DayZ Sahrani Changelog

Nonov Urbizniz

OpenDayZ Rockstar!
Staff member
Changelog:
========
0.7.7 Changelog is post #17 below

Old Changelog:

v0.2.1 PUBLIC RELEASE 26 May 2013:
=====
[Fixed] Zeds are easier to avoid. (than before not than the Official Mod)
[Fixed] Some buildings not Spawning Loot.
[Fixed] Global FPS Drop on all clients when player changes clothes.
[Fixed] Large Nested Base craftable without required loot.
[Fixed] Some Craftables Not spawning.
[Fixed] Missing Texture error at millitary zones.
[Fixed] M16 Spawning with MG36 rounds.
[Fixed] MakarovSD Spawning with Standard rounds.
[Fixed] Combat Roll Glitching.
[Fixed] Infinite Morphine.
[Fixed] Zeds Hitting through walls
[Fixed] KSVK no longer destroys/replaces backpack

[Changed] All Extra building locations have been redone.
[Changed] Custom buildings now spawned server side. (Should stop out of sync doors)
[Changed] Reduced ammo from UH1H Camo (UH1H_TK_DZ)
[Changed] Reduced ammo from MH6J (MH6J_DZ)
[Changed] Reduced ammo from RHIB (RHIB_DZ)
[Changed] Bag of nails now has a ~7% chance spawn chance (Same as knife)
[Changed] Reduced chance of zombies spawning under floor of buildings.
[Changed] New Loading Screen.
[Changed] Player crafted deerstands don't spawn loot or zeds.
[Changed] Craftable Gun Rack Stores Weapons and acts like a tent *WEAPONS ONLY
[Changed] Craftable Ammo Box Stores Items/Weapons/Backpacks acts like a tent

[Added] VSS_vintorez
[Added] KSVK
[Added] SCAR_L_STD_Mk4CQT
[Added] SCAR_L_STD_EGLM_RCO
[Added] SCAR_H_LNG_Sniper

[Added] Buses (Takistani and Chernarus)
[Added] GAZ limo
[Added] BAF Offroad Moutned M2 MG (.50 cal)
[Added] Pickup Tubeframe
[Added] SUV

[Added] AN-2
[Added] MH-6J

[Added] Different Ghillie suits for bandits.
[Added] Female Players can now wear ghillies.
[Added] Bandit Clothing now lootable.
[Added] Soldier Clothing now lootable.
[Added] Rocket Clothing now lootable.
[Added] Can now cancel crafting.
[Added] Debug land now resets player to mainland if they logout there. Also given warning.
[Added] Random loot on new character Bandage + 2 random of [Painkillers,roadflares,spare bandage].
[Added] Ability to drink from well's without waterbottle.
[Added] Industrial Sheds (4 types)
[Added] Enterable Churches
[Added] Arma 2 pubs
[Added] Arma 2 Deer Stands
[Added] Arma 2 Fuel Stations (Known "bug" we disabled auto refueling but will add slow auto refueling with the next update) Jerry Cans can ONLY be filled at above ground tanks for now. Brown/rusty or White long above ground tanks (Green Military refueling station tanks also disabled)
[Added] Bars (2 types)
[Added] Ladders to the back of some 1 entrance/exit building (Known bug ladder placement is not always correct)


[Removed] Peripheral Dots FULLY removed, no white/red/green dots at all period
[Removed] Original DayZ code for local vechicle creation to generate junk.
[Removed] All of the CAA1 custom weapons.
[Removed] CAA1 balaclava
[Removed] Radar from UH1H Camo (UH1H_TK_DZ)
[Removed] Radar from MH6J (MH6J_DZ)
[Removed] GPS from RHIB (RHIB_DZ)
[Removed] Lockon for KSVK M107 AS50
[Removed] Auto filling at fuelstations

