mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
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Revert "Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch"
This reverts commit4bbb3ac609, reversing changes made to96f1d40a71.
This commit is contained in:
@@ -3,86 +3,6 @@
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// To change a variable copy paste it in the mission init.sqf below the #include line.
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// Standard DayZ variables are found in dayz_code\init\variables.sqf.
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// Both
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dayz_infectiouswaterholes = true; //Enable infected waterholes
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dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance.
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dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]
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DZE_HeliLift = true; // Enable Epoch heli lift system
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DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
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DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
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DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
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dayz_ForcefullmoonNights = false; // Forces night time to be full moon.
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infectedWaterHoles = []; //Needed for non-cherno maps.
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DZE_GodModeBase = false; // Disables damage handler from base objects so they can't be destroyed.
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dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
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dayz_classicBloodBagSystem = false; // disable blood types system and use the single classic ItemBloodbag
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dayz_enableFlies = true; // Enable flies on dead bodies (negatively impacts FPS).
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// Death Messages
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DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
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DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.
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DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
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// ZSC
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Z_SingleCurrency = false; // Enable single currency system.
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if (Z_SingleCurrency) then {
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Z_globalBanking = false; // Enable global banking system.
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Z_persistentMoney = false; // Enabling this stores currency to player_data instead of character_data. Currency transfers to a new character after death. For PVE servers only. Formerly called "GlobalMoney".
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CurrencyName = "Coins"; // If using single currency this is the currency display name.
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DZE_MoneyStorageClasses = ["VaultStorage","VaultStorage2","VaultStorageLocked","VaultStorage2Locked","LockboxStorageLocked","LockboxStorage2Locked","LockboxStorage","LockboxStorage2","LockboxStorageWinterLocked","LockboxStorageWinter2Locked","LockboxStorageWinter","LockboxStorageWinter2","TallSafe","TallSafeLocked"]; // If using single currency this is an array of object classes players can store coins in. E.g.: ["GunRack_DZ","WoodCrate_DZ"]
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ZSC_VehicleMoneyStorage = true; // Allow players to store money in vehicles. If vehicles are destroyed the money is also destroyed.
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};
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Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
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// Vehicle Key Changer
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DZE_VehicleKey_Changer = false; // Enable Vehicle Key Changer. Create or change the key for a vehicle.
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// Virtual Garage
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DZE_Virtual_Garage = false; // Enable the Virtual Garage to store vehicles.
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// Plot Management and Plot for Life
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DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
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DZE_isRemovable = ["Plastic_Pole_EP1_DZ"]; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list.
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// Door Management
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DZE_doorManagement = true; // Enable Door Management by @DevZupa.
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// Group System
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dayz_groupSystem = false; // Enable group system
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// Bury and Butcher Bodies
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DZE_Bury_Body = false; // Enable Bury Bodies
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DZE_Butcher_Body = false; // Enable Butcher Bodies
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// Weather
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DZE_Weather = 2; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables.
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// The settings in the array below may be adjusted as desired. The default settings are designed to maximize client and server performance.
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// Having several features enabled at once might have adverse effects on client performance. For instance, you could have snowfall, ground fog, and breath fog threads all running at once.
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DZE_WeatherVariables = [
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15, // Minimum time in minutes for the weather to change. (default value: 15).
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30, // Maximum time in minutes for the weather to change. (default value: 30).
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0, // Minimum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0).
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.2, // Maximum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0.8).
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0, // Minimum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 0). Note: Rain and snow will not occur when overcast is less than 0.70.
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.6, // Maximum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 1).
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0, // Minimum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
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.6, // Maximum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
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0, // Minimum wind strength (default value: 0).
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3, // Maximum wind strength (default value: 5).
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.25, // Probability for wind to change when weather changes. (default value: .25).
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1, // Minimum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
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1, // Maximum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
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.2,// Probability for a blizzard to occur when it is snowing. (0 = no blizzards, 1 = blizzard all the time). (default value: .2).
