Added sensor to mission.sqm to trigger Sumrak's custom lighting and sound effects when entering Object A2. The config position in mission.sqm doesn't want to work correctly with the distance command so I used the original position from Sumrak's file. The trigger activates when you get down the ladder about 2 meters.
Fixed Object A2 scenery and converted to compact arrays. Fixed floating objects, objects sticking through walls, and disabled simulation to stop bouncing of some objects. Objects that originally used setPosASL converted to setPosATL. Added some map fixes for Object A2 ladder shaft fall hazards and barracks entrances that required vaulting to enter. Added rail gun spawning with configurable chance. The POI call in init.sqf has the individual POI files listed in an array so server owners can comment them out or remove them if they don't want them.
- Removes old object_setHit
- Double checks if global broken bone variables are properly set after changing clothes.
- This should finally fix broken bones after changing clothes.
Both should no longer be needed. All medical variables are global setVariables already so there should be no need to update them every 30s to the server.
- Remove old banned configs
- Add missing ACR addons to requiredAddons
- Remove old dog entries which did not work at all due to a missing model
- Add new $PBOPREFIX$.txt
Server admins can add new items by re-naming the new placeholder items. E.g.: Placeholder_01_kit can be re-named by overwriting the string within the missionfile. This is for example useful to bind arma buildable to an actual in-game item which can be crafted or looted.
Bases count as a secure area now. This means it will not rain through a base any longer. Also the temperature will not drop when you are inside of your base. This also affects snow, blizzards and evr storms.
Made by @Victor-the-Cleaner
This replaces 'player reveal object' with a function that acutal reveals the objects to the player. This fixes that objects were not usable after building.
- Fix disappearing keys when the backpack was full
- Localize added tool
- Add message where the tool got dropped
- fnc_freeBackpackSlots handles also bigger inventory objects with more as one slot
- Remove plot admin checks for most actions, plot admins should not have access to other actions as the plot management, this will minimize the admin abuse a bit.
- Players who built an object within the plot pole are no longer able to remove that building if they got removed from the plot pole.
- Only the building owner can upgrade a building without a plot pole.
- Static guns are properly handled now.
This also aims for the fix that the player still gets damaged while in debug. It looks like that allowDamage gets lifted when it should not. fn_exitSwim set too early the damage true which can be a problem. Ive decided to remove the handled damage from fn_exitSwim and set allowDamage always false before we enter this function.
This needs intensive testing to be sure it works without any new problems.
Thx to ndavalos and iben.
This adds 18 new buildings and replaces the given buildings on any map. Every building has a complete new interior, loot and zombie positions.
Thanks to @Helion4 for the new buildings and @DeVloek for the loot and zombie positions.
- Every missionfile has the configVariables.sqf added now since almost every server admin move their configVariables to the mission folder. Now it comes by default with it.
- The missionfile contains by default a custom variables and compiles.sqf too now. This makes it easier for server admins to add scripts.
- Having all configVariables in one place makes a map change much easier now.
- Only map specifc variables are still in init.sqf and should stay there.
Made by @Victor-the-Cleaner
- If the player is inside a building but near a large open doorway or full height windows, or out on a balcony, they may be considered outside.
- The UI visual stealth icon will update accordingly, so the player will know if they need to step back from open doors or windows to regain stealth.
- dayz_inside global variable will now only affect player temperature, stealth vs zombies, and blizzard effects.
- The new dayz_insideBuilding global variable stores the building name the player is currently inside of, or null if player is outside. This may be used for modding purposes.
I do not see any use for this variable any longer. Ive tested building, upgrading lock/unlock objects. It seems it has no affect and can be replaced with the normal getPosATL from objects.
This is just the first commit for the removel of all global set ObjectIDs and ObjectUIDs.
Also objects will no longer be send over the network. Only the netID will. The actual object can be resolved with the netID on the server.
This adds a remove and add ammo function for vehicles. Also a keep flares check if the vehicle ammo got removed.
Server admins can add/remove different weapons to vehicles by just editing server_spawnVehicle.
This is a complete re-build of DayZ_SafeObjects. It was necessary to remove all the duplicated entries. DayZ_SafeObjects gets defined by multiple arrays now. This makes it much easier to update. Also every building with gear gets maintained now. Every single buildable epoch building is included within the maintain array and DayZ_SafeObjects.
- Add 8 harvestable plants with proper output - Server Admins can add them to the game
- Add 2 Compost barrels - an empty and a full version
- Re-work of player_harvestPlant to fix a few bugs when different types of harvestable plants are near
- Add harvestable plant output config
This was made, so that you don't have to use the normal epoch buildables for the elevator anymore.
You can now instead use these distinct items for the script.
Classnames:
Kits:
elevatorstart_kit
elevatorstop_glass_kit
elevatorstop_transparent_kit
Objects:
ElevatorStart_DZ
ElevatorStop_Glass_DZ
ElevatorStop_Transparent_DZ
Added the SUV from 'Take on helicopters' to Epoch.
Classnames:
SUV_Blue_White
SUV_Blue_White_DZE1
SUV_Blue_White_DZE2
SUV_Blue_White_DZE3
SUV_Blue_White_DZE4
New SUV has been added to the traders and spawn vehicle script as well.
1x Water bucket (ItemBucketWater)
1x Fuel bucket (ItemBucketFuel)
1x Milk bucket (ItemBucketMilk)
Also added a description to the empty bucket (ItemBucket)
The check will always return 'false' because packedClass is a Weapon Holder (classname: WeaponHolder_xxx) and those aren't in DZE_MoneyStorageClasses.
And there's no need for that check anyway because the _isZSC variable checks if it's a money storage.
Removing and Deconstructing Objects
- Now adds colored helpers to modular objects.
- Green: Refund one kit.
- Blue: Refund entire recipe of parts (multiple items).
- Red: No refund will be given. Either because the object is too damaged, or the refund feature is disabled.
- If the object has a door open while selected, no helper will display/float in the open door space.
- The gear panel will only open if a refund is available.
- If a lit fire barrel is removed, the flame will now be extinguished.
- If a plot pole is removed, plot boundary helpers will now be deleted.
- Refunds for non-modular objects are handled by their respective config settings.
- Removed non-lockable storage objects will now refund their contents.
- The corresponding storage kit will be refunded.
- If there is room outdoors, backpacks will be arranged in a neat circle close to the refund point.
- If the spawn point is too close to a building, backpacks will spawn at the player's location.
- Helpers will now appear on wrecked/ruined modular objects.
- Helper color arrays were changed to helper transparency values only, to make it easier (and safer) for server owners.
Upgrading, Downgrading, Maintaining and Packing Objects
- Now includes colored helper spheres for improved player experience.
- Reapply damage to upgraded/downgraded object if necessary.
Changes made by @Victor-the-Cleaner
- Players may no longer build objects outside the plot radius.
- This is calculated using the object's pivot point, not its geometry nor its bounding box.
- Players may move an object any distance or height within the plot boundary/sphere.
- Therefore, DZE_buildMaxMoveDistance and DZE_buildMaxHeightDistance are now obsolete.
- Players may move a small distance outside the plot radius, provided the object remains inside. Enabled with DZE_PlotOzone. Default: 10 meters.
- A line of helpers now appears through the plot's vertical axis to aid line-of-sight to the pole. Enabled with DZE_AxialHelper.
- This may be useful for nearby plots that are grouped together, or where their radii overlap.
- Players may now cancel the build by fast movement, i.e. running, or fast walking on steep terrain.
- This only applies when the player is holding the object. They may press F to release it, then run without cancelling.
- Crouch-walking or slow-walking will not cancel the build.
- The player will auto-crouch when clicking "build" to prevent accidental cancelling.
Changes made by @Victor-the-Cleaner
- Pressing ESC will cancel without opening the Arma exit menu.
- Pressing F while building will hold or release the object without altering the weapon firing mode.
- Pressing PgUp or PgDn while building will raise or lower the object without altering the weapon zeroing.
Thx @Victor-the-Cleaner
SD weapons with Stanag and AK ammo and an PSO or ACOG scope are inaccurate at a smaller distance. This happends due to the low speed of the sd ammo itself. Only a slightly higher bullet speed solves this. If we set the zeroing of the scopes lower we break the distance indicators of those scopes.
- Added 3 new Backpack upgrade items for admins to use.
These can be used in a script to upgrade the normal backpacks to their upgraded variants with more slots.
- Added strings for the 3 new backpack upgrade items.
- Fixed an small spelling error with the gunpowder descriptions.
setVehicleInit does not work correctly. rSETOBJECTTEXTURE is the only way to sync it for all clients fast enough. Also player_zombieCheck cannot handle the invisible part to the bloodsucker attack since all other players which got not attacked interrupt that process.
This adds for every type of arma 2 static weapon an epoch version for it. This also adds to every epoch static weapon a magazine class so it can be build easily. The new weapons can found under: DayZ Epoch Static Weapons in the editor. Server admins have to add Battleye Filters for most of the static weapons. Since adding it to all server would weaken also servers which do not use those new static weapons.
This reverts all the last changes to server_playerSync and creates a new global variable for dayz_onBack. This should be the best way to save the gear correct and still get dayz_onBack if the player leaves the server. This change removes the constant sending of the whole player inventory over the network from force or regluar_save. It should no longer be needed since the server does the counting now.
This also re-arranges the configVariables.sqf and loads the variables for both (server and client) first. This allows to check for certain variables like Z_SingleCurrency and stops the loading of all other Z_SingleCurrency variables even when Z_SingleCurrency was not on.
Adjust z position to center of metal and glass floors. Adjust the top of the cinder walls so they line up with the top of the cinder gate when stacked 2 high. Add additional snap points to the 4x metal floors.
The 3d models of the wood floors need adjustment so the x and y axis are at the center of the models.
Some weapons are inaccurate at a certain distance. Mostly because of wrong config entries from some weapon addons ive overtook. All weapons should be accurate now. This was not only a problem of the sd snipers.
This also updates the scope optics of the Mk17 Sniper SD and the VSS.
Thx to Jimmy, Goose and Th3-Hunter333 for letting me know.
This sets the missing side and faction to every vehicle. Thx to iben for explaining. Also set every epoch vehicle to side west and faction USMC to avoid AI problems. As far as Ive tested there are no problems with these settings. This needs some more testing with AI helicopters. Non militarized servers are not affected by this change at all.
Also streamlining the names of certain items like fuel cans, fish, meat with a status indicator behind the name.
Fix some wrong description strings.
Add blunt hatchet and wet matches.
The visionMode array must be emptied otherwise both weapons have always the NVG mode even when the player has no nomral NVG. Also added a Mk12 SPR version that does not work with the NVG.
This reverts 4b171cb.
player_regularSave should only be used if player_forceSave would interrupt an action like fire a weapon since it opens a dialog. player_regularSave does not save the ammo count but all magazines. Do not use nil instead of the magazines player array since it makes duping possible.
Thx to mmrsz
Let AS50 spawn with the normal 5Rnd_127x99_as50 mag no longer with the 5Rnd_127x99_as50_CP with less damage.
Thx to Mishaaa from discord for letting me know.
Thx to mmrsz from discord.
PVDZ_plr_Save sends the current weapons from the player too now. This is needed to prevent the dayz_onBack dupe if the server has low fps.
Some texts were barely readable. The increased size makes it better now.
Also add a few more useable right-click context menu options. The limit was 10 now it is 16.
This is a fairly known issue. One player can fly a uh1y and switch between gunners seats and pilot seat. This makes a seconds player to fly with obsolete.
This commit fixes that issue. Pilots can no longer switch to the gunner seats but the gunners have the option to switch to the pilot seats if it is needed.
DZ helicopters remain unchanged.
- This restores the old pook weapons and add epoch version of the epoch pooks.
- Add an extra M134 pook version.
- Also fixes the from weapon names and localize the weapon names of the epoch pooks.
Server admins can now use the non DZ and DZE version of the pook if they want. Those pooks remain untouched with no changes.
Gunship Pook can only load 1300 M60 Pook ammo now. This got changed for better balancing.
Also the Transport Pook can be loaded with more M240 Ammo types but no longer with more as 460Rnd.
This adds support for zombie animals. Zombie textures are still needed. Some animals have hiddenselections so they can get a texture in-game from admins.
Add armed cessna with rockets and twin m60.
Also add cessna amphibian. the fps bug should be fixed but it cannot land any longer on water.
Fix sound bug of the cessna that it could be heared from very far away. Thx @Schalldampfer
Increase gear slots of the cessna.
- added new bulks weights
- added new animal harvestables/ textiles bulk items and their weights
- fixed a few unrealistic weights (just what I came across)
- added strings for the new bulk items
All Arma 2 weapons except the TWS and launchers have a _DZ version now. So it is no longer confusing which weapon version should be spawned. Always use the _DZ versions.
Models made by @Helion4
This also changes the metal floor recipe. A metal floor needs 2 half metal floors now. And a half metal floors needs 2 quarter floors. Metal panel are no longer used to craft metal floors.
Due to the high performance impact sched_buriedZeds will be disabled for now. It looks like it is not really necessary to keep it in relation what performance it has.
All models made by @Helion4
This adds a gate frame, a gate with door and a locked gate as wood and cinder version. Fully compatible with door management and change code.
Also, this commit cleans up the modular and door configs.
Remove the PVCDZ_obj_HideBody eventhandler. Players next to a hided animal see the hiding process too and after 10s the body will be deleted anyways. So there is no need to send a publicVariableServer first then back to all near clients if the body gets deleted within 10s.
Also updates the normal hide body. The hided player model gets deleted by the server now.
- Remove publicVariableClient "dayzTradeResult" this is no longer needed.
- Add a dupe check made by @oiad
- Switch from private to local which suits better in Arma 2.
Almost all eventhandlers getting set already when creating the base class of the vehicles like AllVehicles. So it is not needed to set it after that again. Until a few exceptions I removed or added the needed vehicle eventhandlers.
All helicopters have a fired eventhandler now as it should be. So finally if a helicopters shoots all crew members are in combat. This is the same if flares getting fired.
The fired evenhandler will be only executed for players now no longer for the server.
Note: The CSJ Gyro addon getting loaded very early so those addons need all eventhandlers set.
This commit fixes the cessna getOut bug. Sometimes if the cessna explodes and the player did not die he was trapped inside of the cessna wreck. Switching from getOut to eject fixes this problem.
Ive did a lot tests and it should be save to eject instead of getOut.
Made by @Helion4
All ghillie suits, warm clothes and stalker suits with helmet can be worn by female players too now. The female base class got re-build. All female player models have the same attributs as the male models. For example: Armor or camouflage.
Also, all missing skins got added to loot and traders.
Fix that trees going down directly after hit by a chainsaw or hatchet. This is a long time bug because DZE_TEMP_treedmg got not resetted after the tree was cut down.
Also, this commit makes sure that every tree gives at least 16 or more wood on harvesting. Ive added that to reduce the number of cut down trees to not affect the network traffic too much as it is the case at the moment. All trees and damage get sync over the network.
I was not aware of the acutal behavior of the init eventHandler. The init eventhandler sends all the given arguments to the player before the mpframework got even load on the player, so it is basicly the same like the publicvariables. This means that the function object_pickupAction will be always nil because it gets defined far later after the init evenhandler fired already.
Reduces the damage from chainsaws and sledge hammers to prevent the very fast destruction of cinder and metal buildings.
This is the only good way to prevent the high damage on cinder and metal. Eventhandlers for damage are not a good idea and can affect the server performace if to many are set.
This commit fixes partly the floating loot issue. The whole problem is not fixable. It is a problem with different components. The main point is that the position can be half water and half not. The second is the building collision and the collision of the loot object. Normally setPosATL should do its work but the object moves on the placement. Adding a special handling for buildings that are mostly over water did the best job so far.
With fixWaterPos = 1; in the building class which has those floating loot problems, the position gets converted to ASL which is better over water but not always. Some loot objects are still floating a bit but I could reach all of them. It is a way better as before.
Coins on zombies and the value can be handled with ZSC_ZombieCoins now. The coins for zombies will be handled directly in check wallet.
Also add a PVE check to disable check wallet if the player is not the owner of the body or in the group with the owner of the body.
If the weight system is active all weights of the items will be displayed on the trader infos.
Also update the trading files and replace switch with call and exitwith which is faster.
dayz_zombieSpeak and player_alertZombies are called often together or should be. fnc_alertZombies groups them together and uses the given parameters. This streamlines and corrects the missing or incorrect calls from dayz_zombieSpeak or player_alertZombies.