v0.2 Closed Beta with DayZ Horror 14 Feb 2013:
=====
[Fixed] Updated to 1.7.5.2 DayZ base code
[Fixed] Extra Buildings added and placements adjusted
[Fixed] Spawn points (No more spawning in the north)
[Fixed] Swimming on spawn bug
[Added] Basic Crafting/Base Building Mechanics
[Added] 3 crafting books for base building:
[Added] Crafting Book (Camp)
- Build Ammo Crate
- Build Weapon Rack
- Build Bench
- Build Razor Wire
[Added] Crafting Book (Small Fortifications)
- Sand Bag Fence
- Sand Bag Fence (Corner)
- Sand Bag Fence (Round)
[Added] Crafting Book (Huge Fortifications)
- Tower
- Gate
- Fortified Sandbag Nest
[Added] BAF_L85A2_RIS_ACOG
[Added] AK_107_pso
[Added] AK_107_kobra
[Added] AK_107_GL_kobra
[Added] AKS_74_pso
[Added] M40A3
[Added] m8_carbine
[Added] m8_carbineGL
[Added] m8_compact
[Added] m8_SAW
[Added] m8_sharpshooter
[Added] MakarovSD
[Added] RPK_74
[Added] Sa61_EP1
[Added] SCAR_L_CQC
[Added] SCAR_L_CQC_Holo
[Added] SVD (standard non-camo/non-nvg)
[Added] VSS_vintorez
[Added] Swaped BAF_L85A2_RIS_HOLO For BAF_L85A2_RIS_SUSAT


[Added] HMMWV Dessert and Forrest Camo
[Added] UralRepair_TK_EP1
[Added] AH6X_EP1
[Added] UH1H_TK_EP1
[Added] RHIB (Speed boat with .50 MG)

v0.1:
- Initial release

Plans for Next Version (0.2.2)
============================

New vehicle spawn loacations and types are being added
- Buses
- Gaz Limo - (black)
- Pickup - Coyota Hilux (white)
- Pickup Tubeframe - "Sundat"
- Sedan - Geo Prism (white)
- UAZ (Red)
- SUV (black)
- BAF Offroad M2 Mounted MG (open vehicle with exposed gunner position)
- Pickup M2 Mounted MG (open vehicle with exposed gunner position AND narrow field of aim (Front facing only))

SouthWest (Rahmadi) and NorthEast (Antigua) Island ONLY vehicles (may be delayed till next update in order to modify ammunition/armor/damage)
- Tanks - Limited ammo + modified armor (possibly manually reloadable single rounds/mags that must be found elsewhere and BROUGHT to the islands)
- Jets - Limited to fixed mount front facing guns only with adjusted damage/armor characteristics
- APC - Limited ammo + modified armor (possibly manually reloadable single rounds/mags that must be found elsewhere and BROUGHT to the islands)

MANY buildings have been added to the map, and many Arma I buildings have been removed and replaced with Arma 2 buildings that are enterable.

- Firestations
- Barns
- Houses
- Barracks
- Deerstands
 
M8 and Scars....love those 2 guns:D

Great work so far guys and it's nice to see what you have planned for the future release.:)
 
Yeah ditto! There is a problem with the Scar's though, they may be removed on the next update if we can't pin it down.
 
It's late so I will get this into the original post and poss. the main thread later...

If you've been following our mod since the initial release you may have noted the confused reaction to the very high vehicle counts in our vehicle DB.

Here is a sneak peak as to why and some rough numbers (final numbers will be updated by the end of the week)

We will eventually add the ability to randomize vehicle spawns (with some other surprises as well) SO we have broken the map up into "Zones"... Admins will be able to set up the min/max vehicle spawn numbers for each vehicle type the server will then randomize unclaimed remaining vehicles on the next restart... SO you may have seen a UAZ at a barrack you expected to repair the following day, but it might not be there the next day... Unless you've begun repairs...

Here is the Zone map... thrown together in paint very quickly... I'm not graphic artist:

SahraniZonesMap_zpsc17a52e2.jpg


As you will see there are 6 "Sections" and the 2 major landmasses are then broken down into "Zones"
Sections
======
(Updated 09 Apr 2013)
EML - East Mainland - 529 Vehicle Spawn Points
NWI - North West Islands - 36 Vehicle Spawn Points
NEI - North East Islands - 40 Vehicle Spawn Points
SWI - South West Islands - 48 Vehicle Spawn Points
SEI - South East Islands - 32 Vehicle Spawn Points
WML - West Mainland - 499 Vehicle Spawn Points

All Spawns are intelligently placed well labeled in the vehicle tables so they can be quickly and easily adjusted to the admins liking in the live DB...

