Epoch has its own DayZ Mod fence versions now. The old fences can still be used. The new fences have a full upgrade and snap support. all gates work with the door management too.
- All dayz mod recipe were moved to epoch crafting.
- This disables the craft dialog in the diary too.
- The player_craftitem got updated and can handle all dayz mod recipes now.
- A few wooden recipes got updated with an need nails now.
- player_craftitem shows all items that are needed for crafting now, no longer only one missing part.
- Add a systemchat text for missing tools, so it can be checked later in the chat.
This fix prevents players from exploiting the change clothes function to reset AI targeting. Players must either kill all of the near AI or move 800 meters away to switch clothes. Credit to Arrakis for pointing out this exploit. Credit to @morgoth0 for suggesting the use of the getHideFrom command. Reorganized this file a bit to place the checks up top and removed unused code.
- pre-compile object_BackpackAction, object_pickupAction and the actionMonitor
- switch from execVM to spawn
- pickup actions are grouped under actions\pickupActions now
Use dayz_actionInProgress variable to prevent errors when players spam the weapon switching hotkeys. Thanks to @AirwavesMan for noticing the issue.
Add check for "Throw" as current weapon to prevent animation if 3 key is pressed with no available primary or on-back weapon.
- Painkillers are in different pill counts available now, same as antibiotics
- the strings of painkillers and antibiotics have the pill count displayed in the name
This updates the humanity system. It removes the OpenTarget from Dayz Mod which is not needed for Epoch and more confusing as it helps to understand why a player gets a humanity drop or not.
The new system gives players always humanity.
Survivor killed Survivor = Negative Humanity
Survivor killed Bandit = Positive Humanity
Survivor killed Hero = Negative Humanity
Hero killed Bandit = Positive Humanity
Hero killed Hero = Negative Humanity
Hero killed Survivor = Negative Humanity
Bandit killed Bandit = Negative Humanity
Bandit killed Hero = Negative Humanity
Bandit killed Survivor = Negative Humanity
The values are strict and have no longer a complicated calculation based on a kill counter.
This change needs more testing in the beta state of this update.
- Update and rebuild all skins. This removes unwanted behavior of AIs and players.
- Remove skins from CfgSurvival and add the needed information to CfgMagazines. We do not need two different configs to handle that.
- pre compile all snap and vector functions, it was only pre compiled if got started from modular_build before but not if it got called from the action menu
- localize snap and vector building
- clean up the code
- remove old Cinderwall vector fix, it looks like it is not needed anymore
- Update modular_build and player_build
Fix this file so that hotkey 3 works to switch to "onBack" primary weapon when DZE_TwoPrimaries == 2. Add optimizations and rework function dz_fn_switchWeapon_swapSecure. Remove mutex. It was not doing anything.
- 5 new backpacks
- 19 new textures for the Czech backpack
- 2 new textures for the coyote backpack
- reconfigured weapon count of all old backpacks
- 30 new backpack types included an upgraded version
This adds 5 new backpacks. 4 from the ice apo mod 1 from Arma 2 ACR.
This also adds many different skins for the Czech backpack thx @lennard91 and 2 new skins for the coyote backpack from the KSK Mod.
I’ve reconfigured the weapon count of the old backpacks. A weapon can be a pistol with 5 slots too. So, a Large Gunbag can hold 6 weapons or 12 pistols now. This is more intuitive as it was before. 6x10 = 60, 12x5=60 The backpack has still the same gear count as before. I removed the display info in the trader menu how many weapons a backpack can hold. This information is obsolete with this commit because a backpack with a gear count of 20 can hold 4 weapons now and it could be confusing for players if they consider only large weapons but no pistols.
We added 15 reconfigured backpack types with DZE1 as indicator. Those new backpack types have an upgraded version with DZE2 as indicator. The gear count, the names and descriptions of all new backpacks got changed.
This commit was made by @seelenapparat, @DeVloek, @airwavesman
In cases like this where only one selection is required, the switch option is not the best option because it is slow. Using an inline function with exitWith, the most common options are placed at the top with the least common options placed near the bottom.
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.
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.