- Safes and lockboxes can be upgraded now.
- A winter lockbox version was added too. The current model and icon will be replaced later for the new lockbox.
- Calling Child 308 on the DB has no room for storing coins, this is why we need to update coins and gear after swaping the object. Same for upgrade vehicle
The trading system to trade zombies parts and get in return bio meat got updated.
Server admins can add a humanity value as 5th value in the array. Also heros and bandits trade dogs tags now and players get humanity from them. This can be edited by server admins too.
Remove most of lazy evaluation.
Note: Lazy evaluation is not always useful and should only be used if a longer statement is checked and not only if true or false.
Safes and Lockboxes got updated and need dayz_authKey now. Also improved the logging of codes and who has used which codes in the logs for server admins.
Add a new manual to upgrade tanks and APCs. It is not in by default so server admins can decide if they want to use it.
The BMP2, M113, BTR-60/90 and the LAV-25 can be upgraded now.
The max armor got lowered while the armor for wheels and fuel increased. 350 armor is just so much. I could empty out more as 4 MK 48 Mod mags and vehicle was still green.
Also added a PKT version of the Armored SUV.
- Upgraded vehicles have an indicator of the upgrade in their name now.
- Trucks have their own upgrade manual now.
- Vehicle upgrade manuals got proper names and descriptions to offer better information what the upgrade is used for.
Remove opening parenthesis as an exception. Players get kicked for parentheses around their player name like below.
Value Restriction #1 "remotetargets" = [B 1-1-B:1 (Jason (2)) REMOTE] 3:51 z_worker3
- 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.
Add 2 new exceptions for crafting system updates.
Original addWeapon exception: !"DuplicateTool;\n} else {\nplayer addWeapon" is also used by player_combineMatches.sqf so I left it alone.
Several functions check if the player is inside a building including the new weather functions. The DayZ Mod devs introduced the dayz_inside variable in fn_temperatur but never finished the code to utilize it. Since player_checkStealth is called continuously in the scheduler we can set the variable here and use it in other functions.
Move config variables to configVariables.sqf. Add new variables for weather and cargo drop. I found 3 variables which are no longer used: r_player_vehicle removed, dayz_monitorPeriod and dayz_swarmSpawnZombies commented out for now. I wasn't sure about these two.
Written by @seelenapparat
This splits the streamed array of objects into vehicles and buildings. all buildings get loaded at first. this prevents the old bug that vehicles could explode from falling because a building has loaded too late.
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.
This got discussed earlier. Since epoch got merged with DayZ Mod we have a different name for the scope and type of configs. A proper config should use numbers for those entries. This is the same how arma configs are written. The basicDefines.hpp has all the needed information stored.
Also, this removes the weight entries from the magazines since we have them in a separate folder, so admins can edit them.
- All buildables are grouped together now.
- Buildables can be used and found under "DayZ Epoch Buildables" in the editor now.
- Update scope of a few vehicles. Most base classes should be private or at least protected.
- Epoch Loot Container can be found under "DayZ Epoch Crates" in the editor now.
- Add back DayZ Mod stashes, can be upgraded
- Switch upgrade tents to epoch upgrade system
- Recipes for upgrade stashes and tents have changed
- Add all buildings to a new group for the editor called: DayZ Epoch Buildings
- All dayz mod recipe were moved to epoch crafting.
- This disables the craft dialog in the diary too.
- The player_craftitem got updated and can handle all dayz mod recipes now.
- A few wooden recipes got updated with an need nails now.
- player_craftitem shows all items that are needed for crafting now, no longer only one missing part.
- Add a systemchat text for missing tools, so it can be checked later in the chat.
This fix prevents players from exploiting the change clothes function to reset AI targeting. Players must either kill all of the near AI or move 800 meters away to switch clothes. Credit to Arrakis for pointing out this exploit. Credit to @morgoth0 for suggesting the use of the getHideFrom command. Reorganized this file a bit to place the checks up top and removed unused code.
- pre-compile object_BackpackAction, object_pickupAction and the actionMonitor
- switch from execVM to spawn
- pickup actions are grouped under actions\pickupActions now
This commit rearranges the complete CfgMagazines structure. We no longer have seperated folders for DayZ Mod and Epoch. All items got merged and grouped together.
Unused items got moved into a folder called Not used under items.
Use dayz_actionInProgress variable to prevent errors when players spam the weapon switching hotkeys. Thanks to @AirwavesMan for noticing the issue.
Add check for "Throw" as current weapon to prevent animation if 3 key is pressed with no available primary or on-back weapon.
This allows fnc_lockCode to be used by client and server side scripts.
This also does localization client side but server side the colors are
hard coded english.
- Painkillers are in different pill counts available now, same as antibiotics
- the strings of painkillers and antibiotics have the pill count displayed in the name
This updates the humanity system. It removes the OpenTarget from Dayz Mod which is not needed for Epoch and more confusing as it helps to understand why a player gets a humanity drop or not.
The new system gives players always humanity.
Survivor killed Survivor = Negative Humanity
Survivor killed Bandit = Positive Humanity
Survivor killed Hero = Negative Humanity
Hero killed Bandit = Positive Humanity
Hero killed Hero = Negative Humanity
Hero killed Survivor = Negative Humanity
Bandit killed Bandit = Negative Humanity
Bandit killed Hero = Negative Humanity
Bandit killed Survivor = Negative Humanity
The values are strict and have no longer a complicated calculation based on a kill counter.
This change needs more testing in the beta state of this update.
- Update and rebuild all skins. This removes unwanted behavior of AIs and players.
- Remove skins from CfgSurvival and add the needed information to CfgMagazines. We do not need two different configs to handle that.
- pre compile all snap and vector functions, it was only pre compiled if got started from modular_build before but not if it got called from the action menu
- localize snap and vector building
- clean up the code
- remove old Cinderwall vector fix, it looks like it is not needed anymore
- Update modular_build and player_build
This commitment changes the type of ammo that can be used in silenced and non-silenced weapons. SD and non-SD ammo can currently be used in all weapon variations. We know this is possible and normal in real life, but arma weapons and ammo work in an unrealistic way. In the current state a SD weapon is almost no longer necessary since all normal weapons can be used with SD ammo to avoid triggering zombies or AIs. This is the same way that regular ammo in SD weapons works. This triggers AI's and zombies but not players. With this commitment we restore the actual and intended purpose of silenced weapons. SD ammo and SD weapons will have more relevance after this change. All silenced weapons can now only be used with SD ammo, and all non-silenced weapons can only be used with regular (non-SD) ammo.
Add new pistols from Robert Hammer.
- 23 new pistols
- New sounds for the M9, M1911, PDW
- New magazine icon and model for M1911
- Full attachment support for different pistols
Thx RobertHammer for allowing us to use the weapon packs.
Also switching to the correct M4SPR and VSS in traders.
Remove 20Rnd_9x19_EVO from loot since the Scorpion_Evo3_DZ versions use 30Rnd_9x19_MP5 magazines.
- Add RSASS, MSR, XM2010 normal, SD, NV and TWS versions
- SD versions have a slightly slower bullet speed as the non sd versions. Server Admins have to be careful with adding the SD versions to not hurt the server balance.
- Remove old AS50 ammo config, it is not needed any longer, also switch to the correct AS50 magazine classname.
Thx @AlwarrenSidh for the weapons.
Add runway and hangar positions for all supported maps. Planes will only spawn at runway and hangar positions instead of places where it can be impossible to take off. Add new DZE vehicles to the spawn list. Remove C130 from Namalsk and Caribou because there are no good spawn positions.
- Add 96 different ACRs in 4 different colors
- Complete attachment support
- All weapons have a flashlight
- TWS versions and TWS scope are sell only and have the same scope as the L85A2 TWS
- NV versions can switch between NV and Holo, also have military flashlight
Big thanks @Alwarren
This commit updates all helicopter.
- Flares for all helis excluding the mozzie
- Complete gear rework
- Helis added to “DayZ Epoch Vehicles” for the editor
- Remove radar and and radar checks
- Correct fuel capacity for some models
- Add Ka60 and AW159 Wildcat as epoch versions with PKT and M240 only
- Update trader prices and add new helis
This commit overhauls all land vehicles. I have found many problems and one exploit which was important for upgrading vehicles. The main problem was that epoch overwrites many arma 2 vehicle bases classes. Those base classes and vehicle classes with the same name in arma 2 and epoch got update by arma 2 corepatch. Epoch overwrites and reverts many of those corepatch changes. This should not happen at all. Also, updating an already in arma 2 existing vehicle leaded to a problem in upgrading vehicles. The only chance to resolve both problems is that we reference existing vehicles from arma 2 and creating a new one for epoch.
- Add for every vehicle an epoch version, all arma 2 vehicles remains unchanged
- Add BMP-2, BTR-60 versions
- Set a vehicleClass for every vehicle so it can be accessed in the editor under "DayZ Epoch Vehicles"
- Set supplyRadius for all vehicles
- Deactivate radar, auto medic, auto ammo and auto repair option for all vehicles that used this
- All armed vehicles have a DZE class now
- Fix positioning and animation errors for certain vehicles
Variable _hasMoved needs to be set to true for internal zombies after initial aggro. Internal zombies become loiterers once they have moved from their original positions. Variable "doLoiter" can be destroyed after initial aggro. It is not used anymore.
Fix this file so that hotkey 3 works to switch to "onBack" primary weapon when DZE_TwoPrimaries == 2. Add optimizations and rework function dz_fn_switchWeapon_swapSecure. Remove mutex. It was not doing anything.
- 5 new backpacks
- 19 new textures for the Czech backpack
- 2 new textures for the coyote backpack
- reconfigured weapon count of all old backpacks
- 30 new backpack types included an upgraded version
This adds 5 new backpacks. 4 from the ice apo mod 1 from Arma 2 ACR.
This also adds many different skins for the Czech backpack thx @lennard91 and 2 new skins for the coyote backpack from the KSK Mod.
I’ve reconfigured the weapon count of the old backpacks. A weapon can be a pistol with 5 slots too. So, a Large Gunbag can hold 6 weapons or 12 pistols now. This is more intuitive as it was before. 6x10 = 60, 12x5=60 The backpack has still the same gear count as before. I removed the display info in the trader menu how many weapons a backpack can hold. This information is obsolete with this commit because a backpack with a gear count of 20 can hold 4 weapons now and it could be confusing for players if they consider only large weapons but no pistols.
We added 15 reconfigured backpack types with DZE1 as indicator. Those new backpack types have an upgraded version with DZE2 as indicator. The gear count, the names and descriptions of all new backpacks got changed.
This commit was made by @seelenapparat, @DeVloek, @airwavesman
- update config
- add ACR Land Rovers
- add upgradeable versions
- update gear count slightly
Ive discovered an exploit for arma 2 vehicles which config classes got updated in epoch. It looks like that not all configs entries get properly updated for the epoch updated vehicles if the same config vehicle exist in arma already. I will create for all vehicles an epoch class which do not have already such a class to make sure all config entries got correctly updated.
Instructions for enabling and configuring the day/night cycle option are at the top of the file. It is very easy for server owners to configure. Instead of performing a 307 hive call, this file uses the date stored in ServerCurrentTime that is updated every 60 seconds in sched_event. dayz_storeTimeDate is used in server_sendToClient to respond to client date requests sent by player_monitor. It was undefined on the server. The saving grace is the redundancy in publicVariable sends by the server. The client was bound to get the correct date eventually.
ServerCurrentTime needs to store the whole date to be used in sched_sync. Add better solution for removing events that run at startup from EpochEvents array.
Remove unused arrays. Completely redid the loot spawn points in Land_HouseB_Tenement (International Hotel lobby). The spawn points were awful. Several of them were buried in the floor so players could not see the loot.
Remove unused arrays. Military and MilitarySpecial groups contained essentially the same loot so they have been merged. The Hangar group has been replaced by MilitaryIndustrial. Fixed several bad loot spawn points in Land_a_stationhouse. Removed the small loot spawn on top of the vending machine in Land_Mil_ControlTower. Players are unable to acquire a cursor target on this position to get the gear option. Lowered the loot spawn points over the bunks in Land_Mil_Barracks. The spawn points were too high causing the loot to float above the bunks.
The default number for dayz_maxMaxWeaponHolders is for DayZ Mod. Since Epoch has the addition of small loot spawn points, it should have slightly higher allowed loot spawns around the player.
Replace switch do block with call using if and exitWith statements. Magazine class items are the most commonly spawned item so it is placed at the top. Switch to the more efficient form of createVehicle. Set more local variables at the top to make the file more readable. Prevent the generator from spawning halfway into the floor by raising the z coordinate. Lower the backpack spawns to prevent them from floating. Add replacement items if dayz_toolBreaking and dayz_knifeDulling are disabled.
Replace switch do block with call scope with if, exitWith. Add magazine selection to spawned weapons. This functions spawns weapons into a container. It should also spawn a random amount of matching magazines.
If a military building is selected then matching groups of RU,US,EU, or CZ loot are selected so that weapons, ammo, and attachments spawned in the building will match. Reintroduce loot position shuffling. This was a feature in 1.0.5.1. I'm not sure if this is necessary but it changes the order in which the loot positions are selected so the loot would in theory be in different places each time.
Checking for near zombies and players in the forEach loop is inappropriate and inefficient. Because it was checking for near zombies, the internal zombies were not spawning at all. It appeared that they were because the walking zombies were using the building position plus the radius option on createAgent. fn_selectRandomLocation using the size of the object as the minimum distance prevents the zombies from potentially spawning into objects and dying. The max distance for the crash site zombies is increased a bit so they can spawn farther away from the object since they are in an open field. The position on the internal zombies should not have the z coordinate automatically set to zero. This prevents the zombies from spawning at positions on upper floors of buildings.
Function _cantSee should not be recompiled every time this file runs. fnc_fieldOfView is compiled in compiles.sqf and called here. Checking zombie counts in this file is redendant. It is already being done in player_spawnCheck and building_SpawnZombies. Variables "agentObject" and "BaseLocation" are unused. The createAgent command should not be used with a radius. This causes some of the zombies to be killed after being spawned into objects. Some of the walking zombies were spawning inside the building when they should not.
equip_tent_poles are now in the loot tables and can be used for tent crafting.
The recipe for crafting tents and nettings has changed a bit. Instead of poles, tent poles are needed now.
The string for equip_tent_poles is confusing if the requirements are 6 Tent Poles but meant is 1x (6 Tent Poles).
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.
Changing the messages for wipes. It cannot be done like it was before for the german language.
Thx @RedLink-kam for the russain translations.
Ive re-ordered the new strings so the Namalsk compatibility is the last again. Namalsk should be always last since it is just an addon from a different mod.
Added server side security for higher risk PVDZ_send usage. Replace switch do block with inline function. Since only one option is selected for each call, a function using exitWith is the better option here. The transfuse completed option was removed. It is not used anywhere. Added options for drag, carry, load, and unconscious. There is a commented diag_log in the security check than can be used if server owners want it. However, Battleye logs all PVDZ_send usage.
isDead check should be done after the animation is finished. Remove redundant setVariable entries. If the animation is interrupted, return the item to the player's inventory. Add localized string.
Infection chance does not have to be recalculated repeatedly. There is no reason that the start message should be inside the loop. Display control 1300 does not need to be enabled here. It always runs. Remove redundant player check.
Public variables used in the carry and drag functions are only compiled on the client. Only the server can use these PVs. They should be blacklisted in Battleye publicvariable.txt. PVDZ_sendUnconscious has been replaced by PVDZ_Send with server side security.
Add unconscious array to unload action. Add the carry action. Add the rest of the bloodbags to the bloodbag array. The typed bloodbags get their own actions so the player can select which bloodbag to administer. Alter the sepsis bandage option with a new localized string. NORRN_loadWoundedAction variable is no longer necessary. Remove redundant gear checks.
In cases like this where only one selection is required, the switch option is not the best option because it is slow. Using an inline function with exitWith, the most common options are placed at the top with the least common options placed near the bottom.
This adds 2 new versions of cargo trucks. A truck for items and a truck for weapons. Also setting the supplyRadius for every refuel, reammo and repair truck to 0. Just to be sure.
Ive moved the mozzie configs to helicopters. The new Mozzie versions have a small gear count of (1,3,1) so it is possible to open the gear in the heli now.
Server admins should switch to the RHIB_DZ or RHIB_DZE version. The normal RHIB boats are from arma and should not be overwritten from the epoch configs as it was the case before. This commit restores the acutal configs and alters them to the new versions.