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10, // Blizzard interval in minutes. Set to zero to have the blizzard run for the whole interval, otherwise you can set a custom time interval for the blizzard.
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0, // Ground Fog Effects. Options: 0 - no ground fog, 1 - only at evening, night, and early morning, 2 - anytime, 3 - near cities and towns, at late evening, night, and early morning, 4 - near cities and towns, anytime.
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400, // Distance in meters from player to scan for buildings to spawn ground fog. By default, only the 15 nearest buildings will spawn ground fog.
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false, // Allow ground fog when it's snowing or raining?
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2 // Winter Breath Fog Effects. Options: 0 - no breath fog, 1 - anytime, 2 - only when snowing or blizzard. Note: breath fog is only available with winter weather enabled.
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];
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//Server
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if (isServer) then {
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DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
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@@ -103,20 +23,6 @@ if (isServer) then {
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// ZSC
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Z_globalBankingTraders = false; // Enable banking NPCs at trader cities.
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// Safe Zone Relocating
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DZE_SafeZone_Relocate = false; //Enables relocating of vehicles left in Safe Zones over a server restart.
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if (DZE_VehicleKey_Changer) then {
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vkc_clearAmmo = true; // Clear the ammo of vehicles after they have been rekeyed/claimed? (stops users getting a free rearm)
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vkc_disableThermal = [""]; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
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};
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if (DZE_Virtual_Garage) then {
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vg_clearAmmo = true; // Clear the ammo of vehicles spawned during the same restart they are stored? (stops users storing a vehicle for a free rearm)
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vg_disableThermal = []; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
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vg_sortColumn = 0; //0 or an out of range value sorts by the default column 'DisplayName', otherwise 1 = 'DateStored', 2 = 'id', 3 = 'Name' (of storing player), 4 = 'DateMaintained'
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};
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};
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// Client
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@@ -239,253 +145,89 @@ if (!isDedicated) then {
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DZE_Bandit = -5000; // Defines the value at how much humanity the player is classed as a bandit.
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// ZSC
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if (Z_SingleCurrency) then {
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Z_showCurrencyUI = true; // Show the currency icon on the screen when Z_SingleCurrency is enabled.
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Z_showBankUI = true; // Show the banking icon on the screen when Z_globalBanking is enabled.
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ZSC_bankTraders = ["Functionary1_EP1"]; // Array of trader classnames that are available for banking (i.e Functionary1_EP1), do not use _DZ classes - they are used as player skins
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ZSC_limitOnBank = true; // Have a limit on the bank? (i.e true or false) limits the global banking to the number below.
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ZSC_bankObjects = [""]; // Array of objects that are available for banking i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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ZSC_maxBankMoney = 500000; // Default limit for bank objects.
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ZSC_defaultStorageMultiplier = 200; // Default magazine count for bank objects that don't have storage slots i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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ZSC_MaxMoneyInStorageMultiplier = 5000; // Multiplier for how much money a bank object can hold, example: 200 magazine slots in the object (or the default value above ^^) multiplied by the 5000 multiplier is 1 million coin storage. (200 * 5000 = 1,000,000 coins)
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ZSC_ZombieCoins = [false,[0,1000]]; // First value activate coins on zombies, second value from 0 - 1000 coins on each zombie. Coin for zombies are handled directly in check wallet.
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};
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Z_showCurrencyUI = true; // Show the currency icon on the screen when Z_SingleCurrency is enabled.
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Z_showBankUI = true; // Show the banking icon on the screen when Z_globalBanking is enabled.
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ZSC_bankTraders = ["Functionary1_EP1"]; // Array of trader classnames that are available for banking (i.e Functionary1_EP1), do not use _DZ classes - they are used as player skins
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ZSC_limitOnBank = true; // Have a limit on the bank? (i.e true or false) limits the global banking to the number below.
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ZSC_bankObjects = [""]; // Array of objects that are available for banking i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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ZSC_maxBankMoney = 500000; // Default limit for bank objects.
