DayZ Epoch - die Basebuilding Mod

  • DayZ Epoch ist eine Modifikaton des Spiels Arma 2: Operation Arrowhead und basiert auf der Mod DayZ 1.7.7.1. Besonderheit des Mods ist die Möglichkeit, Gear mit Metall zu handeln (NPC Trading Zones), abschließbare Fahrzeuge, das modulare Basebuilding sowie der Safe und die Lockbox, welche mit Nummerncodes euer Gear vor fremden Spielern schützen.


    Das offizielle Epoch Forum und Epoch Wiki sind gute Anlaufstellen für Neueinsteiger. Fragen und Antworten zum Mod könnt ihr aber auch bei uns in der "Spieler Q & A" nachlesen oder selber stellen.


    Die Entwicklung des Mods kann man anhand der Changelogs nachverfolgen. Sobald ein Patch herauskommt, wird der Changelog hier aufgeführt:


    1.0.0.2 Developer Build
    • [FIXED] Can now refuel and siphon while swimming again. Must stay atsame position for 6 seconds.
    • [FIXED] Refuel sound now only plays when an actual refuel/siphon takesplace.
    • [FIXED] Check fuel levels again just before refuel or siphon actions.
    • [FIXED] Player Zombies can now no longer pickup "Take %" objects.
    • [FIXED] Dogs now correctly consume any available raw meat.
    • [FIXED] Machete now spawns correctly, it was missing WeaponHolder_ItemMachete config.
    • [UPDATED] Updated batttleye scripts.
    • [CHANGED] Gutting zombies and animals now double checks for"meatHarvested" after animation and before action.
    • [CHANGED] Survivor2_DZ was not in the list of AllPlayers.
    • [CHANGED] Lowered alert radius when gutting zombies to 50m instead of100m.
    • [CHANGED] Moved all clothes to cfgloots to reduce spawn chances as weadd more. (clothes, militaryclothes, specialclothes)
    • [CHANGED] HMMWV URAL and UAZ road debris now has its own military loot tables that include sandbags.
    • [CHANGED] New vehicle spawns now have a new damage system using a random percent between min and max variables. Defaults: (DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100;)
    • [CHANGED] Animal count was too low was 5 now 8. Can be overridden with dayz_maxAnimals set inside mission init.sqf.
    • [ADDED] Taming dogs now has a 50% chance to fail and consume meat, Chance to tame without failure increases with number of days alive (dayz_skilllevel).
    • [ADDED] Added spawnMarkerCount variable override to use more spawn marker locations. (default=4)
    • [ADDED] Added medic animation requirement for gutting zombies and animals so you can now walk away to cancel gutting process.
    • [ADDED] Added old bandit skin back in as Skin_Bandit2_DZ as a drop on Residential.
    • [ADDED] New vehicle spawns now have a chance to spawn 0-3 loot randomly from all cfgloots.
    • [ADDED] Added new desert themed domed camping tent (ItemTentDomed) that holds 75 mags, 12 weapons, and 7 backpacks - thanks to vRNemesis for model and texture.
    • [ADDED] Added server side ability to enabled taming dogs and can be enabled by setting dayz_tameDogs = true; within mission init.sqf. (default: false)
    • [ADDED] Added parachute spawning players as a server side option enable server side with the variable dayz_paraSpawn = true; within mission init.sqf. (default: false)
    • [ADDED] Randomly spawning (like helicopter crashes) Mass Grave with 8-16 zombies and 2x more loot.
    • [REMOVED] Commented out remaining unused call to stream_locationCheck.
    • [INFO] Changes can be made to all zombie spawn variables via the mission init.sqf (defaults: dayz_maxLocalZombies = 40; dayz_maxGlobalZombies =30; dayz_maxZeds = 500;)
    • [INFO] DZEdebug = true; (default: false) will enable debug so that road debris and new vehicle spawns are visible via map markers. Also debug will enable "Save to arma.RPT" that allows access of a tool to obtain lootpos information for buildings used for adding support for additional maps.

  • 1.0.0.3 Developer Build
    • [FIXED] Battleye kick when calling dog. Thanks to kikyou2
    • [FIXED] Moved vehicle event handler to server side with a call to all connected clients. Before it was just set on only the owner and the server. This should fix issues with damage/repair handling of just purchased vehicles.
    • [FIXED] Fixed case sensitivity in building loot generation. This was only a problem on new maps that share the same buildings as others yet have differing case in the classnames.
    • [ADDED] New build-ables: Fence_corrugated_DZ, M240Nest_DZ, CanvasHut_DZ, ParkBench_DZ, MetalGate_DZ, OutHouse_DZ, Wooden_shed_DZ, WoodShack_DZ, StorageShed_DZ.
    • [ADDED] New crafting items: ItemCanvas, PartWoodLumber, PartWoodPlywood, ItemCorrugated, ItemPole
    • [ADDED] 55 gallon (210 liter) Fuel Barrel that can only be used on helicopters or fuel trucks.
    • [ADDED] All DayZ specific magazine items now only take one slot, this also makes it easier to become over burdened so be careful about blacking out.
    • [ADDED] More building loot spawn positions for Namalsk.
    • [FIXED] When packing tent get classname of new weapon_holder from config.
    • [CHANGED] Totally reworked player building system. Preview and placement accuracy has been significantly improved. Building now requires X number of stages to complete. Players cannot build while in-combat.
    • [CHANGED] Added required tools array and is nearby checking for fire, etc. Also, each item can now have 5 separate crafting options.
    • [CHANGED] Reworked refuel and siphon code to support more can types.
    • [CHANGED] Removed all infinite fueling sources and added(KamazRefuel_DZ, UralRefuel_TK_EP1_DZ,MtvrRefuel_DES_EP1_DZ) variants of the fuel trucks to remove auto refuel and increase siphon-able fuel capacity to 10000. Old style refuel can still be used if the variable dayz_oldrefuel = true is set in the missions init.sqf.
    • [CHANGED] Remove object code now uses config variables instead of hard coded into sqf (default: constructioncount = 5)
    • [CHANGED] Moved most arrays for revealing objects, allowed objects, update objects, disallowed combat roll to arrays within variables.sqf. So that these arrays are unified and easier to change.
    • [CHANGED] New vehicle spawns now have a new fuel system using a random percent between min and max variables. Defaults: (DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh = 100;)
    • [CHANGED] New vehicle spawns now damage all parts and without a limiter on fuel and engine parts, this could cause a vehicle to be very close to blowing up.
    • [CHANGED] Disabled simulation server side of all road debris and crashes.

