* Fix spelling mistake of classname DZ_Czech_Vest_Pouch
As per subject
* Fix typo from 1.0.5.1 and rename DZ_Czech_Vest_Puch to DZ_Czech_Vest_Pouch.
As per subject
* Fix typo from 1.0.5.1 and rename DZ_Czech_Vest_Puch to DZ_Czech_Vest_Pouch.
As per
* More typo SQL goodness
As per subject
* Localization changes/additions.
Fixes a few localizations, extends range for removing camo nets from
toolbox by 10m, I have found that 5m is just not enough.
* Toolbox change
Update camonet removal to 10m instead of 5m
* Safe zone no building near/blacklisted buildings no building near
Adds a check in dze_buildChecks to disallow building within a certain
distance of a safezone or a blacklisted object name.
* typo
fix typo
* Safezone/blacklisted changes
As per requests.
* Rework
Rework
* Remove unused variables
as per subject
* Misc changes
Fix unprivated var in calcfreespace
Made single currency buy/sell reporting more englishery
Localization cleanup of extra spaces
* rework
rework
* Removing old code
Build Sandbag Fence is not longer used since the rightclick action to build a sandbag.
* Removing old code
Old code "remove tank trap" is not longer used since we have the scroll action for that.
* Update Prop_Defs.hpp
* Cutting some strings, removing old strings
* Update stringtable.xml
* More Stringtable updates
Ive added and corrected more german strings. Some german strings were too long. Lots of building items needed a localization. Adding after request the Winter Ghillie Suit localization for Namalsk compatibility.
* Update for new localization
* Update for localization
* Update for new localization
* Update again
* localization update
* Update stringtable.xml
* Update Doors.hpp
* Update ModularBuilding.hpp
* Update stringtable.xml
* Update stringtable.xml
* Update Doors.hpp
* Update Prop_Defs.hpp
* Updating german stringtable
The update for STR_ACTIONS_2TB and STR_ACTIONS_RFROMTB are important. That fixes a very old bug. It was no really readable in german because the words were a way to long.
* Add files via upload
* Fixing Desert Tent pack output
When packing a DesertTent the output was ItemDomeTent not ItemDesertTent
* Decreasing hotwire kit chance
* Decreasing hotwire kit chance
* Decreasing hotwire kit and combo lock chance
* Decreasing combo lock chance, fixing loot group
* Fixing loot group
* Lowering ammo box spawn chances again.
* Fixing Desert Tent pack output all versions
* Updating displaynames
Unfortunately I gave a few choppers their class names as displaynames. That should be better now.
* Adding DZE for UH1H_2 variant, displayname update
Adding the UH1H_DZE with no ammo. Adding better displaynames for the UH1H
* Updating german strings
Adding a lot german strings and correcting a few.
* Update stringtable.xml
* Update stringtable.xml
* Update stringtable.xml
Fixes wrecks bouncing 500m into the sky, players not dying when crashing
these vehicles, and sound falloff (someone verify in a multiplayer game,
I teleported away from a flying mozzie and it appeared fixed).
I made a new startup and stop sound for the mozzie which is acceptable I
think, but I'm using the MV22 Osprey noise startup and stop noises for
the gyrocopter. The osprey startup is fairly well fitting, but the stop
noice is out of place, if anyone can come up with a better noise please
change it otherwise if it's out of place enough I'll just remove it
altogether.
This fixes config errors for unknown animation sources for both
vehicles. The turrets do not have thermal capabilities and this restores
the missing co-pilot/observer seat in the UH1Y. Also I can't seem to get
the turret on the AH6X to rotate, but if someone knows how please leave
a comment or commit the changes. there's currently no overlay for the
observer of the AH6X since it can't move I feel it's limited enough
without an overlay like the UH1Y.
* Adding display name for UH60M_MEV_EP1_DZ
* Adding 6 new Mi17 variants to config
Armed:
Mi17_TK_EP1
Mi17_UN_CDF_EP1
Mi17_CDF
Unarmed:
Mi17_medevac_CDF
Mi17_medevac_Ins
Mi17_medevac_RU
* Adding new line for Cessna.hpp
* Adding Cessna to the configs
That removes the radar function from the cessans.
* Adding 1 new An2 version to the config
* Adding 2 more HMMWVs to the config
Ive lowered the maxspeed from the HMMVW_DZ because all HMMWVs have a maxspeed of 100.
New classes:
HMMWV_Armored
HMMWV_M2
* Adding BRDM2 to configs
* Adding line for BRDM2_DZ.hpp
* Update after comments
* Update again
* Update BRDM2_DZ.hpp
* Update HMMWV.hpp
* Update HMMWV.hpp
80 is the same as the other high tier armored HMMWV above. 40 is the same as the low tier ones.
* Update HMMWV.hpp
* Update HMMWV.hpp
* Update BRDM2_DZ.hpp
* Update HMMWV.hpp
* Update CHANGE LOG 1.0.6.txt
* Update UH60.hpp
* Update Cessna_DZ.hpp
* Update Cessna_DZ.hpp
* Update NeutralAirplanes.hpp
* Update MI17.hpp
* Update AN2_DZ.hpp
These changes allow the player to sell upgraded vehicles with them not
being added to the trader (as to not polute the lists). This basically
refers to an upgraded vehicle as a child of the base vehicle so it will
get the same sell price as the base vehicle.
This still follows the original trading convention, the vehicle base
needs to be in the trader category, i.e you cant sell an armored SUV at
stary vehicle trader.
* 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
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 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.
The change in module_build will only fix items that d ono have an offset
set in the config.
BoundingBox can be a bit generous but the player should be able to work
with any overestimation in size.
keypadCancel returns false when a combo/keypad dialog is not open and
when reset by calling the code keyPadReset = {uiSleep 2; keypadCancel =
false;};
There is a 2 second delay which makes brute forcing very very time
consuming. Note there must be a delay when resetting the variable since
fn_selfactions will update so quickly it will display the
unlock/lock/remove option before onUnload is executed.
Not sure what differences BuiltItems will have as opposed to using the
SkodaBase class.
Switch Off/On are removed because they do nothing anyway (the start/stop
options are in fn_selfAction anyway)
Let me know if we can't duplicate the code from the CH53 addon in the
file ch53_monitorSFX.sqf. If that's the case I will use an #include
instead, since the code that kicks and kills players out of the vehicle
goes at the bottom of the file anyway.