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ZSC_defaultStorageMultiplier = 200; // Default magazine count for bank objects that don't have storage slots i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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ZSC_MaxMoneyInStorageMultiplier = 5000; // Multiplier for how much money a bank object can hold, example: 200 magazine slots in the object (or the default value above ^^) multiplied by the 5000 multiplier is 1 million coin storage. (200 * 5000 = 1,000,000 coins)
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ZSC_ZombieCoins = [false,[0,1000]]; // First value activate coins on zombies, second value from 0 - 1000 coins on each zombie. Coin for zombies are handled directly in check wallet.
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// Loot system
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dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
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dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses.
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dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced.
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dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
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// Bury and Butcher Bodies
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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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};
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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};
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// Take Clothes
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DZE_Take_Clothes = false; // Allows to take the clothing from dead players and AIs
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DZE_Disable_Take_Clothes = []; // Enter the skins you do not want to be allowed to be recovered from dead bodies. E.g.: DZE_Disable_Take_Clothes = ["Doctor_DZ","Assistant_DZ","Worker1_DZ"];
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/*
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DZE_CLICK_ACTIONS
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This is where you register your right-click actions
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FORMAT -- (no comma after last array entry)
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[_classname,_text,_execute,_condition],
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PARAMETERS
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_classname : the name of the class to click on (example = "ItemBloodbag")
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_text : the text for the option that is displayed when right clicking on the item (example = "Self Transfuse")
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_execute : compiled code to execute when the option is selected (example = "execVM 'my\scripts\self_transfuse.sqf';")
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_condition : compiled code evaluated to determine whether or not the option is displayed (example = {true})
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*/
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DZE_CLICK_ACTIONS = [
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/* ["ItemGPS",localize "STR_CL_CA_SCAN_NEARBY","if(isNil 'CA_GPS_RANGE') then {CA_GPS_RANGE = 1500;};CA_ZOMBIE_COUNT = count ((position player) nearEntities ['zZombie_Base',CA_GPS_RANGE]); CA_MAN_COUNT = count ((position player) nearEntities ['CAManBase',CA_GPS_RANGE]); format[localize 'STR_CL_CA_SCAN',CA_GPS_RANGE,CA_MAN_COUNT - CA_ZOMBIE_COUNT,count ((position player) nearEntities ['zZombie_Base',CA_GPS_RANGE]),count ((position player) nearEntities ['allVehicles',CA_GPS_RANGE]) - CA_MAN_COUNT] call dayz_rollingMessages;","true"],
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["ItemGPS",localize "STR_CL_CA_RANGE_UP","if(isNil 'CA_GPS_RANGE') then {CA_GPS_RANGE = 1500;};CA_GPS_RANGE = (CA_GPS_RANGE + 100) min 2500; format[localize 'STR_CL_CA_RANGE_GPS',CA_GPS_RANGE] call dayz_rollingMessages;","true"],
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["ItemGPS",localize "STR_CL_CA_RANGE_DOWN","if(isNil 'CA_GPS_RANGE') then {CA_GPS_RANGE = 1500;};CA_GPS_RANGE = (CA_GPS_RANGE - 100) max 1000; format[localize 'STR_CL_CA_RANGE_GPS',CA_GPS_RANGE] call dayz_rollingMessages;","true"]
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*/
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];
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DZE_Remote_Vehicle = false; // Enable/Disable the Remote Vehicle options like ejecting players from a vehicle or lock/unlock the vehicle from the distance just by the key.
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if (DZE_Remote_Vehicle) then {
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DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [
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["ItemKey",localize "STR_CL_RV_CA_EJECT","spawn remoteVehicle;","true",1],
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["ItemKey",localize "STR_CL_RV_CA_ENGINE","spawn remoteVehicle;","true",2],
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["ItemKey",localize "STR_CL_RV_CA_UNLOCK","spawn remoteVehicle;","true",3],
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["ItemKey",localize "STR_CL_RV_CA_LOCK","spawn remoteVehicle;","true",4],
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["ItemKey",localize "STR_CL_RV_CA_LIGHTS","spawn remoteVehicle;","true",5]
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];
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};
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DZE_LocateVehicle = false; // Enable/Disable the option to locate a vehicle from a key in the inventory with a rightclick on the GPS.