  • 1.0.0.4 Developer Build
    • [ADDED] 30m_plot_kit as a trader only item so that server admins can control how many and the cost.
    • [ADDED] Building now requires a plot pole within 30 meters.
    • [FIXED] Building preview will now be cancelled if you get in combat.
    • [FIXED] When building constructioncount config variable is now used correctly.
    • [ADDED] Removal of some build-ables now come with a refund of parts.
    • [ADDED] Requirement and consumption of a M240_DZ when crafting mg240 nest.
    • [CHANGED] Added crowbar requirement to remove some new build-ables.
    • [FIXED] Removed refuel,siphon,repair,salvage from m240 nest.
    • [ADDED] one more non auto refuel large fuel capacity truck V3S_Refuel_TK_GUE_EP1_DZ
    • [ADDED] Building loot for 3 more Namalsk buildings.
    • [FIXED] Made sure we do not lock the mg nest and other buildables with within allvehicles.
    • [ADDED] Experiment with player zombie night vision.
    • [FIXED] Added fix to allow new storage devices to use cargo check feature.
    • [FIXED] offset with oil/fuel barrel should be fixed TODO: binarize
    • [CHANGED] Removed ammo from m240 nest, players must supply their own.

  • 1.0.0.5 Developer Build
    • [ADDED] Added 4 more new military skins as rare drops on militaryclothes:(FR_OHara_DZ,FR_Rodriguez_DZ,CZ_Soldier_Sniper_EP1_DZ,Graves_Light_DZ) Picture. Left to right. http://i.imgur.com/HlE4o2R.jpg
    • [CHANGED] You can now only sell vehicles to the trader if they are between 75% and 100% health.
    • [ADDED] Added generator as build-able and now can be started with one 20 liter Jerrycan and runs until server restart.
    • [CHANGED] Lowered building preview time from 50 seconds to 15.
    • [ADDED] First release of PHP tool to help config traders.
    • [ADDED] Player Zombie night vision.
    • [CHANGED] You must now be the owner of a plot or a friend of an owner to build.
    • [CHANGED] When removing base building elements and not the owner or friend removal counter is doubled.
    • [FIXED] Potential fix for shifting position of mg nest.
    • [ADDED] New sniper rifle SCAR_H_LNG_Sniper_SD (ammo: 20Rnd_762x51_SB_SCAR) added to MassGrave loot tables.
    • [ADDED] New Machine Gun Pecheneg_DZ to MilitarySpecial loot tables and to traders. (ammo:100Rnd_762x54_PK)
    • [ADDED] New SMG: Sa61_EP1 (ammo: 20Rnd_B_765x17_Ball), UZI_SD_EP1 (ammo: 30Rnd_9x19_UZI_SD) added to traders and Military loot tables.
    • [ADDED] New Pistol added to traders and loot tables MassGrave,DynamicDebrisMilitary, and Residential : MakarovSD (ammo: 8Rnd_9x18_MakarovSD)
    • [ADDED] Bikeys Added for playwith versions of taviana, namalsk, celle, lingor.
    • [INFO] Attention server owners should change @tavi_DayZ_Epoch folder on the server to @taviana and use the bikeys (six_taviana.bikey, six_taviana_objects.bikey) found here[3] to allow playwith six signed island files. If you do this your players can then connect and install @taviana automatically with Play withSix.

  • 1.0.0.6 Developer Build
    • [CHANGED] lowered metal pole crafting requirements to 1 scrap 1 tank trap.
    • [CHANGED] Corrugated crafting recipe is now {"ItemPole",1},{"PartGeneric",2},{"ItemTankTrap",1},{"PartWoodLumber",2}.
    • [CHANGED] Generator can now be started and stopped.
    • [FIXED] Generators cannot be removed while running.
    • [ADDED] New larger backpack: DZ_LargeGunBag_EP1 (Weapons = 10;Magazines = 45) added to MilitarySpecial loot table.
    • [ADDED] New backpack: DZ_GunBag_EP1 (Weapons = 6; Magazines = 8) added to Militaryloot table.
    • [ADDED] New backpack: DZ_CompactPack_EP1 (Weapons = 1; Magazines = 18) added to Supermarket loot table.
    • [ADDED] New backpack: DZ_TerminalPack_EP1 (Weapons = 1; Magazines = 12) added to Supermarket loot table.
    • [ADDED] Green domed tent ItemTentDomed2 - TentStorageDomed2 added to Residential loot table at 0.01.
    • [ADDED] When removing road debris you will now get one random car part in return.
    • [ADDED] Revamped chopping wood so that it now actually chops down a tree within 5m. Supports specific tree types for most maps.
    • [ADDED] Craftable stick fence requires tools {"ItemToolbox","ItemKnife"} and input {"PartWoodPile",6}.
    • [ADDED] Buildable stick fence StickFence_DZ requires tools {"ItemEtool","ItemToolbox"}.
    • [CHANGED] Middle floor of A2 in Namalsk changed to MilitarySpecial.
    • [ADDED] 55 Gallon Fuel Barrel as a rare spawn to Farm and Industrialloot tables at 0.005.
    • [CHANGED] Lowered chance for spawn of generator to 0.005 from 0.01.
    • [FIXED] incorrectly setting characterID server side with wrong variable.

  • 1.0.0.7 Developer Build
    • [CHANGED] Build-ables now get deleted from database when object has been killed.
    • [ADDED] Basic fishing on ocean using toolbelt item: ItemFishingPole. TODO: add model
    • [ADDED] New way of chopping down trees that actually takes into account the size of the tree for number of chops/output. For example medium sized tree will typically require 3 animations and will yield 3 wood piles.
    • [ADDED] Airplane dealer to Namalsk and updated trader config.
    • [CHANGED] Can now remove park bench with refund.
    • [FIXED] dayz_maxGlobalZombies was not incrementing when other players are within 400m. Also, variable was overwritten in player_spawncheck code so a init variable was added dayz_maxGlobalZombiesInit (default=40) as well as dayz_maxGlobalZombiesIncrease (default=10) to control the amount of increase for each additional player within range.
    • [CHANGED] Any backpack placed on the ground will with gear will now disappear to all other players.
    • [FIXED] Added 5 second sleep to swimming in ground fix, now it should actually work without glitching. fixes #326
    • [CHANGED] To prevent lost primary weapons in backpacks, all backpacks have been Upgraded. This requires that backpacks weapon to magazines ratio be within 1:10. http://dayzepoch.com/wiki/index.php/Backpacks
    • [CLEANUP] disable debug of player zombie vision.
    • [ADDED] ASC EU Lights Mod FROM http://www.armaholic.com/page.php?id=12076
    • [ADDED] New Craft-able light_pole_kit and Build-able LightPole_DZ for night lighting. RECIPE TODO: 4 lumber * 1 scrap * 1 Light Bulb
    • [ADDED] MAP Editorupgrade (EU) @MAP Mod FROM http://www.armaholic.com/page.php?id=6194
    • [CHANGED] Picking up crowbar now gives toolbelt item instead of melee weapon.