Naming Convention Explination:
1st Part - Location Description
- 3 Letters for Land Mass then Letter/Number for Zone if applicable
2nd Part - Vehicle Description
- Normally just the description of the vehicle as found in the editor
3rd Part - Location Desctiption specific town or island

Naming Convention Example:
1st Black Gaz in East Main Land Zone 1 - EML_Z1 Gaz Limo_1 - Hunapu
5th Black Gaz in East Main Land Zone 1 - EML_Z1 Gaz Limo_5 - Tlaloc

There are 5 of every vehicle type per zone for all 13 mainland zones...

The island zones already do, and will get even more "OP" vehicles... One example would be RHIB MG's There are 3 on the map right now, however you must find them by first either getting a heli or boat up and running. Then you better hope you've brought enough to repair them!

Once the randomization is working we will add more spawn locations for the OP vehicles but we WILL continue with ONLY placing them on the far out islands... However obviously server admins will be able to add spawns for allowed vehicles in the way they always have.

**TEASER**

"Isla del Zorra" in the SEI zone sure looks big enough for some interesting armored battles w/o ruining the fun for everyone on the mainlands!

**UPDATE 09 Apr 2013**
Tank Island has been created. Factory for parts, Fuel Tank, and MTVR for fuel, 2 Barracks and some mild fortifications. Along with:

Armored
=======
Tracked:
2 - M163 Vulcan RACS
2 - T-72 RACS
2 - M113 RACS
2 - BMP-2

Wheeled:
2 - BRDM-2
2 - Vodnik (BPPU)
8 - Vodnik (2xPK) Exposed gun position (May lower armor values similar to HMMWV)
 
*edited 05 Apr 2013*
I'm making a final pass through all the zones now to get some final numbers. However I will be adding some more vehicle types with limited spawns before the next release...

(Updated 05 Apr 2013)
EML - East Mainland - 502 Vehicles
NWI - North West Islands - 25 Vehicles
NEI - North East Islands - 29 Vehicles
SWI - South West Islands - 33 Vehicles
SEI - South East Islands - 1 Vehicles
WML - West Mainland - 470 Vehicles

Time to ADD MORE donuts.
 
I'm assuming you guys want more vehicles, more than you want updates, so I'm going to keep dropping stuff now.

All placed vehicles have been named according to the convention, and I am in the process of adding some ultra rare vehicles.
 
Yeah I know people want the server files, we are working on getting a release out.

There have been a bunch of set backs due to both the dayz base code as well as some changes we're making on the backend.

It's really hard to nail down a timeline, but at this point if we can't get a package assembled by the end of this week that we can test. I will likely push for just merging the new vehicles tables to the 0.21 files and releasing those.

Hopefully we have a drastically improved version for the release though... we've got a lot of prep work involved to get the "base build" we want out in public hands... and that is what has been causing the delay.

Our plans for the mod involve lots of core changes to the mod so releasing what is essentially Dayz code on the Sahrani map is not what we really want to do...

Anyone looking to improve the timelines is welcome to contribute! WE NEED DEVS!
 
I
Yeah I know people want the server files, we are working on getting a release out.

There have been a bunch of set backs due to both the dayz base code as well as some changes we're making on the backend.

It's really hard to nail down a timeline, but at this point if we can't get a package assembled by the end of this week that we can test. I will likely push for just merging the new vehicles tables to the 0.21 files and releasing those.

Hopefully we have a drastically improved version for the release though... we've got a lot of prep work involved to get the "base build" we want out in public hands... and that is what has been causing the delay.

Our plans for the mod involve lots of core changes to the mod so releasing what is essentially Dayz code on the Sahrani map is not what we really want to do...

Anyone looking to improve the timelines is welcome to contribute! WE NEED DEVS!
i program in C# and have made a few scripts for arma, I may be in some assistance, even if my code for arma is sloppy.
 
Either hop on our TS as below or email us at [email protected] we would love to have anyone join!

We are willing to give people guidance and introductions to arma editing as well, we have LOTS of stuff to be done and some of it really isn't "rocket" science lol. Not like we're climbing Everest!
 
Either hop on our TS as below or email us at [email protected] we would love to have anyone join!

We are willing to give people guidance and introductions to arma editing as well, we have LOTS of stuff to be done and some of it really isn't "rocket" science lol. Not like we're climbing Everest!
I can help withadditions to the mod, I think that it needs the asc weapon pack which has customizable weapons. E.g. Find flashlight and you put it on m4a1. My other friend may want to help, I will ask him when I get the chance. What specifically needs to be done?
 
