+ [FIXED] Can now refuel and siphon while swimming again. Must stay at
same position for 6 seconds.
+ [FIXED] Refuel sound now only plays when an actual refuel/siphon takes
place.
+ [FIXED] Check fuel levels again just before refuel or siphon actions.
+ [FIXED] Player Zombies can now no longer pickup "Take %" objects.
+ [FIXED] Dogs now correctly consume any available raw meat.
+ [FIXED] Machete now spawns correctly, it was missing
WeaponHolder_ItemMachete config.
+ [UPDATED] Updated batttleye scripts.
+ [CHANGED] Gutting zombies and animals now double checks for
"meatHarvested" after animation and before action.
+ [CHANGED] Survivor2_DZ was not in the list of AllPlayers.
+ [CHANGED] Lowered alert radius when gutting zombies to 50m instead of
100m.
+ [CHANGED] Moved all clothes to cfgloots to reduce spawn chances as we
add more. (clothes, militaryclothes, specialclothes)
+ [CHANGED] HMMWV URAL and UAZ road debris now has its own military loot
tables that include sandbags.
+ [CHANGED] New vehicle spawns now have a new damage system using a
random percent between min and max variables. Defaults:
(DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100;)
+ [CHANGED] Animal count was too low was 5 now 8. Can be overridden with
dayz_maxAnimals set inside mission init.sqf.
+ [ADDED] Taming dogs now has a 50% chance to fail and consume meat,
Chance to tame without failure increases with number of days alive
(dayz_skilllevel).
+ [ADDED] Added spawnMarkerCount variable override to use more spawn
marker locations. (default=4)
+ [ADDED] Added medic animation requirement for gutting zombies and
animals so you can now walk away to cancel gutting process.
+ [ADDED] Added old bandit skin back in as Skin_Bandit2_DZ as a drop on
Residential.
+ [ADDED] New vehicle spawns now have a chance to spawn 0-3 loot
randomly from all cfgloots.
+ [ADDED] Added new desert themed domed camping tent (ItemTentDomed)
that holds 75 mags, 12 weapons, and 7 backpacks - thanks to vRNemesis
for model and texture.
+ [ADDED] Added server side ability to enabled taming dogs and can be
enabled by setting dayz_tameDogs = true; within mission init.sqf.
(default: false)
+ [ADDED] Added parachute spawning players as a server side option
enable server side with the variable dayz_paraSpawn = true; within
mission init.sqf. (default: false)
+ [ADDED] Randomly spawning (like helicopter crashes) Mass Grave with
8-16 zombies and 2x more loot.
+ [REMOVED] Commented out remaining unused call to stream_locationCheck.
+ [INFO] Changes can be made to all zombie spawn variables via the
mission init.sqf (defaults: dayz_maxLocalZombies = 40;
dayz_maxGlobalZombies =30; dayz_maxZeds = 500;)
+ [INFO] DZEdebug = true; (default: false) will enable debug so that
road debris and new vehicle spawns are visible via map markers. Also
debug will enable "Save to arma.RPT" that allows access of a tool to
obtain lootpos information for buildings used for adding support for
additional maps.
Final testing started on 0.998. Patch notes so far:
+ Crafting now only requires a fire within 2m.
+ Safe should now drop items on ground when packed.
+ Changed humanity gains/losses based on player death so that humanity
is accounted for.
+ Fixed broken humanity hit and freetarget with player damage since
1.7.6.1.
+ Potential fix for swimming in ground.
+ !isNull and Distance checks for player zombie "feed" option.
+ Added open crate option for supply crates. Requires crowbar in
toolbelt.
+ fixed Auto Refueling Station (Dingor) #234
+ Added new pink clothes option to loot tables.
+ Added medic animation to complete trades to selling/buying weapons,
toolbelt items, backpacks, and vehicles.
+ Added medic animation to complete siphon, refueling, and fill jerry.
+ Changed number of possible siphon and refuel is based on quantity of
empty or full jerry cans.
+ Changed Player zombies V or getover animation to walkforward instead
of sitdown. This will cause the player to be stuck walking until an
attack is issued.
+ Fixed serveral lingor/dingor buildings that had incorrect classnames
in loot tables causing no loot to spawn with more recent builds.
+ Added a few building loot spawns for tavi 1.0
+ updated server SQL with latest copy from server.
+ Increased raise horde range to 100m.
+ Fixed player zombie ability to attack and cause bleeding and infect.
+ Server side change to prevent some common duping issues.
+ Fixed parachute dropping vehicles without helipad as marker.
+ added client side caching of trader menus = faster less server load.
+ removed stock count on buy menus and replaced with yellow color coding
if out of stock.
+ reworked purchased vehicle spawning and added parachute drop.
+ added more already in progress code locks.
+ Building and vault pitching now checks if player has item just before
placement.
