- Update and rebuild all skins. This removes unwanted behavior of AIs and players.
- Remove skins from CfgSurvival and add the needed information to CfgMagazines. We do not need two different configs to handle that.
- pre compile all snap and vector functions, it was only pre compiled if got started from modular_build before but not if it got called from the action menu
- localize snap and vector building
- clean up the code
- remove old Cinderwall vector fix, it looks like it is not needed anymore
- Update modular_build and player_build
This commit updates all helicopter.
- Flares for all helis excluding the mozzie
- Complete gear rework
- Helis added to “DayZ Epoch Vehicles” for the editor
- Remove radar and and radar checks
- Correct fuel capacity for some models
- Add Ka60 and AW159 Wildcat as epoch versions with PKT and M240 only
- Update trader prices and add new helis
This commit overhauls all land vehicles. I have found many problems and one exploit which was important for upgrading vehicles. The main problem was that epoch overwrites many arma 2 vehicle bases classes. Those base classes and vehicle classes with the same name in arma 2 and epoch got update by arma 2 corepatch. Epoch overwrites and reverts many of those corepatch changes. This should not happen at all. Also, updating an already in arma 2 existing vehicle leaded to a problem in upgrading vehicles. The only chance to resolve both problems is that we reference existing vehicles from arma 2 and creating a new one for epoch.
- Add for every vehicle an epoch version, all arma 2 vehicles remains unchanged
- Add BMP-2, BTR-60 versions
- Set a vehicleClass for every vehicle so it can be accessed in the editor under "DayZ Epoch Vehicles"
- Set supplyRadius for all vehicles
- Deactivate radar, auto medic, auto ammo and auto repair option for all vehicles that used this
- All armed vehicles have a DZE class now
- Fix positioning and animation errors for certain vehicles
- 5 new backpacks
- 19 new textures for the Czech backpack
- 2 new textures for the coyote backpack
- reconfigured weapon count of all old backpacks
- 30 new backpack types included an upgraded version
This adds 5 new backpacks. 4 from the ice apo mod 1 from Arma 2 ACR.
This also adds many different skins for the Czech backpack thx @lennard91 and 2 new skins for the coyote backpack from the KSK Mod.
I’ve reconfigured the weapon count of the old backpacks. A weapon can be a pistol with 5 slots too. So, a Large Gunbag can hold 6 weapons or 12 pistols now. This is more intuitive as it was before. 6x10 = 60, 12x5=60 The backpack has still the same gear count as before. I removed the display info in the trader menu how many weapons a backpack can hold. This information is obsolete with this commit because a backpack with a gear count of 20 can hold 4 weapons now and it could be confusing for players if they consider only large weapons but no pistols.
We added 15 reconfigured backpack types with DZE1 as indicator. Those new backpack types have an upgraded version with DZE2 as indicator. The gear count, the names and descriptions of all new backpacks got changed.
This commit was made by @seelenapparat, @DeVloek, @airwavesman
- update config
- add ACR Land Rovers
- add upgradeable versions
- update gear count slightly
Ive discovered an exploit for arma 2 vehicles which config classes got updated in epoch. It looks like that not all configs entries get properly updated for the epoch updated vehicles if the same config vehicle exist in arma already. I will create for all vehicles an epoch class which do not have already such a class to make sure all config entries got correctly updated.