cinder walls and vice
versa
Metal floors will not have gaps so you can correclty create a 1x1 cube
(as it should be)
Renamed cinder_wall_kit to half_cinder_wall_kit to be in line with
full_cinder_wall_kit since I felt it was confusing. cinder_wall_kit
seems like it would be full to me.
Fixed a string issue when building cancelling to make it more readable.
Vanilla development commit:
af9e009bae
- renamed magazines for better sorting
- renamed attachments for better sorting ([A] prefix added) some fixes,
some strings moved to proper section
- Remington 870 added to new attachment system (weapon flashlight)
- Double-barrel shotgun will now spawns with pellets and has Doubleshot
option (maybe this will make it more popular?)
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.
@Adaptivity
- STR_EPOCH_WALLWITHDOORLOCKED_DESC string was missing
- I see no reason STR_EPOCH_PLOTDEED_ACTION was renamed to a less
descriptive name, and it was missing the German translation from the old
one, so I changed it back
- These build actions in fn_selfActions are for vanilla building. They
shouldn't be in the Epoch package. I renamed them and submitted them to
vanilla too.