8/7/2023 0 Comments 4k dayz epoch mod image![]() This feature can be toggled with this variable: If you turn this option on players will get a message that says either "You have claimed this vehicle! It is now saved to the database." or "WARNING: This vehicle will be deleted at restart!" depending on if you have vehicle hive saving turned on or not. Please report errors, discrepancies, and general weirdness in this topic.Īlso, most of the files have been altered, so please use this version as a base and merge your custom files into it, paying attention to the changes. Since this is a major coding overhaul, this release will not be merged into the main github repository until all potential bugs, errors, and incompatibilities have been corrected. I have left extensive comments throughout the updated files if you want to understand more about how the updated code and functions work. They are heavy on comments to help server owners create their own missions. I have updated the mission example file and created a new mission example file for a single spawn point mission. The format of the missions has changed, so if you have your own custom missions they will have to be adjusted. The AK_74 and RPK_74 variants have been disabled in config.sqf until the 1.0.6.3 patch because the 45rnd 5.45mm magazine was removed in the A2 OA 1.64 corepatch and they post errors to the logs. This also fixes the inability to repair mission vehicles due to the hitpoint variables not being set. I moved the Dynamic Text mission announcements up the screen and made the text a little smaller so it is not so overwhelming.Īdded a second dynamic text option for the minefield warnings.įixed the "auto-repair" glitch on mission vehicles. I removed the cache units feature because it spawns a thread with a monitoring loop for each unit group and it only works on ground troops. You can disable static gun placements, vehicle patrols, and paratrooper drops on missions with variables in config.sqfĪI numbers have been standardized on all missions. The AI and mission clean up times and spawn schedule in config.sqf have been converted to minutes for easier reading.įixed an issue with the spawn time delays in the mission init file.Īdjusted the distance the vehicles spawn from the crate so there is no trouble with accessing gear when near a locked vehicle. Optional indestructible mission vehicles. As they are used, positions get added to an array and checked in find_position.sqf, so missions will not spawn in the same spot twice. Helicopters for AI drops and patrols start at a random distance of 3k to 4k away from the mission instead of way down by debug island.Īdded a new check for mission locations. I cleaned up and standardized the formatting in the mission files and elsewhere. Redundant and\or unnecessary code has been removed from some of the files. Rewritten auto claim feature that is fully integrated.īoat patrols - examples in the static mission files. I made a few new missions - hero outpost, bandit outpost, and farmer.Ĭaptured MV-22, medical camp, and weapon cache missions have been reworked for improved aesthetics and/or functionality. ![]() Where possible, I moved commonly used code blocks to compiled functions. One loop manages all vehicles and deletes AI unit groups. The static spawns have a dedicated monitoring loop much like the mission system. The invisible static gun glitch has been fixed. It is all handled in the mission thread in a queue. The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses.ĪI vehicles no longer spawn their own vehicle monitoring threads. ![]() All mission objects and data are deleted including unclaimed vehicles and AI unit groups. Players in vehicles receive a bold red warning when they are 200 meters from the edge of a mine field. The minefield feature no longer spawns an individual thread for each mine. The mission files no longer suspend, waiting for the mission to complete to spawn the crate loot and remove the mission data. The patrol missions also spawn two threads for now. Most of the work is code optimization and bug fixes, but I did add some new features.Įach mission only spawns one thread with one loop unless it has a para-drop, then it spawns two. I have rewritten this mod so it runs more efficiently. This release is for DayZ Epoch/Overpoch 1.0.6.2.ĭue to reports of poor performance on high population servers.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |