+ [FIXED] Player position was saved to [] in certain areas of Taviana
forcing random spawn. Override variables added dayz_minpos (default:
-20000) and dayz_maxpos (default: 20000). To better support Taviana use
dayz_minpos = -26000; dayz_maxpos = 26000; Thanks to dayzforever.com
admin for the heads up.
+ [ADDED] Small Desert Camo Net - desert_net_kit - Recipe: 4 x tent + 4
x metal pole
+ [ADDED] Large Desert Camo Net - desert_large_net_kit - Recipe: 3 x
desert_net_kit
+ [ADDED] Small Forest Camo Net - forest_net_kit - Recipe: 4 x tent + 4
x metal pole
+ [ADDED] Large Forest Camo Net - forest_large_net_kit - Recipe: 3 x
forest_net_kit
+ [CHANGED] changed out ItemSodaRbull with ItemSodaR4z0r due to
glitching with rbull model.
+ [ADDED] New Heavy Duty SUV with camo skin (Armor: 50) +25 increase in
armor and holds 100 magazines, 10 weapons, 5 backpacks. Camo skin from
here:
http://www.404games.co.uk/forum/index.php?/topic/1243-camo-suv-skin-code-here/
+ [ADDED] Sandbag Nest (sandbag_nest_kit) Required Tools: ItemEtool,
ItemToolbox. Recipe: ItemSandbag x 4, PartWoodPlywood x 2,
PartWoodLumber x 4.
+ [CHANGED] When selling multiple magazine items traders should now
always give highest denomination back.
+ [CHANGED] workshop is now required for most crafting. Currently a Nice
Wood Shed or a Wooden Shack will work.
+ [CHANGED] Updated camo female texture thanks to
http://www.twitch.tv/miss_alejandria
+ [ADDED] New vehicle ownership is now tied to vehicle keys. When you
purchase a new vehicle you will get a key added to your toolbelt. Do
not drop on the ground as they are easy to loose.
+ [ADDED] Server admins can now change default fresh spawn loadout
within mission init.sqf. DefaultMagazines =
["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"];
DefaultBackpack = ""; DefaultBackpackWeapon = "";
+ [ADDED] added override variable for to change the distance for selling
vehicles. dayz_sellDistance = 20; in the missions init.sqf
+ [REVERT] Re-enabled old refuel sources and added (TODO: ability to
fill 55 gallon barrels off them).
+ [ADDED] More internal code locks and addaction locks to prevent bugged
menus.
+ [CHANGED] Can no longer drop
"MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole" from
primary slot, you must add it to your toolbelt first.
+ [ADDED] Fishing now requires casting and waiting to catch a fish
(currently only trout).
+ [FIXED] Incorrect TradeInprogress message for Open Crate code.
+ [FIXED] Boat dealers can now use ["HeliHCivil","HeliHempty"] as
alternate spawn locations for new vehicles.
+ [FIXED] Fixed spawning of Skin_TK_INS_Warlord_EP1 needed to be
Skin_TK_INS_Warlord_EP1_DZ in loot table instead.
+ [ADDED] Gain 1 humanity for each zed you gut. only after body is
cleared and the body disappears.
+ [REMOVED] Removed m240 nest crafting for now too many problems still.
+ [ADDED] You now get a key when purchasing a vehicle,
+ [ADDED] Have your pen and paper handy for this one... When placing a
personal safe you will now get a 4 digit pin code that you will need to
use gain access to your safe.
+ [FIXED] Issues with Arma 2 free and ArmA 2 X users when purchasing
vehicles and placing vaults have now been resolved.
+ [CHANGED] Namalsk Plane vendor moved inside building, Medical vendor
moved to adjacent building.
+ Fixed females unable to select gender after death.
+ Fixed Alice and Assault packs inventory issues created with last
patch.
+ Fixed being unable to take items that may have already been claimed by
another player. Should work if no other players are within 6 meters.
+ Cooking, Crafting, Repairing, and Salvaging all now require full Medic
animation cycle to complete. You can cancel the process just by moving.
+ Traders that deal with magazine items now require full Medic animation
cycle per trade. Also, number of possible trades now based on quantity
of available items being sold or cost divided by available bars.
+ Changed several PublicVariable calls from 1.7.6.1 code sync that
should have been PublicVariableServer.
+ Fixed Bio-meat was not causing infection and increased chance of
infection from "Bad Food" to 50/50.
+ Added distance checks (5m) for player zombie attacks.
+ Fixed player zombie was unable to feed.
+ [REVERT] Removed a bunch of force gear saves that should no longer be
needed.
+ [FIXED] Removed auto refuel from lingor gas stations.
+ [FIXED] Removed auto refuel and repair lingor hangars.
+ [REMOVED] Bear Traps and Land Mines.
+ [FIXED] Removed radar from chinhook with _DZ variant.
+ [FIXED] Possible fix for extra intel in heliocopters.
+ Added variable pricing to traders. Stock under 5 will be sold at the
buy price and over 50 will be bought at the sell price.
+ Fixed trades not forcing a gear save and added more forced gear saves.
+ Added test for time based UID for purchased vehicles.
+ Reduced humanity gained by using a blood bag to 100 down from 250.
+ Added 5 minute penalty knockout for combat loggers.
+ Added prevention to logging out in a trader city. fixes#171
+ Changed cargo check to only show on alive vehicles. Fixes#176
+ Potential fix for gunner on armored SUV. Fixes#172
+ Fixes for refueling and repairing that was broken by 1.7.61
+ Removed taming of dogs for now. fixes#162
+ Fixed detection of vehicles in vehicle sell menu
+ Added trade in progress checks to all traders.
+ set pos after direction on deployables when placed.
+ Server side set pos after direction when spawning anything.
+ Corrected conversion rate for silver to gold when selling bulk supply
crates.
+ Added sleep within spawn {} for fetching vehicle ID, should reduce db
spam.
+ Switched normal wire to fortrazor_wire and added as builtitems
+ Potential fix for wild spawning helicopters in forests.
+ Player zombies should now be able to break the legs of other players.
+ Purchased vehicles now spawn on the closestHeliHCivil within 200m.
+ fixes to count weapons on selling menu
+ now close menu when purchasing/selling items
+ Vaults can now be placed in buildings, maybe buggy still.
+ updated 10oz gold bar texture with correct new one.
+ Disable simulation for all zombies on server
https://github.com/R4Z0R49/DayZMod/pull/359
+ Possible (semi-)infinite loop in zombie_agent.fsm
https://github.com/R4Z0R49/DayZMod/pull/380
+ added "each" to the sell menu for mags.
+ fixed sell message to display actual in out counts traded in bulk.
+made pack vault text red.
+ reduced zombie alert when attempting to crack vault.
+ potential fix for vehicle damage spam at server start.
new vault texture, out of stock messaged added back, lowered armor on
vault added damage handeler, Potential fix for for tag friendly option
on vehicles w/ player. New custom death screen, bulk trades with custom
supply crate model. Simlified dynamic vehicle system.
fixes to typos, started removal of bandit / hero switching. New models
now can carry backbacks, removed dupe issue but regained ammo dupe
issue. DVS vehicle spawn limits introduced.