Well we are not going to be just throwing in weapon addon packs without express permission to sift through them and re-package I don't think.

I don't like the idea of just adding stuff for the sake of adding stuff, especially when/if it's not approved by the authors. I will look into ASC but I think I already did try to contact them. We have an idea in place already that would accomplish the same thing, and would allow for modding all the existing guns... but it would require quite a few of models for "parts" to be made. (if we get more modelers that would be a project I would assign out.)

I have contacted a bunch of addon makers and have gotten VERY few replies, but the majority of one s I got said I could "use it as a whole package dependency or don't use it at all" or just "don't use it at all" lol.. but the vast majority just didn't even reply, which I'm told on the BI forums can mean "no" or they haven't had time, but either way DO NOT use anything until you're told you can... I don't think anyone else is going by those rules, but we will...

One of our guys will be making custom weapons, the other can code anything we could ever need, so using other peoples work is not our biggest concern.

We are going to be adding TONS of mechanics and scripts to the code itself and as few as possible to the actual mission file. Our goal is to build our mod from the ground up with the end product in mind, instead of slapping together scripts, addons, and other peoples work on top of the DayZ Code in order to get KIND OF what we want... We want a truely one off mod by the end.

Our lead programmer is also revising the DB structure to allow for some interesting things. This is going to be a VERY different mod from what people are used to...

And NOT over done either like some of the "bigger" mods are getting to be... NO silly stuff or bolted on junk for us. If it's not well thought out, well functioning, and logical it has no place in our mod.

Please feel free to email us or hop on TS.

A quick example is we are going to be randomizing vehicle spawns as pointed out in a couple posts here and in the original thread...

We could have you guys work on that, or on another mechanic we have in mind for randomizing the vehicle contents for new spawn vehicles based on their type.

We also plan on re-working the loot tables and spawn chances pretty intricately.

We are open to/can take advantage of ANY level of assistance. Doesn't matter if you want to spend 80hrs or 20 minutes a week, or if you are the greatest coder ever or just decent at photoshop, or a web programmer etc...

WE NEED EVERYTHING lol.
 
We'll take server files before more vehicles. We can add our own spawn points :D

Oh and for the record, the time spent dropping vehicle spawn points are for a vehicle spawn randomization mechanic... so I HAVE to add lots of spawn points for each vehicle or we won't have anything to randomize.
 
Hey that's great! We've gotten some interest from a few other people too so hopefully we can get back on track towards getting updates out faster...

We are working on a release based on 1.7.7 code base. and all the vehicle/building additions we've done.

I'm generally in the TS server so feel free to join whenever. Should be on all afternoon/evening tomorrow.
 
Too Big to post at the top lol...

Without the help of Grafzahl, Cookiezzz, Skaronator, and Marcel this flopping on the deck would have lasted a bit longer to say the least. Many of these bugs were well beyond my scope of ability or understanding.

THANK YOU!

0.7.8 Change Log
[Added]
- ALL Bicycle damage reset on restart
- MH and AH6 Magnum PI Heli's
- Storage Counters in Gear Menu (thank you Marcel of the DayZ Community Dev Team!)

[Fixed]
- Custom Skins not saving to DB fixed
- "Burn Storage" bug fixed
- Crafted "Storage" not saving to DB fixed
- Crafted "Storage" recipe/storage corrections
- Gun Rack = 3 Wood + 2 Nails
- Capacity = 20/0/0
- Weapon Cache = 4 Wood + 4 Nails
- Capacity = 5/75/0
- Storage Box = 3 Wood + 6 Nails
- Capacity = 20/100/10
- "Drink from well" bug fixed
- Heli Wreck loot fixed (temporary - specific loot per wreck type removed)
- New Vehicles types added to SQL tables
- Refuel bugs fixed
- Repair Vehicle bug fixed
- Skin bug fixes
- "Storage" Crafting bug fixed
- Vilas Weapons
- Zeroing removed from all sidearms
- Magazine types narrowed (keeps ammo a bit rarer, more precious)
- Weapon Config Fixes - MG36 MG36_Camo, M60, large guns should all be backpack friendly.