In consultation with Seelenapparat we changed the configs from the ch53. This removes strop down and up, the collect and detach cargo options. both actions are not really used in epoch and needed an init script which runs permanently while in the helicopter. It is the same for the sfx sounds from this helicopter. In this special case we decided that performance is more valuable as the removed actions. If someone uses the removed actions in scripts or something like that please message me on discord.
The pook has a DZ/DZE version now. Server admins can still use the old pook classes if it is needed. The new classes were added to the traders. We should probably evaluate if it is a good idea to add the gunner bell by default to the traders.
This commit re-build the complete traders and almost all the files related with them. It is much easier for new server admins to handle a map change with traders and safe zones now.
- Fixing many wrong set markers.
- Fixing wrong trader agent positions.
- The trader configs got re-build.
- All trader categories have a localization now. I've noticed too late that we already have a CL for the categories so I've merged them into epoch.
- Fixing dupable objects in the spawned trader cities.
- Adding missing sensors for all traders.
- Removing many duplicated trader categories inside the trader files.
- Adding Safe Zone support for all traders excluded Wholersalers, Boat Traders and Dock Traders.
- Removing Mello trader on Panthera due to many trader cites.
- Namalsk and Lingor traders got completely re-build. Thx @devlok for building the trader cities.
- Sauerland has a Boat Trader now.
- Removing wrong markers from Ovaron.
- Ruegen and Ovaron have no traders so far. We will probaly add them later.
Some of the objects used in POIs require the use of the setVectorUp command in order to maintain an upright orientation on a sloped surface. This addition adds the option for including the object's up vector in the compact arrays.
Test file: https://github.com/worldwidesorrow/Svetlojarsk
Server does not need the trader categories any longer. Also clean up the server_traders.sqf file. This file is redundant. If server admins want to change the trader categories, they just have to edit the path and add the file to the mission.
Move zombie and loot related operations from player_spawn_2. They should be in this file. They are used here for accurate counts before spawning zombies and loot.
Make better use of global variables for zombie and loot checks.
Add lazy eval where appropriate.
The isClass and config checks are done in player_spawnCheck. There is no reason to do that here. Those variables are being passed in an array during the function call. Global variables dayz_spawnZombies and dayz_maxControlledZombies used in spawn checks are adjusted in player_spawnCheck and zombie_generate. There is no reason to save to local variables.
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.
All files in the archive will no be updated. Ive added a copy of the current trader files too, so the old traders and trader cities can still be used with the current trader files.
Give me a hint if you think some of the files should be moved back.
* Move PVCDZ_OpenTarget_Reset to client only
* Move some functions to client only
fnc_usec_damageHandler, dayz_inflame_showMenu, dayz_inflame_showMenu_other, DZ_KeyDown_EH, dayz_EjectPlayer compiled on client only.
* Upload the reorganized variables.sqf
* Update Changelog
Every button action that processes money/vehicles in some way should do
closeDialog before actions are called, currently it's possible to game
the system using a net limiter.
Thanks to Merlijn for the fix
This commit adds the waterbottles from DayZ Mod. The icons were made by @DeVloek. The waterbottles are fully functional with all actions. To boil a plastic waterbottle you need an empty trash can.
Dogs could not be watered with other waterbottle than the ItemWaterbottle itself. This is fixed now. Also fix missing reset action from hide body.
The normal intention to have a bag with this small size is, that not a weapon can be carried. Having 5 slots or more in a backpack is normally the signal that at least a secondary weapon can be carried inside this backpack. If a weapon will be put inside a bag without any free weapon slot, the weapon just disappears. To have a better and more intuitive playstyle every backpack with more as 5 slots should be able to carry at least 1 weapon.
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.
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.
This was breaking scripts that use a variable called `_chance`
_chance = 30;
[player,"repair",0,false,50] call dayz_zombieSpeak;
_chance would get changed to 0
* 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
By the look of it, I broke this file when I commited:
d7a3b30753
it seems it's to do with CRLF vs LF line endings.
Unfortunately, to fix it you have to commit the whole file again, zzz.
* 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.
"GunRack_DZ","WoodCrate_DZ","OutHouse_DZ","StorageShed_DZ","WoodShack_DZ","Wooden_shed_DZ"
arent a child of any of the other objects to be maintained and aren't in
the list
This magazine was removed in this commit: https://github.com/Goliath86/CorePatch/commit/fef9bcc
The CorePatch data update was pushed to A2OA stable branch on March 27th, 2018.
To avoid errors for this before Epoch 1.0.6.3 patch is released remove all instances of it from custom scripts, loot tables and trader files. Run the query below to remove all instances from the database.
Fixes #2011
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.
Replaced vehicle sethit/setvariable method with sethit/gethit and removed setvariable "Hit_" commands for vehicles (hit_partname can now probably be added to the setvariable filters list).
Modified object_getHit.sqf return to now provide the selection name in order to reduce redundant config lookups. Returns '[Damage, Part Name]', instead of just 'Damage'
Modified vehicle_GetHitpoints.sqf to remove incorrect hipoints from returning. Previously this script would return all hitpoints from any vehicle the current vehicle config inherited from, even if the hitpoint didn't exist in the calling vehicle. this posed a problem since getHit on an invalid part name returns Nil
This reverts commits b5f3f30 and 3e0ddef.
Discussed with oiad on discord:
- BIS_fnc_areEqual is much slower than short string comparisons
- String in array form is three times longer, which means more data sent over the network
This way keeps authKey as a string and still avoids pvval kicks.
RNG can be a cruel mistress.
Fixes: Value Restriction #121 "PVDZE_veh_Publish2" =
[[99,[4763.93,7521.36,-0.000228882]],"CSJ_GyroCover",false,"ItemKeyBlack958",<NULL-object>,"iN4r7X7Psetsq"]
Thanks @AirwavesMan
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.
This is to prevent config.cfg, BEServer.cfg and HiveExt.ini passwords
being read by in-game scripts. Also consolidated to a single folder so
we only need to maintain one copy of BattlEye filters, HiveExt.ini,
basic.cfg and server.Arma2OAProfile. These files are identical for all
maps.
Updated rotate_logs.bat with missing files
- Updated exceptions, added new filters and removed some which were not
useful
- Removed exceptions for testkit because it is not part of the mod
- Added notes to clarify for now, will move this info to BI wiki later
- Removed two unused files
@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
This partially reverts commit 95310b9.
Update for model change in commit 43d349c
Turret animation source errors have been fixed in Streatman's new model,
so this is no longer necessary.
This reverts commits c4816c8 and 83dd363.
These were not errors, oiad did not properly update his dayz_server
before testing.
Renamed variables and added comments to clarify object or position can
be used
Corrections for #1988
@BigEgg17 abs(_objHDiff) only tells you how much you have raised the
ghost from where it was when you started building. To test the actual
height above ground or sea level you need to use _position select 2.
Say DZE_BuildHeightLimit was 60m and DZE_buildMaxMoveDistance was 20m.
If the player started building at 55m and then raised the object 20m,
they would be allowed to build at 75m with your check.
Also getPosATL should not be used here. For example, I am swimming on
the surface of the water on Napf and getPosATL returns a height of 29m.
@oiad you missed zombie_wildGenerate.sqf in #1987
Some combo binds will cause actionKeys to return a number greater than
six digits. See AgentRev's note:
https://community.bistudio.com/wiki/actionKeys
An example is NumLock + P [1.15763e+009]. Using a number this large as
an index errors out. Example:
test_array = [];
test_array set [9999991,true];
But six digits or less will not error:
test_array = [];
test_array set [999999,true];
Sell price of AKS74U_SD_DZ and AKS74U_Kobra_SD_DZ were wrong, since they
use 545 silencer (3 Goldbar). Sell price of Mosin PU variants was wrong
since it uses SCOPED not PSO attachment. @worldwidesorrow
Also corrected comment, extra Sa58 are camo variants while _DZ variants
are non-camo, so not entirely redundant
Lowered sell price of hemp, since these plants are pretty common. They
are guaranteed spawns In their spawn locations, and you can easily get 5
or more per server restart.
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 reverts commit b8dba25
As discussed with oiad on Discord, this serves no purpose now, since
DZE_lockDoor == charID means the player either just unlocked, built,
upgraded or downgraded the door, so they want to see the action.
Logically a combo lock can be removed while a door is open. In case of
it being locked, you already know the code, so it is assumed you put it
in before removing it. Completing two-three steps at once is more
convenient for the player.
Also removed _isDestructable because there are no classes which inherit
from "BuiltItems" and have a lock
@oiad when exitWith is inside an if () then it only exits that control
structure, not the whole script, so _canBuild could be overwritten by
_toolCheck below.
@oiad Add the Javelin magazine as trade_items to a trader which only
sells magazines (like FriendlyAssaultRifleAmmo) and the Javelin weapon
as trade_weapons to a trader which only sells weapons (like
FriendlyAssaultRifle), then test your changes from f8a230e with both in
your gear. You will see it allows you to sell all the magazines and the
weapon at both traders. This is because the only condition to add the
item to the sellable array is that it exists as an entry in the
category. It never checks the entry type. This commit will check to make
sure the type matches in the config and the player's inventory.
I changed your static "trade_any_vehicle" to find the type in the
config, because it could also be "trade_any_boat/bicycle/vehicle_free".
Boats are handled differently for the hitpoints check in sellItems.sqf.
Also I noticed that both the _HasKey check and your new _y == _myVehType
check were not working for upgraded vehicles _DZE[1-4] because they had
been swapped out to _baseVehicle. I forgot to account for that when I
added that feature.
This should resolve both problems. I tested both and everything looks
good. It can do with some more thorough testing though. Note
DZE_SaleRequiresKey is false by default.
These were resulting in sloppy mixed language sentences.
The server language never changes, so localize should not be used server
side, unless complete translations are added for all logs, which is not
worth the effort. Only admins see them, unlike client side strings which
are seen by everyone.
Wrecks were not deleted after removal following this change @icomrade
e079381931 (diff-e057d99bdf425219ff82fc6220a85b86L154)
In object_upgradeBuilding playerNear was exiting without readding
removed magazines.
I moved deletion back client side in packTent and upgradeStorage for
now, because there is potential for duping via pulling gear out of the
old tent during the deletion delay. PVS can be delayed especially when
the server is under load, so it can take a few seconds for the server to
delete the object after sending the request. These two scripts should be
the only ones where that could be problematic. Packing and upgrading
tents should eventually be moved completely server side like safes.
Continuation of 8035df0
This is important to have on publish to identify cheaters who spam
create objects in the database or create objects with bad inventory.
- Renamed variables to backport to vanilla
- Removed % and & due to code filtering in publicvariableval.txt
Changes in modular_build.sqf were the same as player_build.sqf.
Tested with building, upgrading buildable/vehicle/tent, downgrading,
buying a vehicle, destroying tent and removing an object.
Setvariables made redundant by 9cc3c82
Also changed removeEventHandler to remove all, so if switchModel exits
at one of the exitWiths the player will not be left invincible.
Forgot to remove F4 from the blocked list in 5acad04 @icomrade so it was
being overwritten.
Shift + P is not a hardcoded engine bind. It is just the default
DSInterface bind, so actionKeys "DSInterface" covers that in f760896.
Revert
f0e8796996
Partial revert:
2f0774d531 (diff-c3aa237d9007054fc3a724116a5d9f1a)
This is a better check for removing the owner of plots/doors based on
conversations on discord.
Plot/door owner can remove them selves
plot/door friends can't remove plot owner
plot/door admins can remove anyone
Additional work for 73899d520f (diff-0cdf3d56b40b62e92b498e7362874f34)
This fixes an issue of players removing them selves from a plot so a friend can become plot owner and bypass the original DZE_limitPlots check
Salival recommended a >=, however upon further thought, this would be irrelevant as this variable is meant to prevent building over a certain height, not at that specific height. Having >= would restrict building at exactly 30 meters for example rather than simply above it. The = sign was also not used in modular_build.sqf
for some reason you cannot directly get the OID using SELECT LAST_INSERT_ID(); and you cannot return it within the same hive call as the insert call (????).
Requires new procedure for 1.0.6.2
Correction for 6239959
@oiad isPlayer is not reliable on dead units which may be passed to
fa_plr2Str. Also, the other scripts which call fa_plr2Str always provide
a player, so we only want to check for AI on the hit log source.
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.
The previous fix 4fa36dfd94 was not working correctly, if you had say the a stinger launcher and a stinger ammo it would detect them both as weapons, this properly classifies them and all others as how they should be.
Moved to use epoch_tempKeys also
This forces the player to only be able to sell a vehicle from the gear menu instead of backpack and vehicle menu since most of the time you would be using add all.
From: https://epochmod.com/forum/topic/44413-prevent-selling-vehicles-from-backpack/?tab=comments#comment-297328
If the player enters a wrong code the algorithm can make the entered code seem completely bogus, let's just exit out of the routine if that's the case.
Sample bad code (Just hit red key):
```11:45:54 "salival (playerUID) FAILED unlocking LockBox with code: Red0-9900 (actual: Red34) @038117 [3899.36,3580.24,1.632]"```
This helps stop vehicles bouncing when being upgraded.
The Vehicle Key Changer script I rewrote uses the epoch vehicle upgrade system to claim/change the vehicle key, we noticed that it was causing the vehicles to bounce, but VKC uses all the position functions from the epoch script so it's not something that VKC has introduced.
This helps stop vehicles bouncing when being upgraded.
The Vehicle Key Changer script I rewrote uses the epoch vehicle upgrade system to claim/change the vehicle key, we noticed that it was causing the vehicles to bounce, but VKC uses all the position functions from the epoch script so it's not something that VKC has introduced.
This changes the hit messages to only show AI instead of the AI's names.
Changes this:
20:08:37 "P1ayer PID#7(salival) hit by PID#1(Qadeer Hakimi) with
vil_G36VA4Eot/B_556x45_Ball <ammo left:25> from 356 meters in head_hit
for 0 damage"
To this:
20:08:37 "P1ayer PID#7(salival) hit by AI with
vil_G36VA4Eot/B_556x45_Ball <ammo left:25> from 356 meters in head_hit
for 0 damage"
Sanity fix for hit and kill for vehicles so they match:
Before:
22:44:03 "P1ayer PID#3(salival) hit by AI in Pickup (PK) DZ from 15
meters in head_hit for 0.88666 damage"
After:
22:44:03 "P1ayer PID#3(salival) hit by AI with a Pickup (PK) DZ from 15
meters in head_hit for 0.88666 damage"
Kill message:
22:44:04 "salival (76561197999617086) salival was killed
by AI with a Pickup_PK_INS_DZ from 15m"
Thanks to Dihan for reporting on Discord.
This exploit may work with other event handlers, displays and controls.
Please leave a comment if you find any others that work. I tested GPS,
abort, MP setup and group menu displays, as well as the map diary list
box controls, but none of those had this problem.
This should be fixed with an A2OA patch, please report to Bohemia.
limits distance to object, as well as validating random auth key. added server_deleteObjDirect which is only for direct execution on the server, whereas server_deleteObj should be used for PVEH execution only
Should work to prevent the issue described in #1938 by disabling the abort option, causing the player to alt + F4 if they want to log out without reconnecting. which results in the gear pile/weaponholder from not being created.
* Fix Corepatch AS50 magazine spawn
The Corepatch broke some of the AS50 magazine spawns. Im not sure why it happend sometimes and sometimes not.
This message showed up sometimes: No entry 'bin\config.bin/CfgMagazines-5Rnd_127x99_as50_CP'.
The CorePatch use that:
e0d06f7086/CorePatch_CIT_14888/config.cpp
This commit should fix that error message and the AS50 name as well.
* Define 5Rnd_127x99_as50_CP class
* Update AS50 fix
* Revert AS50 ammo fix
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
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.
still need lootposSmall definitions. I think that these should be the
extent of new/changed buildings - aside from the TV/radio tower on green
mountain, which I cannot get the replacement model to spawn for
Collisions with the player caused sliding when the safe was pitched
forward. It was the same issue with proning against the sandbag. #1945
Note the player can still cause collision sliding by using snap to get
the preview closer to them.
Using "Wait for the previous action to complete to perform another" is
more accurate in these cases, because dayz_actionInProgress could have
been set by any action, not necessarily the same one.
Use the cursorTarget at the time the gear dialog was opened instead of
the cursorTarget at the time the script runs. The script can be delayed
by several seconds (spawn is scheduled).
