The default number for dayz_maxMaxWeaponHolders is for DayZ Mod. Since Epoch has the addition of small loot spawn points, it should have slightly higher allowed loot spawns around the player.
Warm Clothes can be adjusted in the configvariables with DZE_WarmClothes. Shivering can be enabled or disabled with the last value in the DZE_TempVars array. A temperature effect for snow was added too.
* Move PVCDZ_OpenTarget_Reset to client only
* Move some functions to client only
fnc_usec_damageHandler, dayz_inflame_showMenu, dayz_inflame_showMenu_other, DZ_KeyDown_EH, dayz_EjectPlayer compiled on client only.
* Upload the reorganized variables.sqf
* Update Changelog
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.
"GunRack_DZ","WoodCrate_DZ","OutHouse_DZ","StorageShed_DZ","WoodShack_DZ","Wooden_shed_DZ"
arent a child of any of the other objects to be maintained and aren't in
the list
Continuation of 8035df0
This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.
- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt
Changes in modular_build.sqf were the same as player_build.sqf.
Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
Forgot to remove F4 from the blocked list in 5acad04 @icomrade so it was
being overwritten.
Shift + P is not a hardcoded engine bind. It is just the default
DSInterface bind, so actionKeys "DSInterface" covers that in f760896.
limits distance to object, as well as validating random auth key. added server_deleteObjDirect which is only for direct execution on the server, whereas server_deleteObj should be used for PVEH execution only
Should work to prevent the issue described in #1938 by disabling the abort option, causing the player to alt + F4 if they want to log out without reconnecting. which results in the gear pile/weaponholder from not being created.
* Remove public variable event handler when using config traders.
This stops the public variable event handler from being loaded when
you're using config based traders, it's not needed in this situation
* Change nearestObjects to nearEntities in z_checkCloseVehicle.sqf
* Fixes vehicle selling not able to sell correctly
If more than 1 vehicle of the same classname was in a trader and the
local vehicle was further away it would not be able to be sold till
moved closer. We are using DZE_myVehicle for everything and we do
previous checks to make sure it's not null and local so we can assume it
is okay to use.
Fixes
https://epochmod.com/forum/topic/43643-vehicle-dze4-can-not-be-sell/#comment-290036
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.
* More spelling mistakes
Further to commit:
0e938ba8f3
* Add harder penalties for wrong combination on doors
This adds a variable (DZE_doorManagementHarderPenalty) to make attempts
at code breaking doors harder. This will exponentially increment the
time between attempts or if you set it to false will make it 5 seconds
between attempts.
Unlike the original (that was useless TBH) this will actually lock out
the combo lock UI until the timer is set.
Will reset completely after 120 seconds.
* Add German translations
* Resolve merge conflict
* Resolve merge conflict