  • 1.0.0.8 Developer Build
    • [REMOVED] Auto refuel from gas stations in Panthera
    • [ADDED] added Land_benzina_schnell to standard and power assisted filling.
    • [ADDED] more clothes: Rocker1_DZ, Rocker3_DZ, Rocker4_DZ, GUE_Soldier_2_DZ,GUE_Soldier_CO_DZ, GUE_Soldier_Crew_DZ, GUE_Soldier_Sniper_DZ, GUE_Soldier_MG_DZ
    • [CHANGED] Disabled radar on UH1Y with UH1Y_DZ
    • [CHANGED] Disabled radar on MV22 with MV22_DZ
    • [CHANGED] Moved standard fuel sources to array dayz_fuelsources
    • [ADDED] Added weights for new items
    • [ADDED] 2 more Panther building loot positions.
    • [ADDED] Added tree types for Panthera, Sahrani, Celle, Cicada.
    • [ADDED] Panthera mission files.
    • [CHANGED] Updated Namalsk and Chernarus mission files.

  • 1.0.0.9 Developer Build
    • [FIXED] Player position was saved to [] in certain areas of Taviana forcing random spawn. Override variables added dayz_minpos (default: -20000) and dayz_maxpos (default: 20000). To better support Taviana use dayz_minpos = -26000; dayz_maxpos = 26000; Thanks to dayzforever.com admin for the heads up.
    • [ADDED] Small Desert Camo Net - desert_net_kit - Recipe: 4 x tent * 4 x metal pole
    • [ADDED] Large Desert Camo Net - desert_large_net_kit - Recipe: 3 x desert_net_kit
    • [ADDED] Small Forest Camo Net - forest_net_kit - Recipe: 4 x tent * 4 x metal pole
    • [ADDED] Large Forest Camo Net - forest_large_net_kit - Recipe: 3 x forest_net_kit
    • [CHANGED] changed out ItemSodaRbull with ItemSodaR4z0r due to glitching with rbull model.
    • [ADDED] New Heavy Duty SUV with camo skin (Armor: 50) +25 increase in armor and holds 100 magazines, 10 weapons, 5 backpacks. Camo skin from here: http://www.404games.co.uk/foru…-camo-suv-skin-code-here/
    • [ADDED] Sandbag Nest (sandbag_nest_kit) Required Tools: ItemEtool, ItemToolbox. Recipe: ItemSandbag x 4, PartWoodPlywood x 2, PartWoodLumber x 4.
    • [CHANGED] When selling multiple magazine items traders should now always give highest denomination back.
    • [CHANGED] workshop is now required for most crafting. Currently a Nice Wood Shed or a Wooden Shack will work.
    • [CHANGED] Updated camo female texture thanks to http://www.twitch.tv/miss_alejandria
    • [ADDED] New vehicle ownership is now tied to vehicle keys. When you purchase a new vehicle you will get a key added to your toolbelt. Do not drop on the ground as they are easy to loose.
    • [ADDED] Server admins can now change default fresh spawn loadout within mission init.sqf. DefaultMagazines = ["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"]; DefaultBackpack = ""; DefaultBackpackWeapon = "";
    • [ADDED] added override variable for to change the distance for selling vehicles. dayz_sellDistance = 20; in the missions init.sqf
    • [REVERT] Re-enabled old refuel sources and added (TODO: ability to fill 55 gallon barrels off them).
    • [ADDED] More internal code locks and addaction locks to prevent bugged menus.
    • [CHANGED] Can no longer drop "MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole" from primary slot, you must add it to your toolbelt first.
    • [ADDED] Fishing now requires casting and waiting to catch a fish (ItemTrout 90%, ItemTuna 10%).
    • [FIXED] Incorrect TradeInprogress message for Open Crate code.
    • [FIXED] Boat dealers can now use ["HeliHCivil","HeliHempty"] as alternate spawn locations for new vehicles.
    • [FIXED] Fixed spawning of Skin_TK_INS_Warlord_EP1 needed to be Skin_TK_INS_Warlord_EP1_DZ in loot table instead.
    • [ADDED] Gain 1 humanity for each zed you gut. only after body is cleared and the body disappears.
    • [REMOVED] Removed m240 nest crafting for now too many problems still.
    • [ADDED] You now get a key when purchasing a vehicle,
    • [ADDED] Have your pen and paper handy for this one... When placing a personal safe you will now get a 4 digit pin code that you will need to use gain access to your safe.
    • [FIXED] Issues with Arma 2 free and ArmA 2 X users when purchasing vehicles and placing vaults have now been resolved.
    • [CHANGED] Namalsk Plane vendor moved inside building, Medical vendor moved to adjacent building.
    Added following to master trader_items DB list.
    • [Shotgun] Saiga12K (8Rnd_B_Saiga12_74Slug, 8Rnd_B_Saiga12_Pellets)
    • [Sniper Rifles] SVD_CAMO, SVD, M24_des_EP1, VSS_vintorez (10Rnd_9x39_SP5_VSS, 20Rnd_9x39_SP5_VSS)
    • [Assault Rifles] m8_compact, m8_sharpshooter, m8_holo_sd, m8_carbine
    • [Vehicles] UAZ_MG_TK_EP1, GAZ_Vodnik, GAZ_Vodnik_MedEvac
    • [Tents] ItemTentDomed, ItemTentDomed2
    • [Building Supplies] PartWoodLumber, PartWoodPlywood, ItemPole, ItemCanvas, ItemBurlap, ItemLightBulb
    • [Clothes] Skin_Rocker1_DZ, Skin_Rocker3_DZ, Skin_Rocker4_DZ, Skin_GUE_Soldier_2_DZ,Skin_GUE_Soldier_CO_DZ, Skin_GUE_Soldier_Crew_DZ, Skin_GUE_Soldier_Sniper_DZ, Skin_GUE_Soldier_MG_DZ.
    • [Backpacks] DZ_LargeGunBag_EP1 ,DZ_GunBag_EP1, DZ_CompactPack_EP1, DZ_TerminalPack_EP1
    • [Tool Belt] ItemFishingPole
    • [Food] ItemTrout