* Dont show you have the item if it's not nearby
This was showing you had a vehicle in the trader menu even if it was
over the other side of the map, I think this works better only showing
it if it's within the trader zone.
* Forgot missing operator
* 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.
* Remove public variable event handler when using config traders.
This stops the public variable event handler from being loaded when
you're using config based traders, it's not needed in this situation
* Change nearestObjects to nearEntities in z_checkCloseVehicle.sqf
* Fixes vehicle selling not able to sell correctly
If more than 1 vehicle of the same classname was in a trader and the
local vehicle was further away it would not be able to be sold till
moved closer. We are using DZE_myVehicle for everything and we do
previous checks to make sure it's not null and local so we can assume it
is okay to use.
Fixes
https://epochmod.com/forum/topic/43643-vehicle-dze4-can-not-be-sell/#comment-290036
Continuation of d7a3b30
This partially reverts ea94ec4.
Epoch has never disabled simulation client side on any buildables prior
to ea94ec4. We now know it disables storage capability, may disable
lighting the object with scripted light sources and potentially cause
other issues.
https://community.bistudio.com/wiki/enableSimulation
If we readd this in the future it should be well tested. It should also
be done properly in the vehicle init field, so it takes affect on all
clients, including JIP, instead of only the player building it (until
they relog).
A few optimizations.
_weapons = []; THEN agen - _weapons = (getWeaponCargo _object) select 1; Same with _magazines, _backpacks
_weapons THEN use only one time: count _weapons, same with _control,_magazines, _backpacks
use many time (typeOf _object), better use one variable for that: _type
FIX in loop:
one more check old this bag: https://www.youtube.com/watch?v=3ecWX21wEe4
Use this, if you think it's right
These contain trees and buildings which need their chopped/destroyed
status synchronized for all clients.
This reverts c21a731.
Vanilla commit:
32f2fa3b22
Not necessary to inform recipient and prevents two messages on screen at
once for instigator.
Classic bloodbag system is now added in vanilla too.
Vanilla commits:
cb71d926edbee9bd1638
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.
- Removed some unneeded exceptions
- Moved tree chop PVEH to server compile only so client does not need
setdamage exception
- Replaced "showCommandingMenu" filter with stricter
"menu" filter
- Renamed two files with no changes for easier filtering of
"menu"
Vanilla
commits:
1d639b557b3a292425375cdf249ea9
- Fixed some "say", "switch" and "call" exceptions were broken
- Anything containing call is covered by 5 "call"
- Anything containing spawn is covered by 5 "spawn"
- Anything containing { or ( is covered by the first line
- Anything containing setDi is covered by 5 "setDi"
- Anything containing bis_ is covered by 5 bis_
- Anything containing bis_fnc is covered by 5 "BIS_fnc"
- Anything containing server_ is covered by 5 server_
- Anything containing fnc_ is covered by 5 fnc_
- Anything containing count is covered by 5 "count"
- Anything containing onPlayer is covered by 5 "onPlayer"
- Anything containing this is logged by 1 "this"
- Anything containing for is logged by 1 "for"
- Anything containing ' is covered by 5 "'"
- Anything containing terminate is covered by 5 "terminate"
- removed duplicate getVariable filter
- createDialog is covered by 5 "createD"
- set, exec and str with two single spaces are covered by the same with
one single space
- removed some set, exec and str that were already covered by the line
directly above or below them
- removed some old dayz function names that aren't used anymore.
- made first line in setvariableval.txt stricter (no exceptions) by
moving "+" to a separate line
Adding UserActions to players (CAManBase) is not efficient, because the
condition evaluates onEachFrame when you are "inside" that vehicle type.
Also admins usually want to add more custom actions to dead bodies
anyway.
https://community.bistudio.com/wiki/addAction#Syntax
This partially reverts 3aad4b6.
Updated to same formatting and comments as latest Corepatch files:
https://github.com/Goliath86/CorePatch/tree/master/CorePatch_FIS/data/scripts
airdestruction.sqf:
- fixed _velocity variable was undefined
- updated, Sa-Matra removed clearVehicleInit
- !isNull checks are not needed because (local objNull) returns false
and (speed objNull) returns zero
BIS_Effects_startEvent:
- 6th parameter is not used in BIS_Effects_Burn, neither in the old nor
new version.
Although the formatting is ugly, it is better to stay consistent with
Bohemia's so they are easy to compare with future updates and
scripts.txt exceptions are the same whether the official or custom files
are used.
Added Sa-Matra's final commit from yesterday:
5e696bebdc
This partially reverts c15caf5.
* Stop server_publishVehicle3 duping a vehicle if hive fails to update
server_publishVehicle3 first creates the vehicle in the database then
reads it back to see if it's successful, previously it wasn't deleting
the vehicle if it failed.
Added a 1 second delay after the vehicle delete to stop duping of
vehicles also.
Fixed references to server_deleteObj that were using 2 parameters
instead of the required 3 and updated the example.
* Rework
The antiwall wrecks are removable on Epoch. Also Epoch has its own
player_antiWall function. We did not spawn these objects in 1051.
The infected camps add additional random spawned camp sites in the woods
with lots of dead soldier bodies, fires, water barrels and tents. We did
not have these in 1051 either. Disabling them by default will improve
FPS a little.
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
* fix epoch_tempKeys.sqf making massive arrays.
epoch_tempKeys was making a massive array every time it was called due
to them setting the array size to the _ownerKeyId instead of count
_temp_keys_names.
For example: Call this function 10k times in testkit and see it lag the
client due to making a massive array over and over again.
```"[[["9379"],[<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<null>,<n
"Test script finished. Code took 0.440002 seconds to run"
```
With fixed code:
```"[[["9379"],["Yellow Key (65d0)"]],false]"
"Test script finished. Code took 0.000991821 seconds to run"
```
* Update fn_selfActions to support fixed epoch_tempKeys fix.
Forgot this from my previous commit, this will select the right key now
for displaying in the unlock_veh.sqf (I broke this with my previous
commit)
* Rework
Now stops particle effects loops when wreck is deleted.
Exucuted in an EH, so it should resolve any issue where the corepatch
fix version, or broken A2 version takes priority.
Minor script formating and performance improvements
* Move dze_supplyCrate and vein wrecks to CfgLoot
Moves both the supply crates and vein wrecks to the CfgLoot tables so
admins can customize.
Also modifies the main add item statement to allow support for weapons,
magazines and backpack refunding/spawning instead of hard coded
magazines.
Should be backwards compatible with the old style (I did test).
* Remove unused _activatingPlayer variable
* Rework
Chainsaw is never used in player_chopWood.sqf. It is only called via
right click on Hatchet which was removed anyway.
The player already takes a nutrition hit on every swing of the hatchet,
and it can take up to twelve swings to chop down one tree.
* 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
Fixes mistake from ffef031 @icomrade . _amount here is the quantity the
player enters in the quantity box when buying. The only time it is less
than or equal to zero is if the player enters zero or a negative number.
It has nothing to do with the buy or sell price.
Thanks Sercan for reporting.
The slow searches are needed on other maps until waterHoleProxy objects
are added for them. They need to be added at every pond and
non-"Land_pumpa" well. Right now Chernarus is the only map that has them
placed.
Fixes#1835Fixes#1841
Z_checkArrayInConfig is expecting weapons in position 0 for _this, all other stuff like get z_at_getGearItems.sqf and z_at_getVehicleItems.sqf passes the weapons array in position 0.
* switchModel, jerry_fill, water_fill, drinkWater, packTent changes/fixes
player_packTent: Add private array since there was none. Make it match
player_packVault so a player can't pack the tent with others near (to
stop duping)
water_fill:
Fixed the massive lag issue with the check for ponds etc, Originally was
being done searching for all which is quite intensive, now only
searching for waterholeproxy which matches all the water holes on
chernarus I could try.
Fixed a few localizations. Thanks @schwanzkopfhegel
player_drinkWater: Same as above. Also removed a lot of unused private
variables.
jerry_fill:
Made the minimum fill level of fuel tanks 10% of
dayz_randomMaxFuelAmount so the tank will always have fuel
Fixed issue with ItemFuelBarrel only using 40 litres from a tank.
Thanks @schwanzkopfhegel
Display how much fuel was needed if the tank is empty
Fix issue if the tank was empty that dayz_actionInProgress was not reset
player_switchModel:
Fixed issue of coins dissapearing on gear change
Fixed old commented out code that was broken so now you will go back
into the camera view you were in before you changed clothes
* Revert drinkWater/water_fill changes
My previous commit can only be used on chernarus since it's the only map
that has the waterholeproxy we rely on.
* crafting localization fix
* Update german translations
* Rework
* Missed private variable
* Rework again
* Update german string
Death message was sometimes showing incorrectly due to spawn delay.
Also the sched_corpses two minute loop was occasionally deleting bodies
right away because bodyName setVariable was delayed by the time it took
PVDZ_plr_death to send (up to a few seconds). See #1825
* Move more debug lines to #ifdef
Tidys up server RPT
Also make the combination rolling text overwrite the previous build
spam.
* Make additional changes
For tanks and other vehicles not explicitly defined in configs, _part will return with "" using gettext(), evaluating if it is nil doesn't do anything. With this change it will properly allow for repairing tracks on tanks with scrap metal.
* server_updateObject force update for single currency
This modifies server_updateObject to force update/save to the hive if
the item being saved is in the DZE_MoneyStorageClasses array.
Previously if you force saved the object multiple times, the coins would
not get updated until the inventory changed, which if this was for a
bank object it would never update.
(This applies if you are using PVDZ_veh_Save to save the object)
* z_at_calcDefaultCurrencyNoImg prettyfication
This fixes a long standing issue in my brain about how this text was
always displayed, to me it seemed very untidy and just thrown together
(since I borrowed it from the IMG version)
Changes the output from this example: 7 Ruby 1 Amethyst 3 Gold 4 10oz
Silver 5 Silver
To this prettier and more logical example: 7 Ruby, 1 Amethyst, 3 Gold, 4
10oz Silver and 5 Silver
Make texts great again!
* z_at_logtrade fixes
Removes hard coded "Coins" text and replaces it with configVariables
version.
Also removes duplicate code and simplifies it.
* Merge z_calcDefaultCurrency and z_calcDefaultCurrencyNoImg
This merges these two files together since they are largely the same,
this also adds an optional argument to change the font size which is
useful for custom scripts that use this function.
Examples of use:
[_number,true] call z_calcCurrency; // Return a string of text with no
images
[_number,false] call z_calcCurrency; // Return a string of text with
images
[_number,false,0.7] call z_calcCurrency; // Return a string of text with
the currency in it and sets the font size to 0.7
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 modifies server_updateObject to force update/save to the hive if
the item being saved is in the DZE_MoneyStorageClasses array.
Previously if you force saved the object multiple times, the coins would
not get updated until the inventory changed, which if this was for a
bank object it would never update.
(This applies if you are using PVDZ_veh_Save to save the object)
Color was undefined if part damage was in any of these ranges:
0.2501 - 0.2599
0.5001 - 0.5999
0.7501 - 0.7599
Fixes related RPT errors:
Unknown attribute any>Remove
Unknown attribute -
Unknown attribute LFWheel
Unknown attribute (76%
Unknown attribute Damage)</t>
Select 12 actually selects the 13th item in an array, so the rh_factor
line will error if the array is equal to twelve.
This was responsible for some converted characters having a <null> value
in the "rh_factor" slot of their medical array causing them to fail to
save.
Fixed mistake from: e398250
The refuel code was only running if a fuel truck was passed to the
script.
Also removed fuel truck classes that do not exist from the
dze_fueltruckarray.
[NEW] Fully updated to DayZ 1.8.8 base @icomrade @ebayShopper
[NEW] 1.8.8 attachments, blood trails, community weapons, traps and tripwires
[NEW] 1.8.8 journal and crafting menu are now functional (default 'J' key)
[NEW] 1.8.8 spawn selection, set dayz_spawnselection = 1; in init.sqf to enable (Chernarus only)
[NEW] 1.8.8 infected camps, points of interest and infectious waterholes map additions (Chernarus only)
[NEW] 1.8.8 weapon switching and hotkeys (1 = primary, 2 = pistol, 3 = melee (or rifle onBack if DZE_TwoPrimaries=2;))
[NEW] Players can carry more than one primary (one hidden on back). See configVariables.sqf for details @icomrade
[NEW] Many new configuration options are available for admins. See dayz_code\configVariables.sqf and mission\init.sqf for descriptions.
[NEW] Optional rules feed on player login, set dayz_enableRules in init.sqf
[NEW] Streamer mode is toggleable by player in game options. Setting enabled hides server water mark and rules feed. @ebayShopper
[NEW] Status UI icons are toggleable between "vanilla","epoch","dark" set DZE_UI in init.sqf @ebayShopper
[NEW] Optional dark UI by @hogscraper http://epochmod.com/forum/index.php?/topic/13654-proposed-ui-change/ code fixes by @SplenectomY @icomrade #1622
[NEW] If using the vanilla UI you may enable or disable the combat icon with DZE_VanillaUICombatIcon = true/false; @icomrade
[NEW] Anzio 20mm sniper and RedRyder BB Gun by @arma2WillRobinson
[NEW] Added "RedRyder" and "350Rnd_BB_Magazine" to loot pile. #1456 #1457 @Namindu
[NEW] Added action to lock and unlock vehicles from inside #1103 @pj999 @ebayShopper
[NEW] Autorun hotkey ('0' key)
[NEW] Earplugs hotkey ('F1' key)
[NEW] Group system ('F5' key) with database save. Settings available in configVariables.sqf. CommandBar and RadioProtocol spam are now disabled via config. @icomrade @ebayShopper
[NEW] Snap building, use DZE_modularBuild = true; in init.sqf to enable. @raymix
[NEW] Auto login when a player joins the server, default 10 seconds, requires mission update (disable in description.ext by setting defValueParam1 = 31;) @icomrade
[NOTE] Auto login does not force a player who aborted from the game, back to the lobby, to login
[NEW] Blood types system is disabled by default. Set dayz_classicBloodBagSystem = false; in init.sqf to enable.
[NEW] Dayz_townGenerator = true; in init.sqf enables vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. @ebayShopper
[NEW] Database backup script. See Server Files\Tools\. @RimBlock
[NEW] Upgraded (_DZE1,2,3,4) ArmoredSUV and Kamaz classes are now available. #1518 #1538 @McKeighan
[NEW] Added increased waves during stormy weather #974 @FramedYannick @ebayShopper
[NEW] Optional variable to prevent stealing from backpacks by non-friendlies at traders. Set DZE_BackpackAntiTheft = true; in init.sqf @ebayShopper
[NEW] A much improved version of Zupa's Advanced Trading 2.1+ is now the default config trader menu, NOT COMPATIBLE WITH DATABASE TRADERS @icomrade @Windmolders
[NEW] With config based traders categories can be reused by setting the duplicate=#; value. # is the category number to copy. @ebayShopper
[NEW] With config based traders upgraded vehicles can now be sold for the same price as their original. #1745 @oiad
[NEW] With config based traders the buy or sell price of any item can be set to -1 to forbid the respective trading action. @icomrade
[NEW] Gems are now treated as variable value currency (Advanced Trading only). Configure gem values using DZE_GemWorthArray =[]; See configVariables.sqf. @icomrade
[NEW] Gem rarity is now configurable for mining using DZE_GemOccurance =[]; See configVariables.sqf. @icomrade
[NEW] A Plot For Life v2.5+ by RimBlock is now included and enabled by default, see configVariables.sqf @RimBlock @icomrade
[NEW] Build Vectors v4+ by Striker is now included, only enabled with Snap building. Note there is no option to turn off Vector Building with Snap Building enabled @strikerforce @icomrade
[NEW] Door Management v3.0+ by Zupa is now included and enabled by default with variable DZE_doorManagement, see configVariables.sqf @DevZupa @Bruce-LXXVI @ebayShopper
[NEW] Plot Management v2.1+ by Zupa is now included and enabled by default with variable DZE_permanentPlot, see configVariables.sqf @DevZupa @Bruce-LXXVI @icomrade
[NEW] Precise Base Building v1.0.5+ by Mikeeeyy is now included. @Mikeeeyy @icomrade @ebayShopper
[NEW] You may toggle vehicle destruction effects to prevent damage from vehicle explosions (useful to prevent griefing from ramming) use DZE_NoVehicleExplosions = true; to enable #1198 @icomrade
[NEW] Temperature factors are now configurable with DZE_TempVars see configVariables.sqf. @icomrade
[NEW] Weather effects are now configurable with DZE_WeatherVariables. See DynamicWeatherEffects.sqf for info on these values. @icomrade
[NEW] Full height cinderblock wall kits are now in game, classname "full_cinder_wall_kit" #1172 @icomrade
[NEW] You can exclude built items from the god mode base function using DZE_GodModeBaseExclude = []; which is an array of item classnames
[NEW] Fuel stations now have limited amount of fuel each restart. Configurable with dayz_randomMaxFuelAmount in init.sqf
[NEW] More possible causes of death added to study body: fell, ran over, shot, melee, zombie @ebayShopper
[NEW] Player-list no longer shows who's in lobby or ingame.
