* 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.
* Plot management fixes
This hopefully adds a few more items to the maintain list (@icomrade)
Uses epoch_returnChange to accurately and tidily return change and
handle money.
Localize maintain_area.sqf for single currency servers
* Plot Management tidyness
Fixing tidy issues
* Plot management changes
Fix maintenance variables as per @ebaydayz
* Plot management
Missed one
* Plot management fixes and default maintain_area fixes.
Convert original maintain_area.sqf to epoch_returnChange, I used the
plot management localization strings since I liked them better, the
epoch ones don't make a lot of sense really. Makes no difference if plot
management is turned off anyway.
Change the single currency version to work a lot better than it did, I
put the cost per item to 100 to be more in line with what I would expect
on a server
Changed _range to use DZE_maintainRange (DZE_plotPole select 0 + 20)
* 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
Vanilla development commits:
707a591765c453cdedd2
Set to double vanilla default value since Epoch has a lot more large
vehicles with 1000+ fuel capacity.
This makes Block doorways and block garage door ways Cinder doorways and
Cinder garage door ways so they will be alphabetized properly.
It was always annoying having block doorways not near cinder stuff.
- Added gear icons to vehicle cargo space display instead of
Weps/Mags/Bags text
- Decreased info text to 0.7 all around. Can be reverted to 0.8 if
preferred, but 0.7 or smaller is needed for vehicle info class, display
name and weapons list to avoid cutting off the dialog on normal and
larger interface sizes.
#1724
Previous duplicate check only checked player's current tools and the
buying array types for >1 of the same tool (not buying array amounts).
Also added prevention of binocular slot overflow.
- Don't show tool slots as available weapon slots in gear. Player is
informed of tool slots count in systemChat.
- Don't show pistol mag slots as available item slots in gear. Player is
informed of pistol mag slots count in systemChat. Only pistol ammo and
bandages can be purchased into them.
- Removed "Stand still to complete trade" message since the medic
animation loop is no longer used
- Added back backpack mags count message and avoided redundant "Backpack
space exceeded message" @oiad
ee3eb845a3 (commitcomment-18483149)
I don't think we should allow selling backpacks from vehicles because we
can not get backpack contents.
We can only remove all backpacks with clearBackpackCargo and then add
back new empty backpacks for ones that weren't sold.
This means players may unintentionally wipe all contents of all other
backpacks in their vehicle when they only want to sell one.
Thanks @AirwavesMan for catching this.
Also made changes discussed in #1718 @oiad
- Added proper handling of pistol mags and regular mags in gear to
prevent magazine overflow
- Added pre-check if return change will overflow gear + backpack free
space. If change will not fit in gear + backpack free space then buy is
prevented with a message notifying the player. In the case of a sale it
proceeds anyway, but notifies player if overflow occurs (see comments in
returnChange)
- Consolidated duplicate code for calculating free space and returning
cargo of an object into new calcFreeSpace
- Old calculateFreeSpace renamed to displayFreeSpace
- Added Weps/Mags/Bags icons to free slot numbers display
* Advanced trading tidying, spelling fixes, private fixes and string fixes.
Fixes snap building issue with metal floors
Fixed spelling mistakes in various scripts
Fixed formatting uglyness in various scripts
Fixed invalid private lines in various scripts
Changed Advanced trading so buying worked more like selling, You can't
select backpack if you don't have a pack nor can you select a vehicle if
you don't have a vehicle.
Removed some redundant strings from Advanced trading and changed a few
of the strings to be more englishy
Removed the ability to buy a backpack into your backpack (You cant do
this anyway)
Fixed a bug where if you had nothing in your backpack it would break the
checkArrayInConfig script so the titlebar would not refresh correctly
Removed slot counts on no backpack and no vehicle (No need for it, just
clutter)
Moved backpack/vehicle checking to z_at_getContainer.sqf
* Last part of tidyness fixes
Last part of tidyness fixes
* Actual backpack fix
Lets actually fix the buying backpack into backpack or backpack when you
already have one.
* Missing from commit
Missing from commit
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.
This changes a few functions that were being used to use the already
defined variables instead
Fixed a few string issues with Advanced trading and plot managment.
This changes a few things in Advanced trading, mainly cosmetically.
> Removes all the commented out lines that were the same in defines.sqf,
let me know if these are there for a reason?
> fixes the buying list to have localization support and has a total
item count that works properly.
> cosmetic change displaying backpack info on trader to bring it in line
with the other menus
> adds total item count to the selling list and added localization for
that
When localizing vanilla strings please do not put "EPOCH" in their name
or include them in the dayz_epoch package of the stringtable. This
creates more work to backport common translation updates and vice versa.
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?)
* Advanced trading fixes/modifcations
This adds combine currency option to the Advanced trading screen since
@Airwaves man noticed it didn't have a way of doing it.
Updated stringtables with correct "paid" spelling and differing text for
buying/selling.
This also addds proper currency checking/reporting for the log system
that has been introduced, it's untidy but it works, instead of getting
"user bought x for 1000 currency" in a non coins server, it will convert
it to the proper 1 brief 5 10oz gold etc system (uses a new function
z_calcDefaultCurrencyNoImg)
This also adds a check to see if the buy list is empty (as per the
selling list) and returns text to the user informing them.
Re-arranged buy and sell so buy is on top of sell, it's a bit easier to
read then.
* Advanced trading logging change
This was missing from my previous commit, this changes the
server_tradeobject to check if it's being passed a number (single
currency) or text (my logging currency changes)
* Advanced trading rework
Fixes all problems @ebaydayz
The full cinder wall and the half cinder half kit had the same name ingame. I tried to correct it but I saw that the string was too long when you click right on a full cinder wall kit to build it. I renamed both kits so that both kits stand by each other.
* Added doorManagement
* Rename FNC_check_owner --> FNC_check_owner_friends
* Fixed typo
* Fixed bug in FNC_check_owner_friends which allowed every user to manage
every plot and door.
* Removed unused DZE_doorManagementHarderPenalty from configVariables.sqf
* Now checking if _playerUID is in _friendlies for both cases.
* DZE_plotforLife should be DZE_permanentPlot
* Fixed case where DZE_permanentPlot is false.
* Forgot to add STR_EPOCH_CANCEL
* Changed translations to suggested string by ebaydayz.
* Renamed EyeScanner to DoorAccess.
* Reworked access rights for door management.
* DZE_doorManagementMustBeClose = true; //Players must be within 10m of
door to be added as a door friend.
* Fixed copy-paste error.
* Replace count with if
* Remove redundant test.
* Also replaced count in door management admins check.
* Change plotManagement and doorManagement to be consistent to
DayZ_UseSteamID (get UID from FNC_GetPlayerUID).
* Use _playerUID and _characterID more consistent.
* Added german translation to
STR_EPOCH_PLOTMANAGEMENT_ADDFRIEND_ALREADYONTHELIST.
Vanilla development commit:
b038a1762b
Fixes RPT error "Unsupported language English (or whatever language you
selected) in stringtable" on load.
We do not have <Original> tags on any other strings in the table, so
there is no reason to use them here. They are not needed. If the game is
set to use a language that does not have an entry it uses the first
available entry for that string (which is English for every string in
the table). Keys should not contain only <Original> tags with no other
languages, as it will cause this error.
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.