  • 1.0.1 Release Candidate #1
    • [FIXED] Remove wholesaler marker in electro on chernarus trader was moved to Skalisty Island.
    • [ADDED] Weights for new trout, bass, tuna.
    • [REMOVED] wooden bench crafting removed, as it jumps around.
    • [ADDED] added message to fishing that shows when you did not catch anything.
    • [UPDATED] Binarized all new custom models.
    • [UPDATED] Updated dingor and lingor, sqf, sqm, server traders config.
    • [UPDATED] Panthera Update: server_traders.sqf, and sqm
    • [UPDATED] Changed all refuel trucks to _DZ variants in dynamic_vehicle.sql
    • [ADDED] More models! Cooked fish models, textures, and icons.
    • [ADDED] Keymakers Kit including the tools required to smelt, mold and shape keys, as rare drop on industrial and supermarket.
    • [FIXED] Keymaker kit model and icon.
    • [ADDED] Raw tuna now does not have infection chance when eaten.
    • [ADDED] Empty 55 gallon barrel icon added
    • [FIXED] 1oz Silver Bar icon was incorrect, now have correct one.
    • [CHANGED] mass grave now its own class name and loot has been changed to military special.
    • [ADDED] Key icons updated
    • [ADDED] Burlap and canvas icons and models
    • [INFO] Special thanks goes out to Paul - Sequisha for all the hard work on models, textures, and icons plus countless hours of brainstorming!

  • 1.0.1 Release Candidate #2
    • [CHANGED] Personal safe model, texture, and icon reworked.
    • [FIXED] Fixed issue with being unable to bloodbag.
    • [FIXED] Potential fix for storage buildings disappearing while building.
    • [UPDATED] traders updated to have more items.
    • [FIXED] Weights updated for new items and added to each mission.