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if (DZE_LocateVehicle) then {
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DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [
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["ItemGPS",localize "STR_CL_LV_LOCATE_VEHICLES","[] spawn locateVehicle;","true"]
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];
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};
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if (DZE_VehicleKey_Changer) then {
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vkc_claimPrice = 1000; // Amount in worth for claiming a vehicle. See the top of this script for an explanation.
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vkc_changePrice = 5000; // Amount in worth for changing the key for a vehicle. See the top of this script for an explanation.
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};
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if (DZE_Virtual_Garage) then {
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vg_list = ["Plastic_Pole_EP1_DZ"]; // List of objects/traders that are allowed to interact with virtual garage. i.e: ["Plastic_Pole_EP1_DZ","Worker2"];
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vg_blackListed = []; // Array of vehicle config classes as well as vehicle classnames that are blacklisted from being stored, i.e ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"]
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vg_heliPads = ["Helipad_Civil_DZ","Helipad_Rescue_DZ","Helipad_Army_DZ","Helipad_Cross_DZ","Helipad_ParkBorder_DZ"]; // Array of heli pad classnames
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vg_store_keyless_vehicles = false; // Allow storing of keyless vehicle (map or mission spawned)
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vg_removeKey = true; // Remove the key from the players inventory after storing vehicle?
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vg_requireKey = true; // Require the player to have the key when storing a locked vehicle.
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vg_storeWithGear = true; // Allow storing vehicles with gear?
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vg_tiedToPole = true; // Tie the virtual garage to a local plot pole? If no plot pole is present (i.e a communal garage at a trader etc) the players UID will be used.
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vg_pricePer = 100; // Price in worth to store a vehicle per gear item, use 0 if you want it to be free.
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vg_maintainCost = 10000; //cost is 1000 per 10oz gold, gem cost is as defined in DZE_GemWorthArray; if you use ZSC then this is an amount of coins. This is a flate rate for all vehicles in the garage/per player depending on vg_tiedToPole
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vg_price = [["Land",500],["Air",500],["Ship",500]];
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/*
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vg_price can be an array of vehicle config classes as well as vehicle classnames, you need to put these in order of what you prefer to get checked first.
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Price is in worth for briefcases or coins for gold based servers (10,000 worth is considered 1 briefcase, 100,000 coins is considered 1 briefcase)
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i.e:
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vg_price = [["Land",500],["Air",300],["Ship",100]];
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vg_price = [["350z_red",200],["Land",500],["AH1Z",1000],["Air",300],["Ship",100]];
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*/
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vg_limit = [["Land",5],["Air",5],["Ship",5]];
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/*
|
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vg_limit can be an array of vehicle config classes and classnames to narrow down what players can store or it can be a numerical value for a total limit.
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These can be classnames as well as config classnames, you need to put these in order of what you prefer to get checked first.
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||||
|
||||
i.e:
|
||||
vg_limit = [["Land",5],["Air",3],["Ship",1]];
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||||
vg_limit = [["350z_red",2],["Land",5],["AH1Z",1],["Air",3],["Ship",1]];
|
||||
vg_limit = 5;
|
||||
*/
|
||||
};
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// Bloodsuckers
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||||
DZE_Bloodsuckers = false; // Enable bloodsucker spawning.
|
||||
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||||
if (DZE_Bloodsuckers) then {
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||||
DZE_BloodsuckerChance = .15; // Chance that a building will spawn a bloodsucker. Default .15 (15%)
|
||||
DZE_BloodsuckerBuildings = ["Land_Hlidac_budka","Land_Mil_Guardhouse","Land_Mil_Barracks","Land_Mil_House","Land_Mil_Barracks_i","CrashSite_RU","CrashSite_US","CrashSite_EU","CrashSite_UN"]; // Bloodsuckers will spawn near these building classes.
|
||||
DZE_BloodsuckersMaxGlobal = 15; // Maximum number of bloodsuckers allowed on the map at one time.
|
||||
DZE_BloodsuckersMaxNear = 3; // Maximum number of bloodsuckers allowed in any 200 meter area.