[NEW] 35 new male clothing classes added. #1732 #1734 @AirWavesMan
[NEW] Added new _DZ variants of BRDM2, AN2, HMMWV, Mi17 and Cessna classes with radar disabled. #1746 @AirWavesMan
[NEW] Added SCAR Mk16 and Mk17 variants, L86 and AA12 to loot tables and traders. #1743 @AirWavesMan
[NEW] Players can now manually push stuck planes backwards to free them. @ebayShopper
[NEW] Salvage can now be disabled on locked vehicles via DZE_salvageLocked variable. #1757 @oiad
[NEW] You may now rearm pooks and other helicopter, vehicle, pilot and driver weapons. @icomrade
[NEW] Death messages now use a PVEH instead of the unreliable MPHit. Added localization, more causes of death, systemChat and dynamicText killfeed options. @ebayShopper
[NEW] Parachute can now auto open at a set height during HALO jump. Altitude and speed meter can also be enabled. See configVariables.sqf. @ebayShopper
[NEW] Added hatch, fold and ramp animation UserActions to ArmoredSUV, AH1Z, MV22 and UH1Y configs. @ebayShopper
[NEW] VON in side and global is now blocked by default. See configVariables.sqf to change blocked VON channels. @icomrade @ebayShopper
[NEW] Arma cheat input (LeftShift + NumPad-) is now blocked by default to prevent abuse of FPS cap and EndMission commands for duping. @icomrade
[CHANGED] Combattimeout now uses diag_tickTime instead of time.
[CHANGED] AmmoBoxSmall_556/762 is replaced with DZ_AmmoBoxUS/RU/EU/CZ and MedBox0 is replaced with DZ_MedBox (new model)
[CHANGED] UH60Wreck and UH1Wreck are replaced with CrashSite_EU/UN/US/RU (new models)
[CHANGED] An infection chance of -1 disables self-transfusion infection. 0 is always infected. (DZE_selfTransfuse_Values) @icomrade
[CHANGED] Removed weapons from Traders hands and made them stand with arms by their side. @SilvDev
[CHANGED] Tweaked fuel capacity variables for vehicles. @RimBlock
[CHANGED] Tweaked rotate_logs.bat to incorporate the day of the week for better organization @Raziel23x
[CHANGED] All instances of sleep were replaced with the more reliable uiSleep where possible. @icomrade
[CHANGED] Several getPosATL changed to call FNC_GetPos for water compatibility @icomrade
[CHANGED] Trader city objects are now spawned locally on each machine with simulation disabled for better performance. Admins can still override with custom cities in init.sqf. @ebayShopper
[CHANGED] With R3Fweight on overburdened players are now forced to move slowly instead of being knocked out. The scream was also removed. #1145 @icomrade @ebayShopper
[CHANGED] Abort and respawn are now disabled immediately in the pause menu onLoad to compensate for low fps delay. @ebayShopper
[CHANGED] Player_onPause is now customizable by admins along with the new unscheduled fn_pauseMenuChecks. #1340 @Rimblock @ebayShopper
[CHANGED] Satchel charges, mines and launcher rounds now take one inventory slot instead of multiple for consistency with all other Epoch items. @ebayShopper
[FIXED] Player zombies are no longer attacked by other zombies. The respawn button is now enabled for them if they wish to suicide. @ebayShopper
[FIXED] Zombies now target and attack players far more accurately than in 1.0.5.1.
[FIXED] Server position sync bug after falling unconscious. Fixes AI on server not seeing the player after knock out and position revert after relog. #1522 @ebayShopper
[FIXED] Keyboard input is now disabled properly while unconscious @skynetdev @ebayShopper #1613
[FIXED] Character sometimes failing to sync after changing clothes #1545
[FIXED] Backpack wipes when changing clothes. #1361 @icomrade
[FIXED] CH53 gear when locked #1364 @icomrade
[FIXED] Infinite loop when crafting ore into bars #1351 @icomrade
[FIXED] Only first kill showing on death boards #1362 #1124 @vbawol @icomrade
[FIXED] Crossbow quivers not working #1355 @icomrade
[FIXED] Several script errors in dayz_server #1421 #1425 @ebayShopper
[FIXED] Corrected ClassName type for CH53_DZE and BAF_Merlin_DZE. @Cinjun
[FIXED] Dynamic_vehicle spawning non-upgradable classes of hilux1 & datsun1. @Uro1
[FIXED] Eating while inside a vehicle did not drop empty can @deadeye2
[FIXED] Zombie loot error when using loot tables in mission file @deadeye2
[FIXED] Trader menu expected array error #1618-1620 @ebayShopper
[FIXED] Loading screen issue where you can walk around and see a black screen #1610 @deanreid
[FIXED] Crafting a sledgehammer with one already in your toolbelt no longer eats your parts. #1567 #1667 @Namindu
[FIXED] Copy key failing when player doesn't have a backpack @ebayShopper
[FIXED] Fire barrels not being detected over water @pj999 @icomrade #1559 #1564
[FIXED] Opening supply crates over water no longer drops the items on the sea floor @pj999 @icomrade #1558
[FIXED] Plot pole required message not updating to reflect DZE_PlotPole radius @mathewjknott @icomrade #1274
[FIXED] Slow login timer and incorrect loading screen message when login times out @icomrade
[FIXED] Combine mags not working for Revolver and M1911 ammo @Terrien @ebayShopper #1313
[FIXED] M113_DZ,_DZE variants config errors and gunner seat not working @McKeighan @ebayShopper #1514
[FIXED] Smoke countermeasures are now visible @Markokil321 @icomrade #1440
[FIXED] Toilet paper dupe exploit when building outhouse @Markokil321 @ebayShopper #1599
[FIXED] Safes and lockboxes occasionally wiped when opening after restart and locking not being logged to RPT @ebayShopper #1413 #1503
[FIXED] Greatly optimized safe gear handling. Safe inventories are no longer sent to all machines over the network on server startup and each lock. @ebayShopper
[FIXED] Common duping methods exploiting safes no longer work with the new safe gear handling code. #1341 @RimBlock @ebayShopper
[FIXED] Duplicate objectUIDs occasionally causing vehicles to swap classes or be deleted across restarts. @icomrade #1504
[FIXED] DZE_BuildingLimit now counts buildables only instead of all object types. Thanks jOoPs @ebayShopper
[FIXED] Player no longer hears radiation sound when changing clothes. @ebayShopper
[FIXED] Ponds and lakes are now detected correctly in player_goFishing and player_drinkWater. #1678 @ebayShopper
[FIXED] Players are now ejected and force killed when their vehicle is destroyed. This applies to all vehicles except cars. Cars eject, but do not force kill. @icomrade
[NOTE] Servers that use safezones must configure DZE_SafeZonePosArray, otherwise passengers of vehicles in safezones will be killed on destruction of their vehicle. See configVariables.sqf.
[FIXED] Players are no longer able to brute force doors or safes by the method described in #1187 @icomrade
[FIXED] Some buildables not displaying removal option #1135 @icomrade
[FIXED] Study body message saying his/he on female players. @ebayShopper
[FIXED] Destroyed ore veins and ammo crates are now deleted globally after being removed. #1730 @icomrade
[FIXED] UH1Y and AH6X unknown animation source RPT errors. Added back observer seats to AH6X and UH1Y without thermal imaging. @icomrade
[FIXED] Players can no longer relog over bases in a helicopter, parachute or plane to get inside. @ebayShopper
[FIXED] Mozzie helicopter noises, and crashed mozzies bouncing into orbit. @icomrade
[FIXED] Firing from vehicles puts you in combat now. @icomrade
[FIXED] Players will no longer end up swimming in the ground after spawn, relog or clothes change on maps with respawn_west in the water. @ebayShopper
[FIXED] It is no longer possible to drag players through base walls when they are unconscious. @icomrade
[FIXED] Purchased vehicles should no longer spawn inside each other on trader helipads. @icomrade
[FIXED] Humanity hit is now applied correctly to players shooting from vehicles. @ebayShopper
[FIXED] Chopped down trees are now synced for JIP players, so they no longer respawn on relog. @ebayShopper
[FIXED] Several errors with loading and unloading unconscious players from vehicles. @oiad @ebayShopper
[FIXED] Occasional glitch death when opening parachute during HALO jump. @ebayShopper
[UPDATED] .hpp files updated in dayz_code\Configs\CfgLoot\CfgBuildingPos. @Uro1
[UPDATED] .bat files updated in Config-Examples @Raziel23x
[UPDATED] Updated all config.cfg in Config-Examples, Added Default Steam Ports and Updated Layout. @Namindu
[UPDATED] Epoch.sql, 1.0.6_Updates.sql & CfgServerTraders with correct classnames for upgradable hilux1 & datsun1 versions. @Uro1
[INFO] Server owners must update to the new Hive DLL included in the 1.0.6 release, changes in the source code can be found here: https://github.com/vbawol/DayZhiveEpoch/pull/13
[INFO] Many weapon and item classnames changed. Admins must update their traders. See SQL\1.0.6_Updates and dayz_code\Configs\CfgServerTrader
[INFO] Many duplicate functions and variables were renamed. See Documents\1.0.6 Variable Name Changes.txt
[INFO] New loot table format is incompatible with old loot tables. Admins see CfgLoot\README.txt
[INFO] If you use any community mods included in this release (AdvancedTrading, BuildVectors, Door/PlotManagement, SnapBuild, PlotForLife, PreciseBuilding, DZGM, etc.) you MUST uninstall them from your mission. They have been improved and many bugs have been fixed. Get updated copies from https://github.com/EpochModTeam/DayZ-Epoch
[INFO] Amphibious pook and cessna (pook_h13_amphib,GNT_C185E,GNT_C185F) are confirmed to have FPS issues. Using them is not recommended. #1612 @bleeding- @Markokil321
[INFO] Server owners and players should use the stable branch of ArmA 2 OA
[INFO] The A2OA Linux server version is 1.63.130836 at the time of release. Until it is updated with the core patch fixes Linux server admins will need to patch their mission: https://github.com/DayZMod/DayZ/issues/732
[INFO] Models/textures by Paul Tomany. @Sequisha.
[INFO] Special thanks to http://verthosting.com for hosting our development server.
[NEW] Added config variable DZE_ServerLogHits for logging source damage, weapon, ammo and distance to server RPT.
[NEW] Added M4SPR_DZE and VSS_vintorez_DZE which spawn with larger magazines by default. #1823 #1890 @AirwavesMan
[NEW] Building upgrades now source parts from the player's backpack and main inventory. @icomrade
[NEW] Server owners can configure nutrition system effects with DZE_NutritionDivisor in configVariables.sqf @icomrade
[NEW] Added back DZE_doorManagementHarderPenalty config variable. Required wait between incorrect entries of manual door codes is multiplied by two each time, starting at five seconds. #1847 @oiad
[NEW] Added server logging of failed unlock attempts on doors, safes and lockboxes. Also added server logging of all door locking and unlocking. #1853 @oiad
[NEW] Added loot positions for some more Sahrani and Tavi buildings
[NEW] Added military flashlight attachments
[NEW] Added full screen night vision goggles, classname: "NVGoggles_DZE" (must be added to traders by server owners) @icomrade
[NEW] Added setting to easily disable base takeover and configure which items are removable without ownership or access. See DZE_restrictRemoval in configVariables.sqf. #1886 @AirwavesMan @oiad
[NEW] Map markers are now automatically tagged with the name of the player who placed them. This can be easily removed or customized by admins. #1871 @looter809
[NEW] Added block in keyboard.sqf for sprint and prone through locked doors glitch. @LunaCB
[CHANGED] Turbo and HoldBreath keybindings are now allowed again. @icomrade
[CHANGED] Commented drink from hands at ponds due to client FPS impact. Players can still fill drinks at ponds by right clicking a container. #1816
[CHANGED] Disabled vanilla antiwall, POI, infectious waterhole and infected camp map additions by default due to negative FPS impact. They can be enabled in init.sqf and server_monitor. #1816
[CHANGED] Added shadow to dayz_rollingMessages white text so it is visible on light colored backgrounds and looks like cutText.
[CHANGED] Reverted pain to old violent shaking effect instead of subtle gun sway. #1839 @AirwavesMan @schwanzkopfhegel
[CHANGED] Reverted lobby and player list background colors to A2OA default instead of dark grey
[CHANGED] Salvage vehicle actions are no longer allowed in positions defined in DZE_SafeZonePosArray
[CHANGED] The town generator and comfrey plant spawner loops are now fully disabled when dayz_townGenerator=false; to improve client FPS. #1816
[CHANGED] AntiTP and scheduled security are now fully disabled when dayz_antihack=0. #1816
[CHANGED] Changed default value for the variable dayz_bleedingeffect to 2 (blood particle effect only) due to negative FPS impact. Set to 3 to enable blood stains again. #1816
[CHANGED] Group icons have been moved to a separate slower loop which only runs when in a group, and the group system is disabled by default. See configVariables.sqf to enable. #1816
[CHANGED] Flies now spawn ten minutes after death instead of right away. Flies are also disabled by default due to negative FPS impact. See init.sqf to enable. #1816
[CHANGED] SpawnCheck for loot and zombies has been lowered to 200m and switched to nearObjects instead of nearestObjects (same as 1051) for better client FPS. #1816
[CHANGED] Increased head shot damage for normal hits (non-zombie and non-melee)
[CHANGED] Slightly increased damage from vehicle run over
[CHANGED] Moved study body back to fn_selfActions for easy admin customization.
[CHANGED] Players can now lock and unlock a vehicle when the key is in their backpack. This can be changed in epoch_tempKeys. #1897 @oiad
[CHANGED] The vanilla building PVEHs have been commented out because we don't support or use the vanilla base objects currently.
[FIXED] Wrong texture for z_hunter zombie. #1805 @schwanzkopfhegel @ebayShopper
[FIXED] Refuel with generator at gas station not working. #1806 @Helios27 @ebayShopper
[FIXED] Issue where Arma cheats could still be entered under certain conditions without pressing LeftShift at the same time as NumPadMinus. @ebayShopper
[FIXED] Tag friendly still showing after player accepts and related issue with BackpackAntiTheft. #1807 @oiad
[FIXED] Undefined variable dayz_clientPreload error on main menu during intro.sqs. #1810 @ndavalos @ebayShopper
[FIXED] Giving pain killers to another player no longer removes pain from the player giving the pain killers.