  • CHANGE LOG 1.0.1
    • [FIXED] Major code cleanup, updated private arrays, several fixes to coding.
    • [FIXED] Issues with Arma 2 free and ArmA 2 X users when purchasing vehicles and placing vaults have now been resolved.
    • [FIXED] dayz_maxGlobalZombies was not incrementing when other players are within 400m. Also, variable was overwritten in player_spawncheck code so a init variable was added dayz_maxGlobalZombiesInit (default=40) as well as dayz_maxGlobalZombiesIncrease (default=10) to control the amount of increase for each additional player within range.
    • [FIXED] Added 5 second sleep to swimming in ground fix, now it should actually work without glitching. fixes #326
    • [FIXED] Battleye kick when calling dog. Thanks to kikyou2
    • [FIXED] Moved vehicle event handler to server side with a call to all connected clients. Before it was just set on only the owner and the server. This should fix issues with damage/repair handling of just purchased vehicles.
    • [FIXED] Fixed case sensitivity in building loot generation. This was only a problem on new maps that share the same buildings as others yet have differing case in the classnames.
    • [FIXED] Remove incorrect wholesaler marker in electro as trader was moved to Skalisty Island.
    • [FIXED] Can now refuel and siphon while swimming again. Must stay atsame position for 6 seconds.
    • [FIXED] Machete now spawns correctly, it was missing WeaponHolder_ItemMachete config.
    • [FIXED] Player position was saved to [] in certain areas of Taviana forcing random spawn. Override variables added dayz_minpos (default: -20000) and dayz_maxpos (default: 20000). To better support Taviana use dayz_minpos = -26000; dayz_maxpos = 26000; Thanks to dayzforever.com admin for the heads up.
    • [ADDED] Have your pen and paper handy for this one... When placing a personal safe you will now get a 4 digit pin code that you will need to use gain access to your safe.
    • [ADDED] Fishing requires casting and waiting to catch a fish on the ocean. (ItemTrout 70%, ItemSeaBass %20, ItemTuna 10%).
    • [ADDED] New vehicle ownership is now tied to vehicle keys. When you purchase a new vehicle you will get a key added to your toolbelt. Do not drop on the ground as they are easy to loose.
    • [ADDED] Added generator as build-able and now can be started with one 20 liter Jerrycan and runs until server restart. Can be used to power a gas station.
    • [ADDED] 30m_plot_kit as a trader only item so that server admins can control how many and the cost.
    • [ADDED] Building now requires a plot pole within 30 meters and be the owner of a plot or a friend of an owner to build.
    • [ADDED] Added (KamazRefuel_DZ, UralRefuel_TK_EP1_DZ,MtvrRefuel_DES_EP1_DZ,V3S_Refuel_TK_GUE_EP1_DZ) variants of the fuel trucks to remove auto refuel and increase siphon-able fuel capacity to 10000.
    • [ADDED] New sniper rifle SCAR_H_LNG_Sniper_SD (ammo: 20Rnd_762x51_SB_SCAR) added to MassGrave loot tables.
    • [ADDED] New Machine Gun Pecheneg_DZ to MilitarySpecial loot tables and to traders. (ammo:100Rnd_762x54_PK)
    • [ADDED] New SMG: Sa61_EP1 (ammo: 20Rnd_B_765x17_Ball), UZI_SD_EP1 (ammo: 30Rnd_9x19_UZI_SD) added to traders and Military loot tables.
    • [ADDED] New Pistol added to traders and loot tables DynamicDebrisMilitary, and Residential : MakarovSD (ammo: 8Rnd_9x18_MakarovSD)
    • [ADDED] More models! Cooked fish models, textures, and icons.
    • [ADDED] New build-ables: SandNest_DZ, StickFence_DZ, Fence_corrugated_DZ, CanvasHut_DZ, MetalGate_DZ, OutHouse_DZ, Wooden_shed_DZ, WoodShack_DZ, StorageShed_DZ.
    • [ADDED] New crafting items: ItemCanvas, PartWoodLumber, PartWoodPlywood, ItemCorrugated, ItemPole
    • [ADDED] Keymakers Kit including the tools required to smelt, mold and shape keys, as rare drop on industrial and supermarket.
    • [ADDED] New Heavy Duty SUV with camo skin (Armor: 50) +25 increase in armor and holds 100 magazines, 10 weapons, 5 backpacks. Camo skin from here:http://www.404games....skin-code-here/
    • [ADDED] Taming dogs now has a 50% chance to fail and consume meat, Chance to tame without failure increases with number of days alive (dayz_skilllevel).
    • [ADDED] Added old bandit skin back in as Skin_Bandit2_DZ as a drop on Residential.
    • [ADDED] Experiment with player zombie night vision.
    • [ADDED] 55 gallon (210 liter) Fuel Barrel that can only be used on helicopters or fuel trucks. Spawn on Farm and Industrial loot tables at 0.005
    • [ADDED] New vehicle spawns now have a chance to spawn 0-3 loot randomly from all cfgloots.
    • [ADDED] Added desert domed camping tent (ItemTentDomed) that holds 75 mags, 12 weapons, and 7 backpacks - thanks to vRNemesis for model and texture.
    • [ADDED] Added green domed tent ItemTentDomed2 - TentStorageDomed2 added to Residential loot table at 0.01.
    • [ADDED] Added server side ability to enabled taming dogs and can be enabled by setting dayz_tameDogs = true; within mission init.sqf. (default: false)
    • [ADDED] Added parachute spawning players as a server side option enable server side with the variable dayz_paraSpawn = true; within mission init.sqf. (default: false)
    • [ADDED] Mass Grave Randomly spawning (like helicopter crashes) with 8-16 zombies and 2x more loot.
    • [ADDED] TEST Gain 1 humanity for each zed you gut. only after body is cleared and the body disappears.
    • [ADDED] New larger backpack: DZ_LargeGunBag_EP1 (Weapons = 10;Magazines = 45) added to MilitarySpecial loot table.
    • [ADDED] New backpack: DZ_GunBag_EP1 (Weapons = 6; Magazines = 8) added to Militaryloot table.
    • [ADDED] New backpack: DZ_CompactPack_EP1 (Weapons = 1; Magazines = 18) added to Supermarket loot table.
    • [ADDED] New backpack: DZ_TerminalPack_EP1 (Weapons = 1; Magazines = 12) added to Supermarket loot table.
    • [ADDED] When removing road debris you will now get one random car part in return.
    • [ADDED] New way of chopping down trees within 5m that actually takes into account the size of the tree for number of chops/output. For example medium sized tree will typically require 3 animations and will yield 3 wood piles.
    • [ADDED] Added 4 more new military skins as rare drops on militaryclothes:(FR_OHara_DZ,FR_Rodriguez_DZ,CZ_Soldier_Sniper_EP1_DZ,Graves_Light_DZ) Picture. Left to right. http://i.imgur.com/HlE4o2R.jpg
    • [ADDED] more clothes: Rocker1_DZ, Rocker3_DZ, Rocker4_DZ, GUE_Soldier_2_DZ,GUE_Soldier_CO_DZ, GUE_Soldier_Crew_DZ, GUE_Soldier_Sniper_DZ, GUE_Soldier_MG_DZ
    • [ADDED] Bikeys Added for playwith versions of taviana, namalsk, celle, lingor.
    • [ADDED] Added spawnMarkerCount variable override to use more spawn marker locations. (default=4)
    • [ADDED] added override variable for to change the distance for selling vehicles. dayz_sellDistance = 20; in the missions init.sqf
    • [ADDED] dayz_zedsAttackVehicles variable override to mission init.sqf to allow disabling of zeds attacking vehicles.
    • [ADDED] Server admins can now change default fresh spawn loadout within mission init.sqf. DefaultMagazines = ["ItemBandage","ItemPainkiller"]; DefaultWeapons = ["ItemFlashlight"]; DefaultBackpack = ""; DefaultBackpackWeapon = "";
    • [CHANGED] Totally reworked player building system. Preview and placement accuracy has been significantly improved. Building now requires X number of stages to complete. Players cannot build while in-combat.
    • [CHANGED] workshop is now required for most crafting. Currently a Nice Wood Shed or a Wooden Shack will work.
    • [CHANGED] All DayZ specific magazine items now only take one slot, this also makes it easier to become over burdened so be careful about blacking out.
    • [CHANGED] changed out ItemSodaRbull with ItemSodaR4z0r due to glitching with rbull model.
    • [CHANGED] When selling multiple magazine items traders should now always give highest denomination back.
    • [CHANGED] Updated camo female texture thanks to http://www.twitch.tv/miss_alejandria
    • [CHANGED] Can no longer drop "MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeFishingPole" from primary slot, you must add it to your toolbelt first.
    • [CHANGED] Disabled radar on UH1Y with UH1Y_DZ
    • [CHANGED] Disabled radar on MV22 with MV22_DZ
    • [CHANGED] Disabled radar on UH60M_EP1 with UH60M_EP1_DZ
    • [CHANGED] To prevent lost primary weapons in backpacks, all backpacks have been Upgraded. This requires that backpacks weapon to magazines ratio be within 1:10. http://dayzepoch.com...x.php/Backpacks
    • [CHANGED] Any backpack placed on the ground will with gear will now disappear to all other players.
    • [CHANGED] You can now only sell vehicles to the trader if the wheels are not under 75% average damgage.
    • [CHANGED] Updated batttleye scripts.
    • [CHANGED] traders updated to have more types of items.
    • [CHANGED] Binarized all new custom models.
    • [CHANGED] Build-ables now get deleted from database when object has been killed.
    • [CHANGED] New vehicle spawns now have a new damage system using a random percent between min and max variables. Defaults: (DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100;)
    • [CHANGED] New vehicle spawns now have a new fuel system using a random percent between min and max variables. Defaults: (DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh = 100;)
    • [CHANGED] Disabled simulation server side of all road debris and crashes, this should help server FPS.

  • CHANGE LOG 1.0.1.1
    • [ADDED] Override local zombie count while in vehicle dayz_zedSpawnVehCount (default: dayz_maxLocalZombies / 2)
    • [ADDED] Override local zombie count while in vehicle dayz_spawnAirCount (default: 5)
    • [ADDED] New 55 gallon fuel barrel. Fixes glitching with old one.
    • [FIXED] Can now fill jerry cans from standard fuel tanks again.
    • [FIXED] Bug with new safe model shadow fixed.
    • [FIXED] Check that items and weapons are removed during weapon trades.
    • [FIXED] Added message when attempting to sell a vehicle with more than 75% average tire damage.
    • [FIXED] Safe codes starting with 0### now work after server restarts. fixes #400
    • [FIXED] Some dupe fixes now require that no player is nearby when selling vehicles, safe, and "take" item actions. (This will likely change in the future.)
    • [FIXED] Fix for no melee ammo after clothing switch.
    • [CHANGED] Re-indexed all loot tables.
    • [CHANGED] When building plot pole you will now get a message if building to close to another pole (45m).

