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
The slow searches are needed on other maps until waterHoleProxy objects
are added for them. They need to be added at every pond and
non-"Land_pumpa" well. Right now Chernarus is the only map that has them
placed.
Fixes#1835Fixes#1841
Death message was sometimes showing incorrectly due to spawn delay.
Also the sched_corpses two minute loop was occasionally deleting bodies
right away because bodyName setVariable was delayed by the time it took
PVDZ_plr_death to send (up to a few seconds). See #1825
This variable is not useful. If you change it you need to copy all the
AT files to your mission.
It is fewer files in the mission to just overwrite the path in compiles
and fn_selfActions.
Also fixed mistake with not replacing macros in scripts.txt with their
actual values.
Should improve client FPS while still allowing conditions and scripts to
be customized.
Some special vehicles like MV22, UH1Y, etc. have UserActions overwritten
in their configs, so please let me know if you find any others that do
not get the option to repair or salvage because UserActions is
overwritten in their config. I think I got them all.
Vanilla commits:
a8c4238c0c350d73abe1