this mitigates a newly introduced/reduced limitation on config size/entries when rapying content with Mikero's PBO tools. This issue will unfortunately not be fixed, hence moving keys to Epoch_B
Also moved the dayz_epoch_b stringtable into a dayz_epoch package in the
dayz_code stringtable.
This makes it easier to maintain and search for code strings. Epoch_b
only holds extra models and textures now.
Tool breaking is disabled by default.
Also made all scripts use Epoch sledge, which is a different model from
vanilla sledge.
PK_DZ was a duplicate of the new PKM_DZ.
From
e69f8d5306
Moved dog files to the \dog\ folder and pzombie files to the \pzombie\
folder. Also removed some legacy files that are no longer used.
The actions\ and compile\ folders are fully up to date now
MPHit does not always fire when a player is killed:
https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPHit
Using either MPHit or MPKilled is not a good idea here. There is already
a local 'killed' event handler which fires on player death
(player_death.sqf). That script sends a PV (priority message) to the
server which triggers server_playerDied. That means fnc_plyrHit needed
to finish sending its data to the server via public setVariables
(non-priority messages) before server_playerDied executed. Triggering
both these scripts at the same time was a bad idea.
Instead of sending the data to the server via setVariable I just
included it in PVDZ_plr_Death. This also lets us pass extra information
from the damage handler like ammo type, cause of death, etc. Still need
to test, but it should be more reliable and performant than
fnc_playerHit called from MPHit or MPKilled.
DayzGearSave is no longer used. I will submit a pull to remove it from
vanilla too.
Player_dumpBackpack is not a good solution to stifle duping. Players can
not see friends backpacks dropped on the ground. That is a problem when
they want to trade backpacks. They don't understand why their friend
can't see it. Also players can still get the "gear" scroll action if
they look where the hidden backpack is.
If it is still a problem after all the updates to current dayz code then
we should submit a pull request with a better solution to vanilla.
There is no point in having CfgBuildingPos.hpp in dayz_epoch_b too. It
was identical to the one in dayz_code and can be included in the mission
from there.
@icomrade couple questions:
1. Why keep a CfgLootLegacy? I know they are very different formats, but
it will just make things messier and more confusing. Also it will be a
PITA to maintain and update two different sets of loot tables in the
long run. I don't think catering to lazy admins is a good enough reason.
It's not that hard to convert to the new format.
2. Why not use the new _DZ weapon classes in the loot tables like
PDW_DZ, AKM_DZ, etc.?
3. Why not use the new box names like DZ_AmmoBoxRU, DZ_AmmoBoxUS,
DZ_MedBox, etc. in the loot tables?
4. Why remove the attachments from the loot tables?
See:
634214570c
@icomrade - IMO we should use the new blood type system and take out the
config variable. It is not something that can be easily switched between
because it requires manually changing the loot tables and traders which
adds some big files to the mission. Some admins will get confused when
they change the config variable and it doesn't change the loot spawns or
traders.
Admins can make bloodBagONEG abundant on their server if they
don't like it. I think most people will want to use it since it is a
nice extra realism feature and consistent with 1.8.7. We can still leave
the ItemBloodbag class defined in cfgMagazines so admins can go back to
using it if they wish. 1.8.7 even took out the class completely.
@icomrade - I'm going to start reviewing and testing the commits you've
done here. I'll commit any fixes and additional 1.8.7 stuff that is
needed to this 1.8.7-Rebase branch. Once we have it in a functional
state we can merge it into master if that's good with you.
Let me know if you are working on any files in particular so we don't
duplicate efforts. I'll be in discord while I'm working here too.
The journal is now functional. Preliminary strings are added for the
1.8.7 crafting system, but it is disabled for now.
I've messaged @marceldev89 (ziellos2k) and @AlbyBDPK on the DayZ forums
to ask permission to use fn_updateCraftUI, player_checkRecipe and
player_craftItemGUI. Are you guys okay with us including these in DayZ
Epoch 1.0.6?
See: #1103
Made vehicle gear always accessible from inside.
Also added optional variable to prevent stealing from backpacks by
non-friendlies at traders. Thanks to @maca134 for the method.
Related to #1567, so I made this a function so it can be reused. People
should call this whenever they are adding a toolbelt item which the
player may already have. It has localized strings and handles spawning
the weapon holder on water, land and rooftop.
Tested both the sledgehammer and key copying. Confirmed all three
conditions are working.
I hate sitting in the lobby for the full 90 seconds before loading.
- Default login delay is 10 seconds, can be set in the mission
- Players cannot deselect or change character slots
- Players can click OK or disconnect before timeout