  • CHANGE LOG 1.0.1.3
    • [FIXED] Prevent player zombies from getting any default loadouts.
    • [FIXED] Bad vehicle type message when using default loadout override and no backpack.
    • [FIXED] dayz_zedsAttackVehicles logic was reversed fixed now so that true = attack vehicles.
    • [ADDED] Safes now have a keypad GUI. Simply click on the numbers to enter your combo and then press #. https://www.dropbox.com/s/b00fgdpo13wokg9/Untitled-1.jpg
    • [ADDED] Tons of awesome cars by vilas from http://www.armaholic.com/page.php?id=17447
    • [FIXED] Models needed extra variable to prevent being sunk into the ground.
    • [CHANGED] Bleeding duration reduced to minimum of 30 sec and max of 330 seconds. Before it was min 100 max 500.
    • [ADDED] When kneeling bleeding per second is reduced by 50%.
    • [ADDED] When crawling bleeding per second is reduced by 75%.
    • [ADDED] When changing locations the locations name will display in the bottom right.
    • [CHANGED] Replaced m107 with BAF_LRR_scoped.
    • [CHANGED] Replaced as50 with AK_107_PSO. TODO
    • [FIXED] Lock vehicle no longer shows on killed vehicles.
    • [ADDED] Disabled purchased vehicle parachute spawning by default added variable DZE_TRADER_SPAWNMODE = true; to enable. (Default: false)
    • [CHANGED] Plot pole has changed to another model a "no entry" sign and can be removed by anyone. When done building take your plot pole with you, if it isn't yours remove it and put it back down again.
    • [ADDED] Loot positions on top of some tables.
    • [ADDED] Briefcase that can hold up to 10 x 10oz Gold Bars or 100oz.
    • [ADDED] Full moon nights as option with dayz_fullMoonNights = true;
    • [CHANGED] Can no longer Salvage vehicle parts with 0 damage. Fixes bugged hitpoints and duping.
    • [REMOVED] Remove all crates of toolbelt items. This was just to add stock to traders and since most servers are now auto stocking them at the traders its not needed and cumbersome to use.
    • [CHANGED] Generator can only be built within 30m of gas stations that say "Needs Power".
    • [CHANGED] Moved light bulb to farm loot table as it was to common on trash loots.
    • [ADDED] Fuel pump can be built near standard fuel source (i.e. rusty tanks) then powered with a generator to make a refuel station.
    • [CHANGED] R3f realism tiredness system no longer uses fade to black, changed to use standard dayz shaking and knockouts.
    • [ADDED] Reset tiredness when you take painkillers.
    • [ADDED] Reset tiredness when you sleep at a tent.
    • [ADDED] added back fixed rbull soda and added new can orange sherbet
    • [ADDED] Epoch aura, bandits will now have a red orb attached to wrist and can only be seen if you have line of sight.
    • [ADDED] Epoch aura, heros will now have a blue orb attached to wrist and can only be seen if you have line of sight.
    • [CHANGED] Tag friendly system now makes orb green.
    • [CHANGED] Purchased vehicles now spawn locked
    • [FIXED] purchased vehicles from prevent locked vehicles without
    • [ADDED] Increased chance to catch fish from a boat, fish should also gets deposited into the vehicle.
    • [ADDED] ItemBriefcaseEmpty to new office loot table based on residential.
    • [ADDED] Scream when knocked out from being overburdened.
    • [CHANGED] Zeds no longer break windows and will not hit you if no windows are broken.
    • [UPDATED] batteye scripts
    • [ADDED] loot table for extra rare spawn of ItemFuelPump on Land_A_FuelStation_Build, Land_Ind_FuelStation_Build_EP1, Land_ibr_FuelStation_Build, Land_FuelStation_Build_PMC
    • [CHANGED]Lower chances of fuel barrels and generators on industrial.
    • [ADDED] New loot table for 4 hangar classes (Land_Hangar_2,Land_SS_hangar,Land_Mil_hangar_EP1,land_ibr_hangar) using military as base and added fuel barrel, fuel pump, vrotor
    • [CHANGED] Powered refuel now fills 10% capacity each animation.
    • [CHANGED] commented out many unneeded diag_logs
    • [CHANGED] bandit status is now at -5000 instead of -2000
    • [FIXED] Epoch aura orb should be deleted when player enters a vehicle and added back again after player gets out.
    • [FIXED] Migration of code into allowed pbos
    • [ADDED] Early support for Sahrani with traders, may still need balancing and additional loot positions. Next patch will have more support.
    • [UPDATED] All mission files updated with trader tid consolidation, color coding of markers to represent accepted humanity. http://dayzepoch.com/wiki/index.php/Traders
    • [UPDATED] dynamic vehicle config changes to add new vehicles.
    • [CHANGED] all maps now have bandit/hero traders that deal in high end weapons and armed vehicles.
    • [ADDED] Chop wood now creates a pile of wood on the ground with progress counter. Thanks Krazey!

  • CHANGE LOG 1.0.1.4
    • [FIXED] fixed model and texture paths for desert tent
    • [FIXED] fixed weaponholders configs for tents, etc.
    • [ADDED] 5+ humanity gain from killing zeds, -10 for gutting and +20 for exchanging zombie parts for biomeat.
    • [ADDED] Deer Stand (deer_stand_kit) need nearby = (workshop) required tools = (ItemToolbox,ItemCrowbar) recipe = (PartWoodLumber x8 + PartWoodPile x2)
    • [ADDED] Craft 2 Bandages required tools = (ItemToolbox,ItemKnife) recipe = SkinBase(Any Clothes Parcel)

