The pickaxe and the broken pickaxe spawned headlong in the ground. It was the same for the crowbar. We need to add an extra weaponholder for this tools for a proper spawn.
This adds 6 AK-107 versions to the dayz attachment system. There is no SD version at the moment.
The RPK-74 magazine could only be used with the AK-74 SD. This was unintentional. All AK-74 versions support the RPK-74 magazine now.
The RPK-74 and the AK-74 magazine description needed a few adjustments.
* Adding 93 new zombie models based on arma 2 skins
* Adding zombie strings
* Adding new zombie loot groups
* Adding new zombie loot groups, update pilot and doctor loot group
* Adding some new zombies to crash sites
* Adding new hunter zombies to farm buildings
* Adding new hunter zombies to hunting buildings
* Adding new military zombies to military buildings
* Adding new zombies to residential buildings
* Adding new zombies to supermarket buildings
* New zombie documentation file
* Update CHANGE LOG 1.0.6.3.txt
* Capitalize all english zombie names at beginning
* Fix german typo
* Change item picture for the new empty barrels
Methylamin Barrel Empty and Oil Barrel Empty had the same item picture as a filled barrels. It is better to have on all empty barrels the same picture like the empty fuel barrel.
This is as per the wooden versions, adds cinder_door_kit_locked and
cinder_garage_kit_locked.
The same could be done for the version with the door WITHOUT the door
lock, but I feel this is enough.
@oiad please keep Epoch specific strings in the dayz_epoch package
The status icons translation was identical to English. @AirwavesMan the
second word is not capitalized for consistency with all other settings
in the game options menu. https://i.imgur.com/eIbPBlM.jpg
Closes#1942 in combination with 48858b2
The "packing" variable was made redundant by dayz_actionInProgress
because it was only set locally.
DisableUserInput is unnecessary now because server_handleSafeGear is
called unscheduled. Getting the cargo, creating the new safe and
deleting the old one should complete in the same frame with no window
for players to remove gear:
https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/compile/server_handleSafeGear.sqf#L51-L67
The "claimed" check is also no longer needed because
server_handleSafeGear is called unscheduled and exits if the object is
null, so two players attempting to unlock at the same time will not
work.