[FIXED] Occasional undefined error for text color attribute when repairing and salvaging vehicles. @ebayShopper
[FIXED] M24 ammo prices are now 1/4 of DMR ammo prices, so no profit can be made by combining M24 rounds. @looter809 @ebayShopper
[FIXED] Full cinderblock walls now work properly with vector building #1813. @DeVloek @icomrade
[FIXED] Death message showing incorrectly when players suicide under certain conditions. @oiad @ebayShopper
[FIXED] Death message sometimes showing incorrectly due to spawn delay. #1833 @schwanzkopfhegel @ebayShopper
[FIXED] Corpses occasionally being deleted right away due to delay between PVS and bodyName setVariable. #1825 @ebayShopper
[FIXED] WoodenArrow and other WeaponHolderBase inherited objects catching fire when destroyed due to destrType. #1815 @DeVloek @ebayShopper
[FIXED] Arrows floating in air when shot at same position against a wall multiple times. #1815 @DeVloek @ebayShopper
[FIXED] Swimming in ground glitch when relogging at certain positions on certain maps like Napf and Tavi. @ebayShopper
[FIXED] No damage from hitting ground after HALO jump when DZE_HaloOpenChuteHeight was set to -1. @ebayShopper
[FIXED] Added back missing call to Epoch player_antiWall function for preventing base glitching. #1817 @ndavalos @ebayShopper
[FIXED] HALO fresh spawns stuck swimming in air on Napf and failing to start correctly sometimes. #1809 @oiad @ebayShopper
[FIXED] Self actions sometimes duplicating when changing clothes and looking at a safe. @jOoPs @ebayShopper
[FIXED] Wrong bleeding icon on vanilla status UI. @jOoPs
[FIXED] It is no longer possible to autoRun under ponds on Chernarus, Namalsk and Napf. #1827 @schwanzkopfhegel
[FIXED] Hive connection error after the first and only online player disconnects during the object stream at server start up. #1822 @AirwavesMan @ebayShopper
[FIXED] Vanilla player_craftItem not exiting when action is already in progress. #1826 @schwanzkopfhegel
[FIXED] Fire barrel kit can be crafted with partially full matchboxes now. #1830 @AirwavesMan
[FIXED] Viral zeds stuck and not moving from their spawn location due to wrong init event handler. #1819 @DeVloek
[FIXED] Handling of boiled water bottles < 10 oz #1838 (Also removed the requirement to have an empty tin can to boil water) @icomrade @schwanzkopfhegel
[FIXED] Generator inventory not saving #1831 @icomrade @schwanzkopfhegel
[FIXED] Filling fuel barrels takes the correct amount from fuel tanks now (210 instead of 40 litres). #1834 @schwanzkopfhegel @oiad
[FIXED] Unable to sell some launchers like Javelin and Stinger which have the same classname for ammo and weapon. #1844 @ndavalos
[FIXED] Long search delay when filling water bottles, drinking from hands and drinking from empty cans is fixed on Chernarus, Namalsk and Napf. #1835 @schwanzkopfhegel
[FIXED] Players can not purchase a negative number of items anymore.
[FIXED] Duplicate matchbox or knife error when lighting a fire or gutting with multiple matchboxes or knives on toolbelt. #1849 @DeVloek
[FIXED] RU crates having zero cargo capacity and wrong classname DZ_ExplosivesBoxRU in loot table. #1852 @oiad
[FIXED] Combining M24 or 2Rnd shotgun ammo can no longer be abused to dupe mags via the method described in #1848. @DeVloek
[FIXED] Rapid starvation or dehydration when using chainsaw, chopping wood or pushing plane. Also lowered or removed nutrition hit for several actions. #1857 @TheZog
[FIXED] Unable to repair or salvage vehicle parts not listed in the RepairParts config, like Merlin glass and tank tracks. #1828 #1856 @ndavalos @schwanzkopfhegel @oiad
[FIXED] Unable to remove LightPole_DZ, DeerStand_DZ, MetalGate_DZ and StickFence_DZ. #1859 @TheZog
[FIXED] Unconscious locked input when running #1860 @icomrade @DeVloek
[FIXED] Running corpses when the dead player has no primary weapon @icomrade
[FIXED] "AI" text localized on wrong client in death messages #1867 @LunaCB
[FIXED] Trader menu server RPT logs partially localized on clients @oiad
[FIXED] Group icons will not show for units inside the player's vehicle anymore (helis, large planes, etc.). #1865 @schwanzkopfhegel
[FIXED] Lighting fires and building fireplaces not working on platforms raised over the sea #1866 @schwanzkopfhegel
[FIXED] Bandit1_DZ and Bandit2_DZ were the same. Bandit1_DZ is back to the normal non-camo skin now. #1874 @DeVloek
[FIXED] If a player force kills their game immediately after dying their body will no longer disappear. #1825 @looter809
[FIXED] Some AI behavior was broken due to RadioProtocolEmpty. Unfortunately this reintroduces group chat spam.
[FIXED] Players can no longer pack a tent while sleeping.
[FIXED] Players can no longer walk under water at Topolka Dam. @Bruce-LXXVI
[FIXED] server_PublishVehicle3 will no longer dupe a vehicle if it fails to read the vehicle back from the database. @oiad
[FIXED] Panic sounds will no longer overlap when the player is attacked by zombies. #1861 @DeVloek
[FIXED] Melee weapons will no longer be eaten when attempting to add them to a full toolbelt.
[FIXED] Updated to Sa-Matra's latest Core Patch BIS Effects which fix the fire in the sky bug again. #1883 @oiad @icomrade
[FIXED] Mark body now marks all of your bodies instead of just one. @oiad
[FIXED] Group and body markers correctly update on the GPS mini map now.
[FIXED] Vehicle lock and unlock actions are now refreshed correctly without needing to look away and back again. @oiad
[FIXED] A potential undefined error on bear trap trigger. @oiad
[FIXED] A few floating loot positions in firestation.
[FIXED] Blocked a duping method involving changing clothes. Thanks to Sercan for reporting. @oiad
[FIXED] Buildables now properly apply godmode if enabled during the restart window. @oiad
[FIXED] G36C ACOG attachment
[NOTE] The fixes below are included in the 1.0.6 Build C server package released December 29th, 2016 (http://dayzepoch.com/a2dayzepoch.php)
[FIXED] Hive child 309 errors that resulted in broken saving of newly built storage object inventory. @icomrade
[FIXED] Error with object publishing when snap building is disabled. @ebayShopper
[FIXED] Error handling upgraded 1051 databases that resulted in a <null> value for "rh_factor" and array for "bloodtype" in character_data medical field. @ebayShopper
[FIXED] Error in server_playerSetup that resulted in a <null> value for dayz_onBack in character_data inventory if player had no weapon on back. @ebayShopper
[FIXED] Doors and plots not getting cleaned up properly. See new MaintenanceObjects variable and explanation in HiveExt.ini. @icomrade
[REMOVED] Antiwall glitch blocks for vanilla hospitals since Epoch uses DayZero hospitals. @jOoPs
[REMOVED] "Take ownership" on plot pole due to it being unnecessary and causing base objects to duplicate. #1811 @BNG-Lance @Clanwarfare
[INFO] See Documents\CHANGE LOG 1.0.6.txt for the full list of 1.0.5.1 --> 1.0.6 changes.
[NEW] Newest version of DayZero enterable buildings provided by Tansien and Zac https://zombies.nu/. This fixes broken barracks shadows and adds several new interiors. #1601
[NEW] Land_houseV_2T2 is now enterable. Interior modeled by @Streatman
[NEW] Added loot positions for new enterable buildings
[NEW] Added L85 attachments totaling 24 variants, new models by @Streatman. Class L85_Holo_DZ no longer exists and must be updated to L85A2_DZ in custom scripts and SQL, see 1.0.6.2_Updates.sql
[NEW] SVD scope attachments can now be removed, new models by @Streatman
[NEW] Added option to toggle status icons in "Game Options" menu and via F3 hotkey. Note this will also toggle Epoch "friendly" tags because they are the same display.
[NEW] Added DZE_limitPlots so admins can limit plot poles to one per UID, disabled by default. @oiad
[NEW] Pumpkin, sunflower, and hemp plants spawned with createVehicle can be harvested with a knife now. #1928 @F507DMT
[NEW] The journal and dayz_survived variable now contain actual play time [array] instead of days since the character was created [number].
[NEW] Added secondary iron sight to CZ550 modeled by @Streatman
[NEW] Added bolt animations to CZ550 and LeeEnfield modeled by @Streatman
[NEW] Added some basic compatibility for falconsan's Ruegen map (beta version released February 2016)
[NEW] Admins can now define what parts are returned from modular building parts, see configVariables.sqf/DZE_modularConfig @oiad @BigEgg17
[NEW] Added basic server-side authentication to hive object creation/deletion for improved security. Affects Server_(DeleteObj|PublishObj|PublishVeh|SwapObj|UpdateObject), admins and script makers should review the changes if using PVDZ_obj_(Destroy|Publish), PVDZ_veh_Save, PVDZE_obj_Swap, PVDZE_veh_(Publish|Upgrade) or server_deleteObj and verify custom code is compliant with these changes (github.com/EpochModTeam/DayZ-Epoch/commit/42e0047)
[NEW] Added BAF_L85A2_RIS_TWS_DZ to emulate the old behavior of the now NV only BAF_L85A2_RIS_CWS. This weapon is not used by default. Server owners can implement it if desired. #1983
[NEW] Admins can now define a maximum build height, see configVariables.sqf/DZE_BuildHeightLimit. @BigEgg17
[NEW] Admins can now change the lootRefreshTimer for each building type from the default 15 minutes. CfgLoot.hpp must be updated if using custom loot tables.
[UPDATED] Loot and zed spawn is now disabled in trader cities by default. This is configurable in mission\init.sqf via DZE_SafeZonePosArray. Added function to check positions against DZE_SafeZonePosArray "_PosInSafeZone = [_positionOrObjectToCheck] call DZE_SafeZonePosCheck;" An optional radius can be supplied as a second argument i.e: [_positionOrObjectToCheck,500]
[UPDATED] Zombie pathing. Zeds should now run more direct to players and no longer get stuck at the position where a player entered a vehicle.
[UPDATED] The RIS attachment can be removed from the SA58_RIS_DZ now. @LunaCB
[UPDATED] The player now auto rejoins their group after dropping a radio and picking it back up when dayz_requireRadio=true. @SmokeyBR
[UPDATED] Owners can no longer be removed by added friends in plot and door management. @oiad
[UPDATED] A new hidden version of the gear menu is now used for force saves so players do not see the dialog flash on screen.
[UPDATED] Anyone can now lock a modular door without knowing the combination or having any special access. #1944 @ndavalos
[UPDATED] Locking and unlocking safes no longer plays the medic animation. #1942 @SmokeyBR
[UPDATED] Locking and unlocking safes now uses call instead of spawn on the server. This fixes the user input lock and safes appearing to disappear momentarily when server FPS is low.
[UPDATED] Added cleanup of destroyed vehicles and CraterLong after 5 minutes in sched_corpses.sqf.
[UPDATED] Reverted group menu color scheme to A2OA default for consistency with game dialogs
[UPDATED] All Zupa dialogs have been updated to use consistent title bar color, button colors, text style and background. The trader menu background is now semi-transparent for increased visibility of surroundings.
[UPDATED] DZE_ZombieSpeed = [min, max]; has replaced the, now removed, DZE_slowZombies variable. set DZE_ZombieSpeed = [2,2]; for DZE_slowZombies = true; behavior. see configvariables.sqf for more info
[UPDATED] Reverted increased waves in stormy weather to Chernarus default settings.
[UPDATED] Removed server control panel, because it is abused by players and not currently used by admins
[UPDATED] Moved large format strings in dayz_server to str formatText to avoid A2 2048 format character limit
[UPDATED] Vehicles can now only be sold from the "Gear" sell menu. This prevents accidental selling when using the "sell all" feature on backpacks and vehicle inventories.
[UPDATED] Added all upgraded weapons to the traders as sell only for the sell price of the base weapon plus the sell price of attachments. This allows them to be sold without removing attachments first. #1982 @worldwidesorrow
[UPDATED] Increased the coverage angle of headlights on land vehicles and added a headlight to the old bicycle
[UPDATED] The huey searchlight and gunner seat now have improved visibility in first person view.
[UPDATED] The AH6X_DZ now uses a new model which removes the camera and computer, adds a search light and fixes unknown animation source turret errors.
[UPDATED] Removed policecar from dayz_vehicles due to model errors, SQL must be updated if this vehicle was used, see 1.0.6.2_Updates.sql
[UPDATED] Player is no longer set in combat for throwing a flare or chemlight
[UPDATED] CSJ_Gyro push script so it no longer spams global setPos. This allows MaxSetPosPerInterval to be filtered in BEServer.cfg.
[UPDATED] Updated DatabaseMySQL.dll to MySQL version 5.7.20, server admins should update to MySQL server 5.7.20 or above. Updated tbb.dll and tbbmalloc.dll to Intel TBB 2018 Update 2
[UPDATED] Some DZ weapons which had magazine types restricted (AK, G17, M249, PDW) can now use all compatible A2 magazines. Silenced DZ weapons can now use both SD and non-SD magazines again.
[UPDATED] Added example basic.cfg and BEServer.cfg files to server configs
[FIXED] Purchased and upgraded vehicles will now spawn quicker and no longer be destroyed by sched_safetyVehicle when server FPS is low. HiveExt.dll and SQL must be updated. See 1.0.6.2_Updates.sql
[FIXED] Trees at POI can be chopped down now. Other trees spawned with createVehicle can be added to dayz_treeTypes in variables.sqf to allow chopping them down.
[FIXED] Vanilla POI were updated with new locations and moved back to global spawn again. This synchronizes the POI buildings and trees destroyed/chopped status for all clients.
[FIXED] All traps now need to be armed after placing. This fixes them not triggering right after building.
[FIXED] Smoke and grenade tripwires now require a grenade to rearm after triggering.
[FIXED] Player no longer does medic animation after triggering a single use trap.
[FIXED] Removing a trap with no room in your gear will no longer delete the trap.
[FIXED] Player_forceSave is now called correctly when the abort menu is opened. It was previously using the wrong variable and time.
[FIXED] The unconscious wake up animation can no longer be skipped by using a bandage or other right click actions.
[FIXED] Sharpening a knife will no longer delete one if the player already had a fully sharpened knife on their toolbelt (duplicate weapon).
[FIXED] Swimming in air or ground after relog, clothes change and respawn on certain maps. #1913 @Cherdenko
[FIXED] Arma cheats (LeftShift + NumPad-) enterable on map display and create marker text box. #1915 @BigEgg17
[FIXED] It is no longer possible to duplicate melee weapons by double clicking to drop and right clicking at the same time. @F507DMT
[FIXED] Death messages and damage sometimes showing RunOver when they should not due to a variable not resetting after being runover. @oiad
[FIXED] CFGMoves/Animation CTD on server. @icomrade Thanks Choc for reporting
[FIXED] Random skin selection on new character creation with DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]];
[FIXED] Corpse markers are now deleted for bodies that are hidden.
[FIXED] Unable to eat FoodPumpkin
[FIXED] Unable to sell classic 'ItemBloodbag' at traders @oiad
[FIXED] Unable to sell upgraded _DZE[1-4] vehicle variants if their base vehicle class is removed from the trader configs
[FIXED] The player building a shed, tent or other unlocked storage was unable to use its gear and M240 nests were non-functional until relog when DZE_GodModeBase=true; @oiad
[FIXED] Death message killer inaccurate when player is caused to bleed by one unit and then killed by a different unit shortly after. @oiad
[FIXED] Group saving issue which could potentially join a player to a random group or not save group properly after death.
[FIXED] Harvested pumpkin, sunflower, and hemp plants no longer respawn after relog (allowed infinite harvesting).
[FIXED] Multiple players can no longer harvest the same plant at once. #1928 @F507DMT
[FIXED] Purchased boats sometimes not spawning on helipad even when it is free of obstructions.
[FIXED] Unable to fill water at some ponds and wells on Napf and Namalsk due to missing or misplaced waterHoleProxy.
[FIXED] Potential undefined error for dayz_characterID on login. @oiad
[FIXED] Actions like cook, gather meat, repair, etc. are now interrupted properly if the player vaults, moves or enters a vehicle during the medic animation. #1942 @SmokeyBR
[FIXED] Readded crossbow reload sound
[FIXED] Using setDamage or setHit to kill a player via script will no longer cause a double death.
[FIXED] The dramatic recoil camera shake effect from a nearby bullet hit is now reset correctly instead of remaining permanent.
[FIXED] Added temporary fix for missing AS50 ammo error with beta branch core patch. #1955 @AirwavesMan
[FIXED] Melee and tranquilizer bolt knockouts were usually instant or far shorter than the intended time of 20s-80s.
[FIXED] Multiple dupe fixes - SERVER ADMINS, DO NOT IMPLEMENT SCRIPTS WHICH KICK PLAYERS TO THE LOBBY (ENDMISSION, FAILMISSION, etc.), YOU MUST KICK THEM ENTIRELY OUT OF THE SERVER! (EX: by BE restriction, but with the stock scripts.txt forceEnd, failmission, and endmission should kick the player anyway)
[FIXED] Certain classes (i.e. Satchel Charge) which are both magazines and weapons were not retained through skin change #1981 @AirwavesMan
[FIXED] Blocked another A2OA script execution bug from improperly cleared eventhandlers. See dayz_code\system\antihack.sqf. Thanks to Dihan for reporting
[FIXED] Missing shadows on some _DZ weapons. Thanks @Streatman
[FIXED] Launchers and launcher ammo are now detected correctly in the sell menu when a player has a launcher and ammo with the same classname.