  • CHANGE LOG 1.0.1.5
    • [CHANGED] Removing any base building items or wrecks will now require a crowbar.
    • [CHANGED] Removing base building items now have a 10% chance to a break tool every stage of deconstructions.
    • [ADDED] New base building item Metal Panel http://dayzepoch.com/wiki/index.php/Metal_panel_kit
    • [CHANGED] All crafting that creates a supply crate now requires an empty supply crate. http://dayzepoch.com/wiki/index.php/Bulk_empty
    • [ADDED] Re enabling "force save %1" is now optional DZE_AllowForceSave = true;
    • [ADDED] Added cargo check back in can be disabled with DZE_AllowCargoCheck = false;
    • [ADDED] Trade metals menu can now trade 12 x 10oz gold bars into a full 100oz briefcase. (Briefcase costs 20oz of gold, your better off finding one.)
    • [FIXED] Urban girl texture path was incorrect.
    • [CHANGED] Standard helicrash spawn system replaced with epoch events http://dayzepoch.com/wiki/index.php/Epoch_Events and now spawn with a 50% chance every 30 minutes. Thanks to maca134 for the help. Re-enable old method with OldHeliCrash = true;
    • [FIXED] battleye fix remote exec #0 when crashing airplane/heli.
    • [CHANGED] Helicopter crashes now have only the "HeliCrash" loot table like before.
    • [FIXED] Added missing items some traders and corrected case sensitivity issues for linux.
    • [CHANGED] Land_Hangar_2 back to industrial as MilitaryIndustrial was to OP.
    • [CHANGED] swapped some military loot with more industrial for MilitaryIndustrial loot table.
    • [ADDED] Jetski's by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
    • [ADDED] Workbench that can be built anywhere there is no plot pole and allows crafting. http://dayzepoch.com/wiki/inde…ing_System#Wood_Workbench
    • [ADDED] Black market vendor the trader city Stary.
    • [ADDED] REsec and air destruction fixes from 177
    • [CHANGED] Default construction count lowered from 5 to 3.
    • [FIXED] fixed tag friendly system and epoch aura.
    • [CHANGED] Some recipes input and construction counts reduced.

  • CHANGE LOG 1.0.2
    • [ADDED] Can now convert engines and fuel tank parts for scrap metal. requires workbench/workshop.
    • [ADDED] Building maintenance: You can now reset the timestamp and damage on base items by using parts like lumber, plywood, and scrap metal.
    • [ADDED] Level 1 Modular building http://dayzepoch.com/wiki/index.php/Modular_Building_System components by Paul Tomany.
    • [ADDED] In-place upgrade system for some base building items like wood doorways > door > locked door.
    • [ADDED] Combination lock by Paul Tomany that has 1% chance to spawn on worker zombies.
    • [ADDED] Swapped some zombies with their 1.7.7 counterparts that are harder to kill.
    • [ADDED] Death/Murder board ui http://puu.sh/47I8f.jpg by @maca134.
    • [ADDED] Improved trader menus by @maca134.
    • [ADDED] Lockbox that holds 50 mags, 20, weapons, and 5 backpacks rare spawn on business suit zombie.
    • [ADDED] Added some more bulk supply crates to wholesaler: bulk_ItemTankTrap, bulk_ItemWire, bulk_PartGeneric.
    • [ADDED] Health regeneration! Only if thirst and hunger are above 90% and you are not: in pain, infected, or bleeding (still using placeholder models).
    • [ADDED] Added harvesting of plants: Pumpkins, Sunflower Seeds, and Hemp using right click on hunting knife.
    • [ADDED] Triple H-barrier craft-able with 3x ItemSandbagLarge = ItemSandbagExLarge (Land_HBarrier3_DZ).
    • [ADDED] Unique ID added to vehicle keys used better to identify keys.
    • [ADDED] GPS to armored SUV.
    • [ADDED] Experimental 999,998 custom SQL support thanks to @maca134 (This will not yet be shipped as it needs more testing).
    • [ADDED] Better cleanup methods thanks to dayzero/Tansien http://zombies.nu.
    • [ADDED] Building can now happen anywhere you can control the Z axis with numpad 8 = up numpad = 2 = down and numpad 5 to start building, ESC to cancel, numpad 4 and 6 flip the orientation.
    • [ADDED] Tow truck VIL_asistvan_DZE can tow vehicles that fit within the bounding box of the model.
    • [ADDED] Ability for fuel trucks to fill nearby vehicles 30m when engine is running.
    • [FIXED] Removed repair action from tow truck with VIL_asistvan_DZE.
    • [FIXED] incorrect gold remove option on empty briefcase should have been add x 10.
    • [FIXED] Server side cleanup and time sync was not running.
    • [FIXED] Battleye kicks for CSJ gyro push and rotate options.
    • [FIXED] Issues with buying and selling helicopters at bandit and hero camps.
    • [CHANGED] Updated supply crate model thanks to Paul Tomany.
    • [UPDATED] RF3 Realism weights updated to include new items.
    • [CHANGED] Empty briefcase now has rare chance to spawn on a business suit zombie.
    • [CHANGED] If you are the owner of an object there will be no chance of breaking tools.
    • [CHANGED] fixed pricing on some trader items thanks to @jobster
    • [CHANGED] Removed plot pole requirement to build. Plot pole is still used to prevent others from building and to increase item deconstruction times.
    • [CHANGED] Reduced recipe requirement for canvas to 2 Clothing instead of 4.
    • [CHANGED] Stick Fence recipe changed to not require supply crate.
    • [CHANGED] Crafting recipe for small Camo Nets reduced to 2 x ItemTent and 2 x ItemPole was 4.
    • [CHANGED] Lowered crafting recipe requirements for empty supply crate to 2 x lumber + 1 scrap metal.
    • [CHANGED] Sandbag nest now requires workshop/workbench to craft.
    • [CHANGED] Can now fill empty fuel barrels on standard fuel tanks.
    • [CHANGED] Increased range of crafting from 2m to 3m.
    • [CHANGED] Increased range of power assisted auto refuel from 10m to 30m.
    • [CHANGED] Reworked Epoch events scheduler and made it more accurate.
    • [CHANGED] Recent death board text change to say Recent Murders.
    • [REMOVED] low humanity target heartbeat system.
    • [REMOVED] Road debris no longer spawn loot, helps with performance and we have added extra loot positions in the world.
    • [REMOVED] Automatic humanity uptick if lower than 2500.