0.7.7 Change Log

[Updated] - Base code 1.7.6.1

[Fixed]

BUILDINGS + Added Loot
- Army Huts - Added collisions to outside stairs (easier to walk up now)
- Army Huts - Removed ability to crawl under (no more l exploit looting
- Army Huts - Widened collisions on doorways (won't get stuck running through doors)
- Army Huts - Improved loot positions
- Raised Guardhouse - Collisions for stairs fixed now enterable
- Raised Guardhouse - Texture erros fixed, now appears blue i/o white facing sun
- Raised Guardhouse - Loot added
- Arma 1 Pubs - Collisions widened for Stairs and hallways
- Arma 1 Pubs - Improved loot positions
- COUNTLESS sidewalks, retaining walls, and builidings have improved pathing for Zeds
- Green Military Fuel Stations now fill Jerry Cans

[Changed]

ASSETS
- Bloodbag only gives 4k blood
- DZ_ALICE_Pack_EP1 // 18 slots
- DZ_Assault_Pack_EP1 //12 slots
- DZ_Backpack_EP1 //24 slots
- DZ_British_ACU //20 slots
- DZ_CivilBackpack_EP1 //22 slots
- DZ_Czech_Vest_Puch //8 slots
- DZ_Patrol_Pack_EP1 //10 slots
- DZ_TK_Assault_Pack_EP1 //16 slots
MECHANICS
- Bloodbagging is slow 2 min
- Bloodbagging has chance for infection
- Bloodbagging has chance for cutting recipient
- Fire - Build Fire moved to Woodpile NOT matches
- Fire - Light Fire requires Matches or Flares now
- Fire - Storage containers can be burned (tents, ammo caches, Box Storage etc)
- Chop Wood - Takes down most trees
- Chop Wood - Can Be done next to single tree now
- Drink From Well - Added all water sources
- Crossbow - Reload time decreased
- Crossbow - Quiver converted to 20 Round Magazine
- Crafting Recipes Reworked
- Loot Tables - Almost entirely re worked
- Crafting System Modularized
- Flies removed from Dead Players
- Zombie Spawn radius reduced for players in vehicles
- Zombie Spawns completely redone

[Added]

