- Every missionfile has the configVariables.sqf added now since almost every server admin move their configVariables to the mission folder. Now it comes by default with it.
- The missionfile contains by default a custom variables and compiles.sqf too now. This makes it easier for server admins to add scripts.
- Having all configVariables in one place makes a map change much easier now.
- Only map specifc variables are still in init.sqf and should stay there.
This commit re-build the complete traders and almost all the files related with them. It is much easier for new server admins to handle a map change with traders and safe zones now.
- Fixing many wrong set markers.
- Fixing wrong trader agent positions.
- The trader configs got re-build.
- All trader categories have a localization now. I've noticed too late that we already have a CL for the categories so I've merged them into epoch.
- Fixing dupable objects in the spawned trader cities.
- Adding missing sensors for all traders.
- Removing many duplicated trader categories inside the trader files.
- Adding Safe Zone support for all traders excluded Wholersalers, Boat Traders and Dock Traders.
- Removing Mello trader on Panthera due to many trader cites.
- Namalsk and Lingor traders got completely re-build. Thx @devlok for building the trader cities.
- Sauerland has a Boat Trader now.
- Removing wrong markers from Ovaron.
- Ruegen and Ovaron have no traders so far. We will probaly add them later.
Server does not need the trader categories any longer. Also clean up the server_traders.sqf file. This file is redundant. If server admins want to change the trader categories, they just have to edit the path and add the file to the mission.
Zeds and loot should not spawn in trader cities by default, regardless
of whether the server uses safe zones.
For servers that do not use safezones, the only other things affected
are salvage and instant kill for vehicle explosions in trader cities.
Neither is a significant issue. Most servers use safezones anyway.
Following d750f57, changed to exitWith so the check is only called once
instead of multiple times. Also no need to call again in
zombie_generate, since that function is only called by
building_spawnZombies which already checks it.
These contain trees and buildings which need their chopped/destroyed
status synchronized for all clients.
This reverts c21a731.
Vanilla commit:
32f2fa3b22
The antiwall wrecks are removable on Epoch. Also Epoch has its own
player_antiWall function. We did not spawn these objects in 1051.
The infected camps add additional random spawned camp sites in the woods
with lots of dead soldier bodies, fires, water barrels and tents. We did
not have these in 1051 either. Disabling them by default will improve
FPS a little.
Stops intensive loop from running unnecessarily when dayz_townGenerator
= false; The comfrey plants are pointless atm since the only thing they
may be used for is crafting a sepsis bandage.
Also added waterHoleProxy for Napf and Namalsk placed by @skigoggles
Vanilla commit:
b5a9125086
Now stops particle effects loops when wreck is deleted.
Exucuted in an EH, so it should resolve any issue where the corepatch
fix version, or broken A2 version takes priority.
Minor script formating and performance improvements