  • CHANGE LOG 1.0.2.1
    • [ADDED] New lighting system by axeman that requires a running generator (disabled by default as we need more testing/feedback). To enable uncomment [] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; in the mission files init.sqf.
    • [ADDED] Cinder block garage doorway crafted with: 1 empty supply crate + 1 mortar bucket + 3 Cinder blocks piles. Can be upgraded in-place to garage door with 3 x itemPole + 3 x ItemTankTrap. Then upgraded to a locked garage door with the ItemComboLock.
    • [ADDED] Half size Cinder block wall crafted with: 1 empty supply crate + 1 mortar bucket + 3 Cinder blocks piles.
    • [ADDED] Full size Cinder block wall upgrade half wall in-place with 1 mortar bucket + 4 Cinder block piles.
    • [ADDED] Cinder blocks and Mortar Bucket (Industrial), lumber (Farm), and plywood (Residential, Office) packs by Paul Tomany.
    • [ADDED] ItemComboLock as a spawn chance to police officer.
    • [ADDED] Added one missing tree type for wood harvesting.
    • [ADDED] Isla Duala traders with city's by DayzGo.com.
    • [ADDED] Wood walls can now in-place upgrade to a wall with window.
    • [FIXED] Missing bio meat can model.
    • [FIXED] Incorrect class returned when crafting stairs with supports.
    • [FIXED] Fixed worker zombies did not have correct loot table that included ItemComboLock.
    • [FIXED] Tents not dropping items when packed.
    • [FIXED] Pushed down some text output that was under the gear menu.
    • [FIXED] Players no longer get teleported out of moving vehicles. Server admins can also now override the settings of this with DZE_teleport = [1000,2000,500,200,800] in init.sqf.
    • [FIXED] fixed packed tents floating when packed on top of another object with roadway.
    • [CHANGED] Lights are now off by default to facilitate axeman's new lighting system.
    • [CHANGED] Building keys changed: PgUp = raise, PgDn = lower, Q or E = flip 180, and Space-Bar to start building.
    • [CHANGED] Custom building keys can be set: User15 = raise, User16 = lower, User17 = flip 180, User18 = flip back, and User19 = build.
    • [CHANGED] Crafting 1/4 wood floor now requires only 3 lumber and 3 plywood.
    • [CHANGED] Building preview now allows 50 seconds instead of 45.
    • [CHANGED] Pitching a tent now requires 1 stage to build.
    • [CHANGED] Most construction times for modular building now takes 3 stages.
    • [CHANGED] Added back PKILL server log on death.
    • [CHANGED] Instance 17 Chernarus mission files as they are incomplete used instance 11 files instead.
    • [CHANGED] Crafting will now process all available items with one click. Move to cancel at any time.
    • [REMOVED] Building wood gate option from lumber.

  • CHANGE LOG 1.0.2.2
    • [UPDATED] Takistan traders/cities. Added "Black Market" vendor. Moved traders around in Garm. Moved Hero Vendor in Kush.
    • [UPDATED] Improved Lighting System by Axeman http://dayzepoch.com/wiki/index.php/Lighting_System
    • [UPDATED] Changed workbench textures to use same texture assets as all other lumber/plywood.
    • [UPDATED] Crafting system updated, now supports crafting weapons and with weapons.
    • [ADDED] Epoch Event: Supply drops with building supplies.
    • [ADDED] Modular base building wreck models by Paul Tomany. You can remove these to obtain a small amount of materials back.
    • [ADDED] Sledgehammer toolbelt/melee weapon Paul Tomany (ItemSledge) that can be crafted from a handle (farm spawn) and hammer head (worker zombie).
    • [ADDED] Metal floor metal_floor_kit > MetalFloor_DZ Recipe: bulk_empty x 1 + ItemCorrugated x 2 + ItemPole x 4 + ItemTankTrap x 2 requiretools: ItemToolbox, ItemCrowbar, ItemSledge
    • [ADDED] New optional version of Chernarus trader citys by Axle. To use copy mission.sqf, mission.sqm, and server_traders.sqf from DayZ_Epoch_17.Chernarus to DayZ_Epoch_11.Chernarus
    • [ADDED] Model and icon for kilo of hemp by Paul Tomany.
    • [ADDED] Updated rbull and orange sherbet soda cans by Paul Tomany
    • [ADDED] Smaller cinder block doorway/door (cinder_door_kit = CinderWallSmallDoorway_DZ) recipe: CinderBlocks x 4 + MortarBucket + ItemTankTrap
    • [ADDED] cinder_door_kit CinderWallSmallDoorway_DZ upgrades with ItemPole + ItemTankTrap to CinderWallDoorSmall_DZ then upgraded to CinderWallDoorSmallLocked_DZ with a combination lock.
    • [ADDED] st_bunnyhop by ShackTac https://dev-heaven.net/projects/shacktac/files
    • [ADDED] Building count limit default is 150 and can be changed with DZE_BuildingLimit = 150; in the init.sqf
    • [ADDED] Weights for the itemkeykit and itemsledge meleesledge to Rf3 realism.
    • [ADDED] Added missing trader items: Skin_SurvivorW3_DZ, 4 missing backpack types, bulk crate of scrap metal.
    • [FIXED] Crafting now displays that item was crafted before going to next loop.
    • [FIXED] All Tents should now pack properly.
    • [FIXED] Fixed improper item output with new auto crafting from 1.0.2.1
    • [FIXED] Changed destruction type on wood walls to prevent vehicles from running them over with little to no damage.
    • [CHANGED] Removed DMR spawn and replaced with M4SPR.
    • [CHANGED] Reduced default zombie counts by half was 30 now 15 per player. Also reduced global zed count increase per player within 400m from 10 to 5.
    • [CHANGED] Cinder Block walls armor reduced from 1600 to 1000.
    • [CHANGED] If a plot pole is used only the owner and tagged friends can upgrade in-place.
    • [CHANGED] Tents now have a lower chance to spawn one of the three tent types.
    • [CHANGED] Lowered construction count on tank traps to 1 was 3.
    • [CHANGED] Server config.cfg now uses reportingIP = "arma2oapc.master.gamespy.com"; by default.
    • [CHANGED] All missions description.ext changed to allow side chat by default.
    • [CHANGED] Increased chance to find a lockbox on business suit zombie.
    • [REMOVED] old dayz combat roll in favor of st_bunnyhop.

  • CHANGE LOG 1.0.2.3
    • [ADDED] Any attempt to abort will now have a 10 second timer. This should also help with preventing bodies from disappearing when logging out to quickly after death.
    • [FIXED] Performance/lag fix: player save was updating way too often now updates properly based on playercount*2 +10.
    • [FIXED] Removed debug message spam from r3f weight system.
    • [FIXED] Prevent bunny hop near base building items to reduce glitching into walls.
    • [CHANGED] Building upgrade and maintenance now use one function server side.
    • [CHANGED] Added debug back to most server side code.
    • [REMOVED] Flies from dead bodies until cleanup is working again.
    • [REMOVED] Removed pipebomb from military special loot table.