in my testing createvehicle non-array is more than 2x as fast as
createvehicle array. Also includes some changes by @ndavalos in the RC1
issues thread.
* 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)
* Update Generic.hpp
Adding some magazines
* Update Police.hpp
Adding Loot Group AmmoCivilian and removing magazines
* Update Industrial.hpp
Removing Sandbags, Wire and Tank Traps from normal Industrial spawn and moved them to Military Industrial- Lowering spawn chance of Planks, Consumable and Generic. Ive tested the new loot chances and they working fine.
* Update Hangar.hpp
Changing spawn chances of almost every item and adding PartEngine, PartGeneric, PartGlass to loot table. New hanger loot works good and feels much better than before.
* Update Military.hpp
Removing Loot Group Generic and Sandbags from Military and MilitarySpecial Loot. Adding Engine, Sandbags, Tank Traps, Wire and Loot Group Generic to MilitaryIndustrial. That works very well.
If you looting baracks and finding most of the time sandbags and generic loot it is frustrating. Now it feels better and more balanced.
* Update Military.hpp
Updating loot chances
* 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.
- Safe inventory arrays are no longer sent over network to all machines
on server startup and on each lock/unlock
- Disabled user input then closed gear dialog during safe
lock/unlock/pack to block various duping methods.
- Moved safe creation, deletion and gear handling to server. This cuts
down on add[Magazine/Weapon/Backpack]Cargo, createVehicle and
deleteVehicle BE logs.
Allow player to get more than 1 item out of a single tree. Using ItemLog
would allow the player to get too much wood if using a hatchet so I
changed it back to PartWoodPile.