ASSETS
- Brick - Throw to Kill Zeds
- Crafted Wooden Splint - Crafted Item (Wood + Tape = Wooden Splint)
- Duct Tape - Crafting/Junk
- Icewindo Sahrani Citizens
- Increased drops for Crafting loot
- JSRS key added to server files
- Money - Junk for now
- Propane Tank - Reacts like Jerry Can to Damage (burns)
- Radio Re-added - Can pickup Radio Distress calls from animated heli-wrecks)
- Scrap Elec. Wire - Junk for now
- Scrap Electronics - Junk for now
- Vilas AKS Pack
- Vilas Dutch Pack
- Vilas Police Units with Custom Textures by Pliskin
- Vilas Western Weapons Pack
BUILDINGS NOW OPEN + Added Loot
- Garaz Mala - 1 bay garages
- House Y - 1 story residential
- Olezina 2 story House
- Schnell Gas Station
INTERFACE
- Crafting added to Inventory
- Entirely revamped interface
- Made "Streamer Friendly"
- New Gear Menu Colors
- New Lobby by Seven
- New Main Menu Colors
- New Splashscreen by Yoshi
- New UI Colors
- RA_Chat_Off Key added to Server files
MECHANICS
- Animated Heli Crashes
- Multiple Types (black ops, racs, un, standard UH1, blops, un, standard Mi17, and Mh60)
- Highly Tunable (frequency, loot, smoke, distress call radius)
- Chance for Radio Distress call upon Heli going down
- Auto Refuel added to Gas Stations ONLY
- SLOW
- Burn Storage
- Chop Down Tree
- Custom Skins added to inventory of Dead Players (prevents duping bug for Strip clothes script)
- Self Bloodbagging
- Slow - 2min for "succesful tranfusion"
- CAN NOT MOVE during transfusion
- Chance of Infection
- Chance for bleeding
- 4k blood only from full bloodbag
- can not administer bloodbag in combat
- Side Chat Voice discouragement
SKINS
- Skin_SMD_ATACS_DES - (Bohemia Texture reworked by Pliskin)
- Skin_SMD_ATACS_URBAN - (Bohemia Texture reworked by Pliskin)
- Skin_SMD_RACS_MP - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_RACS_MP_Tan - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_RACS_MP_Tan_Digi - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_RACS_Soldier - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_RACS_Soldier_Digi - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_RACS_SWAT - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_SPD_BLUE - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_SPD_BLUE_DIGI - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_SPD_SWAT_BLACK - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_SPD_SWAT_BLACK_DIGI - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_US_SpecOps - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_US_SpecOps_DIGI - (Vilas Model SMD original Texture by Pliskin)
- Skin_SMD_US_SpecOps_MP_DIGI - (Vilas Model SMD original Texture by Pliskin)
- Skin_SniperD_DZ - (Bohemia Original Texture reworked by ShermanFTW)
- Skin_SniperLight_DZ - (Bohemia Original Texture)
VEHICLES
- AH6X_SMD_ATACS - (Bohemia Texture reworked by Pliskin)
- AH6X_SMD_RACS - (Bohemia Texture reworked by Pliskin)
- AH6X_SMD_RACS_DIGI - (Bohemia Texture reworked by Pliskin)
- C130_SMD_ATACS - (Bohemia Texture reworked by Pliskin)
- C130_SMD_BLOPS - (Bohemia Texture reworked by Pliskin)
- C130_SMD_BLOPS_DIGI - (Bohemia Texture reworked by Pliskin)
- C130_SMD_DZ - Arma Model Degun/radar'd for DayZ
- C130_SMD_UN - (Bohemia Texture reworked by Pliskin)
- Ikarus_SMD_COKE - (Bohemia Texture reworked by ZombieDanceLeader/Retouched by ShermanFTW)
- Ikarus_SMD_OPENDAYZ - (Bohemia Texture reworked by Pliskin)
- LandRover_SMD_RACS - (Bohemia Texture reworked by Pliskin)
- LandRover_SMD_RACS_DIGI - (Bohemia Texture reworked by Pliskin)
- MH60S_DZ - Arma Model Degun/radar'd for DayZ
- Mi17_Civilian_DZ - Arma Model Degun/radar'd for DayZ
- Mi17_SMD_BLOPS - (Bohemia Texture reworked by Pliskin)
- Mi17_UN_CDF_EP1 - Arma Model Degun/radar'd for DayZ
- MV22_DZ - Arma Model Degun/radar'd for DayZ
- UH1H_SMD_ATACS - (Bohemia Texture reworked by Pliskin)
- UH1H_SMD_BLOPS - (Bohemia Texture reworked by Pliskin)
- UH1H_SMD_BLOPS_DIGI - (Bohemia Texture reworked by Pliskin)
- UH1H_SMD_RACS - (Bohemia Texture reworked by Pliskin)
- UH1H_SMD_RACS_DIGI - (Bohemia Texture reworked by Pliskin)
- UH1H_SMD_UN - (Bohemia Texture reworked by Pliskin)
ZOMBIES
- z_RACSzombie //Tan Camo Helmet/Pads- (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie2 //Sherriff *Removed for now
- z_RACSzombie3 //Black Camo Helmet/Pads- (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie4 //US SPEC OPS Helmet/Pads- (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie5 //Tan Flat No Helmet/Pads- (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie6 //Tan Flat bdu AND vest No Helmet/Pads Blended Vest- (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie7 //Tan digi bdu AND vest No Helmet/Pads Blended Vest- (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie8 //Tan digi bdu Black vest - (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie9 // US BLOPS Black digi bdu AND vest No Helmet/Pads Blended Vest- (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie10 //US BLOPS Black Digi Camo Helmet/Pads- (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie11 //SPD SWAT Black Digi Camo Helmet/Pads- (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie12 //SPD Blue digi bdu Black vest - (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie13 //SPD Blue bdu Black vest - (Vilas Model SMD original Texture by Pliskin)
- z_RACSzombie14 //SPD Black bdu Black vest - (Vilas Model SMD original Texture by Pliskin)
- z_sah_civilian1_pants
- z_sah_civilian1_shorts
- z_sah_civilian2_pants
- z_sah_civilian2_shorts
- z_sah_civilian3_pants
- z_sah_civilian3_shorts
- z_sah_civilian4_pants
- z_sah_civilian4_shorts
- z_sah_civilian5_pants
- z_sah_civilian5_shorts
- z_sah_civilian6_pants
- z_sah_civilian6_shorts
- z_sah_civilian7_pants
- z_sah_civilian7_shorts

[Removed] Nothing!
 
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