- Server admins can exclude certain vehicles from a vehicle upgrade now.
- Vehicle upgrade has a tool check now and all needed materials will be displayed.
The configs for the vehicle upgrades will be updated soon for the new changes.
Epoch has its own DayZ Mod fence versions now. The old fences can still be used. The new fences have a full upgrade and snap support. all gates work with the door management too.
Warm Clothes can be adjusted in the configvariables with DZE_WarmClothes. Shivering can be enabled or disabled with the last value in the DZE_TempVars array. A temperature effect for snow was added too.
Around 50% of all servers are pve servers. This commit adds a basic support and prevent the player vs. player damage. Also if pve is enabled and DZE_BackpackAntiTheft too, the backpack anti theft is active for the whole server.
Do not use hideBody as command without the action. It just hides the body but it still can be geared. If using hideBody in correlation with deleteVehicle it breaks the allDead command.
player action ["hideBody", body] deletes the body and the marker from the map but it stays inside allDead.
This fixes the issue that hided players were still shown on the map and still searched for their body.
Needs additional testing for a new release.
As requested by a few admins that didn't realise it was now hard coded
to disable loot/zombie spawning
This requires the check since we're also using DZE_SafeZonePosCheck for
DZE_buildChecks with a forced radius.
Zeds and loot should not spawn in trader cities by default, regardless
of whether the server uses safe zones.
For servers that do not use safezones, the only other things affected
are salvage and instant kill for vehicle explosions in trader cities.
Neither is a significant issue. Most servers use safezones anyway.
Following d750f57, changed to exitWith so the check is only called once
instead of multiple times. Also no need to call again in
zombie_generate, since that function is only called by
building_spawnZombies which already checks it.
This allows typically not refunded modular buildables to be configured by the server admin.
For example:
DZE_modularConfig = [
["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]],
["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3],["ItemPole",[1,3]]]]
];
This would refund 7 cinder blocks and 2 mortar for "CinderWall_DZ"
For "CinderWallDoor_DZ" you would get 7 cinder blocks, 2 mortar, 3 tank traps and a random number of poles between 1 and 3.
The refund amount can be an array where the first param is the minimum and the second is the maximum, it will refund a random amount between them.
Thanks to @BigEgg for the suggestion and sample code.
* Convert DZE_SafeZoneNoBuildItems to handle nested arrays for custom distances per items.
This makes the DZE_SafeZoneNoBuildItems be able to handle nested arrays,
This allows you to set custom distances per item instead of having it
all the default distance.
E.g DZE_SafeZoneNoBuildItems =
["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]];
* Fix forgotten exitWith syntax.
* Removed unneeded check.
By default this was multiplying all "Working" hunger and thirst hits by
10 @icomrade because (1 min 0.1) always picks 0.1. For example:
dayz_thirst = dayz_thirst + (5 / 0.1)
dayz_thirst = dayz_thirst + 50
A config variable isn't really needed for this, since it is only used in
one file. It can be easily configured in compiles.sqf which most servers
already overwrite anyway.
This reverts 62b7c21.
Stops intensive loop from running unnecessarily when dayz_townGenerator
= false; The comfrey plants are pointless atm since the only thing they
may be used for is crafting a sepsis bandage.
Also added waterHoleProxy for Napf and Namalsk placed by @skigoggles
Vanilla commit:
b5a9125086
* More spelling mistakes
Further to commit:
0e938ba8f3
* Add harder penalties for wrong combination on doors
This adds a variable (DZE_doorManagementHarderPenalty) to make attempts
at code breaking doors harder. This will exponentially increment the
time between attempts or if you set it to false will make it 5 seconds
between attempts.
Unlike the original (that was useless TBH) this will actually lock out
the combo lock UI until the timer is set.
Will reset completely after 120 seconds.
* Add German translations
* Resolve merge conflict
* Resolve merge conflict
Height can be changed without overwriting player_monitor.fsm now.
Also
fixed my mistake from 3257d0f, need to HALO directly from debug pos for
antiTP compatibility.
This variable is not useful. If you change it you need to copy all the
AT files to your mission.
It is fewer files in the mission to just overwrite the path in compiles
and fn_selfActions.
Also fixed mistake with not replacing macros in scripts.txt with their
actual values.
Moved to display 46 keydown since keydown on 63 only fires after the VON
transmission has already started (slight delay).
Added mouseButtonDown so it can not be bypassed via assigning a mouse
button.