[FIXED] Wrong bleeding icon on Epoch legacy status UI
[FIXED] A locked door can now be auto unlocked right after placement by the player who built it
[FIXED] A rare error in keyboard.sqf for certain combination binds.
[FIXED] Floating loot positions in hotel (Land_HouseB_Tenement)
[FIXED] Updates to humanity and player stats after a skin change not always saving in hive (server_getDiff)
[FIXED] Bad vehicle type crew error for RHIB2Turret on A2OA main menu intro scene
[FIXED] Fresh spawns running on login if they died while running
[FIXED] Death camera height incorrect when player dies above terrain level
[FIXED] Duplicate weapon error when player dies with the same weapon in hands and on back
[FIXED] Vehicle getOut event handler no longer runs on M240 Nest and other static weapons.
[FIXED] Autorun no longer freezes players when they spam the key or attempt to reactivate it near a body of water.
[NOTE] Fixes below were included in hotfix 1.0.6.1A (March 10th 2017) and are now in the default files.
[FIXED] Fixed food and drink going down 10x faster from melee and other "working" actions.
[FIXED] Glitch where group icons scaled very large momentarily while moving off screen.
[NEW] Added temporary check for mission file overwrite exploit. This can be removed after Bohemia patches it.
[INFO] Server admins must update HiveExt.dll.
[INFO] HiveExt.dll has been updated to return character_data duration in the 101 call for the dayz_survived stat. Source is available at github.com/vbawol/DayZhiveEpoch/pull/13 @icomrade
[INFO] HiveExt.dll REQUIRES A NEW PROCEDURE BE ADDED TO YOUR DATABASE FOR IMPROVED VEHICLE/OBJECT SPAWNING LOGIC, SEE 1.0.6.2_UPDATES.SQL!
[INFO] The server config directory should be located outside the server's A2OA directory for security. This is now done in the example server configs by default.
[INFO] See Documents\CHANGE LOG 1.0.6.txt for the full list of 1.0.5.1 --> 1.0.6 changes.
[ADDED] Blunt hatchet and wet box of matches. (69408ab3) @AirwavesMan
[ADDED] AKS-74, AKS-74 Kobra, AKS-74 PSO1, AKS-74 NSPU and AKS-74 TWS with full attachment support. (db1ed4c0) @AirwavesMan
[ADDED] Red Ryder BB gun and magazine as Epoch version. (597e6086) @AirwavesMan
[ADDED] G36A and G36K as Epoch version. (e0a00512) @AirwavesMan
[ADDED] More snappoints for the 4x metal floors. (f68e92d5) @worldwidesorrow
[ADDED] Right click menu made by Mudzereli and updated by Salival. (c4919d65) @AirwavesMan
[ADDED] Missing Combine Magazine option for the Desert Eagle and the 20Rnd Stanag magazine. (858f418a) @seelenapparat, @AirwavesMan
[ADDED] Toggleable Remote Vehicle by Salival. (a9500b4e) @AirwavesMan
[ADDED] Toggleable Locate Vehicle by Salival. (152ec42d) @AirwavesMan
[ADDED] Toggleable Take Clothes by Salival. (1113b579) @AirwavesMan
[ADDED] Toggleable Safe Zone Relocate by Salival. (cc005a97) @AirwavesMan
[ADDED] Toggleable Vehicle Service Point by Salival. (343128bb) @AirwavesMan
[ADDED] Toggleable Garage Door Opener by Salival. (b3871aa3) @AirwavesMan
[ADDED] Toggleable Bury and Butcher Bodies by Salival. (be7898aa) @AirwavesMan
[ADDED] Toggleable Vehicle Key Changer by Salival. (e6eb9419) @AirwavesMan
[ADDED] Toggleable Virtual Garage by Salival. (30f15326) @AirwavesMan
[ADDED] Fully functional Namalsk Bloodsuckers by SumrakDZN. Can be activated in the configVariables.sqf. (05118343) @worldwidesorrow
[ADDED] G3A3 with attachment support. (a3a4cf90) @AirwavesMan
[ADDED] All different types of Arma 2 Static Weapons are as Epoch Version available and can be build from the inventory. (8bc484cb) @AirwavesMan
[ADDED] Weapon parts and gun powder for server admins to add. (6dbc6646) @AirwavesMan
[ADDED] Customizable zombie humanity for server admins. Change DZE_ZombieHumanity in the configVariables.sqf (1a8d45e1) @AirwavesMan
[ADDED] Backpack upgrade items for admins to use. (e151f22c4) @seelenapparat
[ADDED] Wood Stairs with rails as item. (5feb96318) @Victor-the-Cleaner
[ADDED] Colored helpers to modular objects when deconstruct, remove, upgrade, downgrade, maintain or pack. (58c4a4d1f) @Victor-the-Cleaner
[ADDED] New deconstruct scroll option. If DZE_refundModular is enabled it refunds all modular objects. Changes can be made in the configVariables.sqf. (58c4a4d1f) @Victor-the-Cleaner
[ADDED] BigEgg's Restrict Building mod is part of Epoch now. (db4a417f3) @Victor-the-Cleaner
[ADDED] New DZE_buildOnWater config variable to allow building in or over sea water. (adc17d4ec) @Victor-the-Cleaner
[ADDED] New base building hotkeys (c4a2e1b88) @Victor-the-Cleaner
[ADDED] 23 New base building items: Heavy Bag Fence, Heavy Bag Fence (Corner), Heavy Bag Fence (Round),Sandbag Cube (5x Curved), Sandbag Nest (Large), Warfare Barrier 5x, Warfare Barrier 10x, Warfare Barrier 10x (Tall), Wire Fencing, Barbed Gate (Fortified), Footbridge (Simple), Footbridge (Wooden), Windbreak, Concrete Barrier, Concrete Barrier (Striped), Concrete Wall, Concrete Pipe, Dragon's Teeth, Dragon's Teeth (Large), Metal Container (Red, White, Green), Metal Container 2x (Red). (d744d995e) @Victor-the-Cleaner
[ADDED] Garbage Man and Paramedic as zombies and player skin. (9dde58abb, c8358505b) @DeVloek, @AirwavesMan
[ADDED] server_vehicleAddons to customize vehicles by add/remove weapons and ammo. (981e217b8) @AirwavesMan
[ADDED] New variables DZE_clearVehicleAmmo, DZE_addVehicleAmmo to add and remove the ammo of vehicles. Also DZE_clearVehicleFlares to keep the flares. (981e217b8) @AirwavesMan
[ADDED] Community Stringtable. (f13c6ea9b, a7860b5b2) @AirwavesMan
[ADDED] Customizable water sources with DZE_WaterSources in the variables.sqf. (ceda09297) @AirwavesMan
[ADDED] Camel planes. (9384e0112) @AirwavesMan
[ADDED] New mining sound. (8524d6752) @Victor-the-Cleaner
[ADDED] SUV (Blue White). (3c611438f) @seelenapparat
[ADDED] Several new rubbish objects with gear. (8c16cbd7f) @seelenapparat
[ADDED] DayZ workbench as a buildable object for epoch. (d40fab526) @seelenapparat
[ADDED] New edible items for more survival oriented servers. (51d8a3dac) @seelenapparat
[ADDED] 40 new generic documents for admins to use. (d5b40bba3) @seelenapparat
[ADDED] 3 new types of buckets with content. (c12349682) @seelenapparat
[ADDED] New types of water and milk container. (c731264ed) @seelenapparat
[ADDED] Various new suitcases with gems. (ec9f9582a) @seelenapparat
[ADDED] Waterbottles with coffee, black tea and frozen waterbottles. (ea236b466) @seelenapparat
[ADDED] Support for the elevator script via 3 new kits and objects. (546172959) @seelenapparat
[ADDED] Harvestable plants and compost barrels. (84064ec89) @AirwavesMan
[ADDED] 14 new buildable epoch buildings (Rabbit Hutch, Chicken Coop, Dog House, Postbox, Boggle, Satellite Dish, Fuel Tank, Water Tank, Water Tower, Wild Bee Hive, Cow Stable, Boar Stable, Goat Stable, Sheep Stable) for server admins to add. (2e3f16c24) @AirwavesMan
[ADDED] Changeable DZE_GemChance to customize the chance to find a gemstone in an ore vein. Can be changed in the configVariables.sqf (f179d037d) @AirwavesMan
[ADDED] Changeable DZE_debrisRefundParts to customize the dynamic debris wrecks refund. Can be changed in the configVariables.sqf (6189bed04) @AirwavesMan
[ADDED] Changeable DZE_toolBreakChance to customize the break chance of tools when removing a building. Can be changed in the configVariables.sqf (01792fe8e) @AirwavesMan
[ADDED] Changeable DZE_bottleBreakChance to customize the break chance of bottles. Can be changed in the configVariables.sqf (b46711bc1) @Victor-the-Cleaner
[ADDED] After canceling an action the sound will be aborted too now. (21e9c3451) @Victor-the-Cleaner
[ADDED] HMMWV Crows(M19, M2), Avenger and AAV as epoch versions. (1b74c6ccc) @AirwavesMan
[ADDED] DZE_CombatTimer to change the combat time. (5d0d00583) @AirwavesMan
[ADDED] Bases behave like buildings now. It will no longer rain or snow throught bases. Also the temperature will no longer drop. (8071602dd) @Victor-the-Cleaner
[ADDED] BigEgg's togglable vehicle godmode at plot pole. (2d7a2468f) @AirwavesMan
[ADDED] 4 tree stumps with gear slots. (ffdae898f) @AirwavesMan
[ADDED] 50 placeholder items for server admins to use. (d95a7673a) @AirwavesMan
[UPDATED] Better message for filling fuel containers if the fuel tank has not enough fuel. (93bf494c) @AirwavesMan
[UPDATED] Replace M240 Nest ghost preview with the actual game object as preview. (ff05cb9cb) @ZzBombardierzZ, @AirwavesMan
[UPDATED] Players may no longer build objects outside the plot radius. (bb968698e) @Victor-the-Cleaner
[UPDATED] Players may now cancel the build by fast movement, i.e. running, or fast walking on steep terrain. (bb968698e) @Victor-the-Cleaner
[UPDATED] Crouch-walking or slow-walking will not cancel building. (bb968698e) @Victor-the-Cleaner
[UPDATED] The player will auto-crouch when clicking "build" to prevent accidental cancelling. (bb968698e) @Victor-the-Cleaner
[UPDATED] Pressing ESC while building will cancel without opening the Arma exit menu. (2a3b89564) @Victor-the-Cleaner
[UPDATED] Pressing F while building will hold or release the object without altering the weapon firing mode. (2a3b89564) @Victor-the-Cleaner
[UPDATED] Pressing PgUp or PgDn while building will raise or lower the object without altering the weapon zeroing. (2a3b89564) @Victor-the-Cleaner
[UPDATED] If a lit fire barrel is removed, the flame will now be extinguished. (58c4a4d1f) @Victor-the-Cleaner
[UPDATED] If a plot pole is removed, the plot boundary helpers will now be deleted too. (58c4a4d1f) @Victor-the-Cleaner
[UPDATED] Removed non-lockable storage objects will now refund their contents. (58c4a4d1f) @Victor-the-Cleaner
[UPDATED] The way how the DZE_modularConfig variable works has changed. More in the configVariables.sqf. (58c4a4d1f) @Victor-the-Cleaner
[UPDATED] Snapping point helpers are now local again for improved network performance. (16361e546) @Victor-the-Cleaner
[UPDATED] Many more objects may now be snapped to other objects. (abbedc7dd) @Victor-the-Cleaner
[UPDATED] All buildable objects are now measured from their model center to the plot pole center when checking distance. (adc17d4ec) @Victor-the-Cleaner
[UPDATED] Snapping points overhaul for improved precision and consistency. (abbedc7dd) @Victor-the-Cleaner
[UPDATED] Plot boundary markers now position correctly over water, and will not display underwater or below ground. (c2b3e817b) @Victor-the-Cleaner
[UPDATED] Fireplaces can no longer be placed underground. (d744d995e) @Victor-the-Cleaner
[UPDATED] Steel Beams can now be crafted into 6 x Scrap Metal. (d744d995e) @Victor-the-Cleaner
[UPDATED] Rusty Sheet Metal can now be crafted into Sheet Metal. (d744d995e) @Victor-the-Cleaner
[UPDATED] Trader Files got updated with many missing vehicles, weapons and items. (60335df72) @AirwavesMan
[UPDATED] All epoch buildings are listed in DayZ_SafeObjects now. (43006760f) @AirwavesMan
[UPDATED] Mining stones for better stone detection. (c57d2f8d7) @Victor-the-Cleaner
[UPDATED] Increased magazine slots for cooking pot and adv. workbench. (60b1ca78e) @seelenapparat
[UPDATED] ObjectID and ObjectUID setVariables are no longer global and only visible by the server. (e72394d6d, 3ffa072c8, 2168d504b, d4e6e786d) @AirwavesMan
[UPDATED] PVDZ_obj_Destroy send no longer ObjectIDs, ObjectUIDs and uses netID now. (e72394d6d) @AirwavesMan
[UPDATED] characterID setVariables is only for vehicles with a key and locked/lockable buildings global now. (67bdc7217) @AirwavesMan
[UPDATED] Re-built missionfiles: configVariables.sqf, custom variables and compiles are included now. (ac68b0ca9) @AirwavesMan
[UPDATED] DZE_rocks array detects more rocks on napf and lingor now. (6f249377d) @Victor-the-Cleaner, @AirwavesMan
[UPDATED] All weights got updated and corrected with more realistic values. (da57bada5) @TheFirstNoob
[UPDATED] Disabled server cleanup by default to avoid base deletion. (ed5d78d7d) @AirwavesMan
[UPDATED] Players who built an object within the plot pole are no longer able to remove that building if they got removed from the plot pole. (57f1a534a) @AirwavesMan
[UPDATED] All new created objects like buildings should be useable directly now not after a few seconds. (0799e7e18) @AirwavesMan
[UPDATED] When a blood transfusion gets interrupted the player who received the transfusion will be unconscious. (92746e377) @AirwavesMan
[UPDATED] Combining ammo into another ammo type has no animation any longer and the ammo will be reloaded into the current weapon. (95f365507) @Victor-the-Cleaner
[FIXED] Side Chat was unintentionally disabled on Podagorsk Mission. (cf43c20d) @Voltan, @AirwavesMan
[FIXED] English string from the Broken APSI got overwritten by the german string. (43786eec) @seelenapparat, @AirwavesMan
[FIXED] Open or close a winter lockbox or an upgraded lockbox had the wrong sound. (ffccff6a, cdfc57fd) @AirwavesMan
[FIXED] MK12 SPR and DMR had always night vision optics even when the player had no NVG. (6f7a17ca) @Voltan, @AirwavesMan
[FIXED] DayZ Mod gates could not be removed. (2bbb126a) @Aschalder, @AirwavesMan
[FIXED] The AK74 taped magazine could not be used with the AN94. (31c4a0a7) @Schalldampfer, @AirwavesMan
[FIXED] Dupe with player_emptyContainer and dayz_actionInProgress bug. (44c94541) @F507DMT, @AirwavesMan
[FIXED] Remove the iron sight view from the RK95 ACOG, SVD Gold and SVU since it does not work. (ee259c4a, ad3c38e4) @IsGoose, @AirwavesMan
[FIXED] Some building wrecks could not be removed. (b43279cd) @Seelenapparat, @AirwavesMan
[FIXED] Wrong name of the PIVOT snappoint of all wooden stairs. (f24a8193) @AirwavesMan
[FIXED] Prevent objects flipping over when pitched +/-90 degrees then released. (16361e546) @Victor-the-Cleaner
[FIXED] Prevent certain vectored objects from erroneously changing position after building. (16361e546) @Victor-the-Cleaner
[FIXED] Sometimes object positions were not correctly saved to the database. (adc17d4ec) @Victor-the-Cleaner
[FIXED] Vectored objects rotated sometimes incorrectly when snapping was enabled. (16361e546) @Victor-the-Cleaner
[FIXED] Snapping points and other helpers were not positioned correctly in or over water. (16361e546) @Victor-the-Cleaner
[FIXED] A collision check while building now prevents the player from being knocked across the map. (adc17d4ec) @Victor-the-Cleaner
[FIXED] Sometimes Snapping did not correctly detected the nearest point between all base objects in range and all available points on the current object. (16361e546) @Victor-the-Cleaner
[FIXED] No unload config error from RscStandardDisplay class. (608af0743) @iben
[FIXED] Visual glitch on loading screen. (608af0743) @iben