+ Fixed vault packing status was left in an incorrect state when caneled
durning packing. Fixes#182
+ Fixed insuffucent funds message when buying vehicles. Fixes#181
+ Fix for just purchased vehicles disappering. Still have issue with
player killed if they get into vehicle to early.
+ Fixed typo in takistan and chernarus dynamic vehicle spawn config and
removed remainng boats.
+ Commented out anti-teleport script from 1.7.6.1 it would bug and pop
people into the air when walking on docks.
+ Changes to repair and salvage code to fix#167
+ Changed crafting recipe of H-barrier
["ItemSandbag",3],["ItemWire",1],["ItemTankTrap",1] fixes#153
+ Added more randomization to vehicle spawn location when purchasing, to
prevent duplicate UID's.
+ increased selling vehicle radis to 20m. fixes#168
+ change message when selling a vehicle and it is not within range "No
%1 found within 20 meters.".
+ Added HeliHempty to possible spawn locations for purchased vehicles.
+ Added Armored SUV to spawn tables
+ Lowered gear counts on armed suv to 400,20,10
+ Removed boats from takistan DVS table
+ Moved metals trader options to a "trade metals" menu on each trader.
+ Changed old metals trader to new Hero only trader, will have certain
clothes at first. and lower priced items.
+ Add crafting in progress lock to prevent duping.
+ changed wording of vault to safe
+ added Hero traders that only deal with 5000+ humanity
+ Updated to larger 10oz copper, silver, gold equipment icons.
+ Server Side changed allowed buildables to array
+ added animation to crafting
+ added staged deconstruction of buildables.
+ allow new buildables to be saved to db
+ add R3F files to other mission files.
+ add dynamic_vehicle.sqf to mission files
+ allow cargo check on open vaults
+ added Land_HBarrier1_DZ for large sandbag crafting
+ fixed animation sources error with wood gate. fixes#109
+ fixed missing Soldier1_DZ one skin. fixes#93
+ Fixed detection of vehicles in vehicle sell menu
+ Added trade in progress checks to all traders.
+ set pos after direction on deployables when placed.
+ Server side set pos after direction when spawning anything.
+ added more missing weights
+ added large sandbag with crafting 3 sandbags + 1 wire
+ potential fix for vehicle detection at seller
+ fixed mi17 civillian skin and added test for removing gear access
+ force all spawned objects to exact position
+ Corrected conversion rate for silver to gold when selling bulk supply
crates.
+ Added sleep within spawn {} for fetching vehicle ID, should reduce db
spam.
+ Switched normal wire to fortrazor_wire and added as builtitems
+ Potential fix for wild spawning helicopters in forests.
+ Player zombies should now be able to break the legs of other players.
+ Purchased vehicles now spawn on the closestHeliHCivil within 200m.
+ fixed crafting of tin and aluminum bars from trash
+ fixed color coding on weapons and vehicle sellers
+ removed radar from mi-17 civilian
+ added 10oz versions of silver and copper.
+ added basic 3d preview support to build-ables.
+ fixes to count weapons on selling menu
+ now close menu when purchasing/selling items
+ Vaults can now be placed in buildings, maybe buggy still.
+ updated 10oz gold bar texture with correct new one.
+ Disable simulation for all zombies on server
https://github.com/R4Z0R49/DayZMod/pull/359
+ Possible (semi-)infinite loop in zombie_agent.fsm
https://github.com/R4Z0R49/DayZMod/pull/380
+ Added 10oz gold bars
+ Added recipes for crafting 1 and 10oz gold bars
+ typo fixed in new sell menu color coding.
+ test to see if m113 can have cargo
+ kill messages added to server side array
+ info board added: Recent Player Deaths from server array.
+ fixed size of bronze bars
+ Basic Crafting system. TODO: require fire.
+ Craft 6 tincans or 6 soda cans to Aluminum / Tin.
+ Binaryized all custom models.
+ added a ItemAluminumBar and ItemTinBar.
+ shrunk down bars with retexture to 1oz.
+ potential fix for kill messages from Reality Dayz.
+ formatting for damage percentage for repair and salvage.
+ Chance to break part when salvaging damaged parts.
+ Potential fix for purchased vehicle damage handler.
+ added check when cracking vault to exit when toolbox is broken
+ Potential fix for glitched extra crack vault options and no delay.
+ 1.7.5.1
added randomly comsumable toolbox for cracking vaults, tweaks to allow
interaction with large boats/helicopters. Changed kill message to use
title text instead of global chat.
+ increased crack vault chance and added zombie alert to failure and
delay with animation.
+ recent changes to food infection from CE
+ changed to ligher wooden crate icon
added cancel to repair and salvage menus, added message to salvage when
player does not, fixed bulk crates selling of weapons and backpacks, Can
no longer place vaults on roads or within 50m of trader citys, Added now
entering/leaving messages to trader citys, Added kill messages from f0rt
and stapo.