[FIXED] Upgrading a winter lockbox leaded into a wiped lockbox inventory. (31fef08e7) @AirwavesMan
[FIXED] Safe coins refund when packing (9f8af554d) @Luka
[FIXED] Unlock door penalty was not working when door management was turned off. (fb2bf9462) @IsGoose, @AirwavesMan
[FIXED] Freezing player gear menu when changing clothes on maps where the respawn is on water. (8a7d93799) @iben, @AirwavesMan
[FIXED] Players were falling through buildings when change clothes or login if they were over water, this includes piers and oil rigs. (876e264e3) @ndavalos, @iben, @AirwavesMan
[FIXED] Missing sounds when driving a Nissan or Mini Cooper. (b95dae2e1) @iben, @AirwavesMan
[FIXED] Under special circumstances when crafting with water bottles the crafting process got stuck in an endless loop. (068ca66c61) @Damian6666, @AirwavesMan
[FIXED] The herbal plastic water bottle turned into the wrong water bottle when melting ores. (24492798a) @AirwavesMan
[FIXED] The loading screen size of the width was not correct. (03843a1f7) @Victor-the-Cleaner
[FIXED] Infinite refueling with the fuel pump. (4ebf760aa) @Damian6666, @AirwavesMan
[FIXED] Very slow braking of Bikes and Motorcycles. (2ebe0d655) @Victor-the-Cleaner
[FIXED] When buying a weapon without any weapon in the inventory the player had to switch the weapon first to be able to use it. (946c9c5c9) @iben
[FIXED] Silencer of Bizon_Kobra_SD_DZ could not be removed. (62a72e195) @mmrsz, @AirwavesMan
[FIXED] Fill quiver did not work properly. (4d377f7e4) @Victor-the-Cleaner
[FIXED] Broken Legs after changing clothes. (56787c71a) @AirwavesMan
[FIXED] Broken legs got not recognized after re-log or login. (d9f41afd1) @AirwavesMan
[FIXED] Wrong wheel names for certain trucks and APCs on repair or salvage. (f18154ad9) @Victor-the-Cleaner, @AirwavesMan
[FIXED] Filling a blood bag could be interrupted and the blood bag got still filled. (5b61cfba0) @DeandlDernai, @AirwavesMan
[FIXED] Winter tents could not be crafted. (6a854b0fc) @AirwavesMan
[FIXED] Micro lags when zombies and bloodsuckers spawn. (37c60bc85) @AirwavesMan, @iben
[FIXED] Rpt error: Warning: looped for animation: ca\anims\characters\data\anim\sdr\mov\erc\stp\non\non\amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end.rtm differs (looped now 0)! MoveName: amovpercmstpsnonwnondnon_amovpercmstpsraswpstdnon_end. @iben
[FIXED] A blood transfusion could be interrupted and the player still received the whole blood bag from the transfusion. (92746e377) @AirwavesMan
[REMOVED] gsc_cloth_loner_head_DZ model and Skin_gsc_cloth_loner_head_DZ due to model issues. (b1e77a39) @seelenapparat, @AirwavesMan
[REMOVED] DZE_permanentPlot variable and checks. (5aba5d7dd, 9ecdb21dd) @AirwavesMan
[REMOVED] Ghost previews for Razor Wire, Sandbag Nest, and HBarrier Cubes due to inaccurate geometry. (d744d995e) @Victor-the-Cleaner
[NEW] Time between unlocking safes/lockboxes after a failed code will be exponentially higher, see configVariables.sqf\DZE_lockablesHarderPenalty (c3cbca1) @oiad
[NEW] Added over 200 new zombie models with loot groups and strings for Server Admins to use. (2e15009) @AirwavesMan
[NEW] Zombie can wear backpacks. (096fc13) @AirwavesMan
[NEW] Hide Body can be edited and toggled. Enabled by default, configVariables.sqf/DZE_Hide_Body (c0e9fe6) @AirwavesMan
[NEW] Added 6 AK-107 versions with attachment support. (82485ea) @AirwavesMan
[NEW] Added new waterbottles from DayZ Mod. Icons made by @DeVloek. Fully functional with all actions. @AirwavesMan
[NEW] All fuel containers can be emptied. (276615a8) @AirwavesMan
[NEW] Different boxes of matches can be combined. (bc75ad8) @AirwavesMan
[NEW] Added a basic support for PVE Servers. This disables the PVP damage on the server. Disabled by default, configVariables.sqf/DZE_PVE_Mode (e7dbc5dd) @AirwavesMan
[NEW] Dedicated sounds for opening and closing vaults. (c001c38, 9c83ef2, 61258c9, 76721e3) @worldwidesorrow
[NEW] Added the option for vectorUp on spawned objects in fnc_spawnObjects. (bf9dc49) @worldwidesorrow
[NEW] Added 2 new cargo truck versions. A truck with more items slots and a truck with more weapons slots. (02c91007) @AirwavesMan
[NEW] Added an option to give another player an antibacterial wipe. (8c074be) @worldwidesorrow
[NEW] The maps Podagorsk and Chernarus Winter are now part of Epoch.
[NEW] Added snow fall, snow storm, ground fog and cold breath to the game. This can be enabled in the configVariables.sqf/DZE_WeatherVariables and DZE_Weather @worldwidesorrow
[NEW] Added shivering - if the players body temperature is under a certain value the shivering starts. Can be defined and disabled with the last value in the DZE_WeatherVariables array. (4058f596) @AirwavesMan
[NEW] Players can choose among 5 sets of status icons by pressing the F3 key or selecting in the game options menu. @worldwidesorrow
[NEW] Added over 100 new weapons and magazines with attachment support, eg. HK417, Famas, Steyr Aug, G3, MP7 and many more. @AirwavesMan
[NEW] Added M110_DZ with double zoom which was removed with the last Arma 2 1.64 patch. (9a531b3) @AirwavesMan
[NEW] Almost all items have a world model now, eg. FN Fal mag, M203 Flare, AS50 mag. @Helion4, @AirwavesMan
[NEW] Added over 130 new male and female skins. @AirwavesMan @Helion4
[NEW] Almost all epoch vehicles can now be upgraded. This includes trucks, helicopters and APCs. @AirwavesMan
[NEW] Added vehicle upgrade manuals for trucks, helicopters and APCs. @AirwavesMan, @DeVloek, @Helion4
[NEW] Added new variables DZE_Hero and DZE_Bandit. The variables define the Hero and Bandit humanity. Used for traders and in player_death. (431cbc88, 272a7406) @AirwavesMan
[NEW] Heroes and Bandits will drop a dog tag on death which can be traded at the Hero or Bandit trader for humanity. Thx for the idea @Tecumseh. (431cbc88, 272a7406, 4f106220) @AirwavesMan
[NEW] Special handling for floating loot in buildings over water. Use fixWaterPos = 1; in the building class that has this problem. (89bca2c9) @AirwavesMan
[NEW] With activated weight system, traders will show the item's weight under item information. (e5af93b5) @AirwavesMan
[NEW] Female players can now wear all ghillie suits. (758be289) @AirwavesMan, @Helion4
[FIXED] The carry and drag functions have been fixed. (bcc5b63) @worldwidesorrow
[FIXED] Bug on switching weapons. @worldwidesorrow
[FIXED] Backpacks and keys were not counted within the weight system. (838e4a06, 49446122) @Damian6666 @AirwavesMan
[FIXED] Biomeat had no infection chance. (b52325c9) @AirwavesMan
[FIXED] Parachute speed bug by pressing certain keys. (2a41d122) @ch0c
[FIXED] Loading screen progress bar did not work since the last Arma 2 1.64 patch. (21e5cfae) @IsGoose
[FIXED] Players were unable to open a few tank versions with their key. (9cc8b5d8) @AirwavesMan
[FIXED] The epoch versions of the RHIB boats were incorrect. (38a31290) @AirwavesMan
[FIXED] Players are no longer able to exploit the player_wearClothes function to reset AI targeting. (5c29704) @morgoth0, @Arrakis, @worldwidesorrow.
[FIXED] Vehicles should no longer explode after a server restart due to buildings loading in late. (99dc7cd7) @Seelenapparat
[FIXED] CZ550 shadow bug (c22ae9e5) @AirwavesMan
[FIXED] Floating loot in buildings over water. (89bca2c9) @AirwavesMan
[FIXED] Potential kill count doubling after change clothes. (0b26ae12) @Seelenapparat
[FIXED] Damaged vehicles will no longer repair after a vehicle upgrade. (95d528b8) @AirwavesMan
[FIXED] Exorbitant damage from chainsaws and sledgehammers on buildings (118dbfa6) @AirwavesMan
[FIXED] Players always looked north on spawn. (4aad93fe) @TH, @AirwavesMan
[FIXED] Trees could be knocked down on the first hit by a hatchet or chainsaw. (8dc6ef8d) @AirwavesMan
[FIXED] Female players had not the correct armor and camouflage set. (758be289) @AirwavesMan
[FIXED] Sometimes players were not properly ejected from an exploded Cessna wreck. (0b6df456) @AirwavesMan
[FIXED] Players were not in combat after shooting from certain helicopters or planes. (e6680aaa) @AirwavesMan
[FIXED] Often the weapon on back was duped when the player was kicked or didn't log out properly. (1697af97) @AirwavesMan
[FIXED] Filling mixed gas into a chainsaw now requires a chainsaw. (b0edf3cb) @AirwavesMan
[UPDATED] All Epoch items and buildable models updated and optimized to affect less the performance. @Helion4
[UPDATED] Spawning of Zombies and loot in Safe Zones can now be toggled, disabled by default, see configVariables.sqf/DZE_SafeZoneZombieLoot (6248add, 141b25e) @oiad, @_Lance_
[UPDATED] Added notification when status icons are disabled. (e04f0fc) @ebayShopper
[UPDATED] Added night vision mode back to DMR_DZ and M4SPR_DZE after it was removed with the 2018-04-05 A2OA CorePatch (d6cf707) @ebayShopper
[UPDATED] All M32 grenades now use only one inventory slot. (cc85067) @AirwavesMan
[UPDATED] The Czech Vest Pouch can now carry one weapon. This was changed to be more intuitive and to avoid disappearing weapons. (f7ea9cb) @AirwavesMan
[UPDATED] Functions fnc_usec_damageHandler, dayz_inflame_showMenu, dayz_inflame_showMenu_other, DZ_KeyDown_EH, dayz_EjectPlayer compiled on client only - compiles.sqf. (7613e3a) @worldwidesorrow
[UPDATED] Many unused trader cities were moved into a new folder called 'Archive'. Those files will no longer be updated. (6699d8d7) @AirwavesMan
[UPDATED] All vehicle names updated and localizations added. (e36e3cc4) @AirwavesMan
[UPDATED] The gunner optics angle of the BRDM-2 HQ was adjusted to have a better usage. (9ab576fa) @AirwavesMan
[UPDATED] Moved FPS logging and server event spawner to the server scheduler (0a264b9) @worldwidesorrow
[UPDATED] Vanilla events adjusted and moved to the server modules folder. The events are now spawned by the scheduler. (0a264b9) @worldwidesorrow
[UPDATED] Rebuilt trader files and overhauled trader cities. (92700e8a) @AirwavesMan
[UPDATED] Server side security added for higher risk PVDZ_send usage. (40dcf6f) @worldwidesorrow
[UPDATED] New strings added to the string table for medical functions. (2a145bf) @worldwidesorrow
[UPDATED] Medical functions revised. Old/unused medical functions moved to archive. @worldwidesorrow
[UPDATED] Separate actions added for typed blood bags. Variable dayz_classicBloodBagSystem used to bypass unnecessary code. (a4c0638) @worldwidesorrow
[UPDATED] All vehicles updated and many bugs fixed. Now there is a DZ and DZE class for every armed Epoch vehicle. @AirwavesMan
[UPDATED] All silenced weapons can only be used with SD ammo, and all non-silenced weapons can only be used with regular (non-SD) ammo. (6f4b1706) @AirwavesMan
[UPDATED] Increased bullet speed for the MK17 SD and Vintorez ammo. (1e69f357) @AirwavesMan
[UPDATED] MK17 Sniper SD and Vintorez DZ and DZE versions have a higher zeroing. (3895cf9c) @AirwavesMan
[UPDATED] AK74 and AKM start with the semi-automatic firemode instead of full-automatic. (9aeceebb, becfee04) @AirwavesMan
[UPDATED] The FN Fal has a full-automatic mode again. (052becb) @AirwavesMan
[UPDATED] Zombies will no longer get triggered by a chemlight at daytime. (93ba732e) @AirwavesMan
[UPDATED] All magazines now have the combine option. @AirwavesMan
[UPDATED] The Humanity system was updated for hotwiring vehicles and killing players. (f68bbda0, d5910357) @AirwavesMan, @oiad
[UPDATED] The gear count of many vehicles (helicopters in particular) was updated and increased. (06b788a) @AirwavesMan
[UPDATED] Sharpening a knife now has an animation. (b7892bfc) @AirwavesMan
[UPDATED] Added full localization to snap and vector building. (fe1d7fb4) @AirwavesMan
[UPDATED] Added the correct icon for the Terminal Backpack. (1a411660) @AirwavesMan, @DeVloek
[UPDATED] Crafting a tent requires 2x equip_tent_poles instead of 2x ItemPole. (73289a69) @AirwavesMan
[UPDATED] Crafting a firebarrel kit no longer requires matches. (b4b93562) @nadal28 @AirwavesMan
[UPDATED] Crafting shows all required items now. (8315d899) @AirwavesMan
[UPDATED] Relogging with a chainsaw in the backpack will delete the chainsaw gas instead of refilling it. (132e9506) @AirwavesMan
[UPDATED] The group invite message now contains the name of the inviter. (396d0313) @ch0c, @AirwavesMan
[UPDATED] Harvesting wood with a hatchet can now drop both wood piles and wooden logs. (ae79f4ce) @AirwavesMan
[UPDATED] The maintain animation is interruptible now. (910ab43a) @AirwavesMan
[UPDATED] Trading single items can be configured to change the player's humanity value. (4f106220) @AirwavesMan
[UPDATED] The Journal main page was reworked and has some more information about the server settings now. (ef05eb4e) @AirwavesMan
[UPDATED] Harvesting wood will yield at least 16 or more wood. This was added in order to decrease network traffic. (8dc6ef8d) @AirwavesMan
[UPDATED] Increased cargo count of Refuel Trucks. (4667f20b) @AirwavesMan
[UPDATED] Cinder buildings and metal floors have a new texture. @Helion4
[UPDATED] Highly increased infection chance if the player eats uncooked meat or fish. (29b6a26) @AirwavesMan
[UPDATED] Crafting wooden buildings now requires a handsaw and a hammer. (247f5dc6) @AirwavesMan
[UPDATED] Full Russian Localization @RedLink-kam, @dreamforceinc
[REMOVED] Epoch 1.0.7 does not support Database Traders any longer. All server admins with DB Traders have to switch to the config traders now. (49378f62) @AirwavesMan
[REMOVED] NORRN_loadVcl, posForceUpdate, and medForceUpdate removed from setvariable.txt (47f07a8) @worldwidesorrow
[REMOVED] PVDZ_drg_RaDrag, PVDZ_drg_RaLW, PVDZ_drg_RLact and PVDZ_Unconscious removed from publicvariable.txt. They have been replaced with PVDZ_send. (2d03fb9) @worldwidesorrow
[REMOVED] DayZ Vanilla Crafting - all recipes were moved to Epoch Crafting. (8315d899) @AirwavesMan
[INFO] Synced with DayZMod upstream up to commit fe063a8
[INFO] Removed functions can be found under "dayz_code\old".
[INFO] Big thanks to the following authors which allowed us to use their content: SumrakDZN, Icewindo, Brainbug, lennard91, stagler, SyNcRoNiCzZ, Sam563, Alwarren, Robert Hammer, Marseille77
mfMax=0;// Maximum temperature when the model is moving (in celsius)
mFact=1;// Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody=37;// Metabolism temperature of the model (in celsius)
htMin = 60; // Minimum half-cooling time (in seconds)
htMax = 1800; // Maximum half-cooling time (in seconds)
afMax = 30; // Maximum temperature in case the model is alive (in celsius)
mfMax = 0; // Maximum temperature when the model is moving (in celsius)
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 37; // Metabolism temperature of the model (in celsius)
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