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||||
DZE_BloodsuckersMaxLocal = 2; // Maximum number of bloodsuckers that can spawn per client.
|
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DZE_BloodsuckerScreenEffect = true; // On screen slash marks when the bloodsuckers attack.
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DZE_BloodsuckerDeleteNearTrader = true; // Deletes bloodsuckers when near trader cities.
|
||||
DZE_MutantHeartProtect = true; // Disables targeting and attack if the player has a mutant heart in inventory.
|
||||
};
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// Garage Door Opener
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DZE_GarageDoor_Opener = false; // Enables the option to open Garage Doors from the inside of a vehicle.
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||||
if (DZE_GarageDoor_Opener) then {
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DZE_GarageDoors = ["CinderWallDoorLocked_DZ","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","WoodenGate_1_DZ","WoodenGate_2_DZ","WoodenGate_3_DZ","WoodenGate_4_DZ","Land_DZE_WoodGateLocked","CinderGateLocked_DZ","Land_DZE_WoodOpenTopGarageLocked","CinderGarageOpenTopLocked_DZ"]; // Array of Garage Doors that can be opened.
|
||||
DZE_GarageDoor_Radius = 30; // Radius from where the Garage Doors can be opened. Higher values may negatively impact the performance
|
||||
};
|
||||
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||||
// Service Points for Refuel, Repair and Rearm
|
||||
DZE_Service_Points = false;
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||||
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||||
if (DZE_Service_Points) then {
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||||
// Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank"
|
||||
DZE_SP_Classes = ["Map_A_FuelStation_Feed","Land_A_FuelStation_Feed","FuelPump_DZ"]; // service point classes, You can also use dayz_fuelpumparray by its self for all the default fuel pumps.
|
||||
DZE_SP_MaxDistance = 50; // maximum distance from a service point for the options to be shown
|
||||
|
||||
// Refuel Settings
|
||||
DZE_SP_Refuel_Enable = true; // enable or disable the refuel option
|
||||
if (DZE_SP_Refuel_Enable) then {
|
||||
DZE_SP_Refuel_Costs = [
|
||||
//["Ship",localize "str_temp_param_disabled"], // All vehicles are disabled to refuel.
|
||||
["Land",localize "strwffree"], // All vehicles are free to refuel.
|
||||
["Air",1000] //1000 worth is 1 10oz gold for all air vehicles
|
||||
];
|
||||
DZE_SP_Refuel_UpdateInterval = 1; // update interval (in seconds)
|
||||
DZE_SP_Refuel_Amount = 0.05; // amount of fuel to add with every update (in percent)
|
||||
};
|
||||
|
||||
|
||||
// Repair Settings
|
||||
DZE_SP_Repair_Enable = true; // enable or disable the repair option
|
||||
if (DZE_SP_Repair_Enable) then {
|
||||
DZE_SP_Repair_RepairTime = 2; // time needed to repair each damaged part (in seconds)
|
||||
DZE_SP_Repair_Costs = [
|
||||
["Air",4000], // 4000 worth is 4 10oz gold.
|
||||
["AllVehicles",2000] // 2000 worth is 2 10oz gold for all other vehicles
|
||||
];
|
||||
};
|
||||
|
||||
// Rearm Settings
|
||||
DZE_SP_Rearm_Enable = true; // enable or disable the rearm option
|
||||
if (DZE_SP_Rearm_Enable) then {
|
||||
DZE_SP_Rearm_Defaultcost = 10000; // Default cost to rearm a weapon. (10000 worth == 1 briefcase)
|
||||
DZE_SP_Rearm_MagazineCount = 2; // amount of magazines to be added to the vehicle weapon
|
||||
DZE_SP_Rearm_Ignore = [(localize "str_dn_horn"),(localize "str_dn_laser_designator")]; // Array of weapon display names that are ignored in the rearm listing.
|
||||
/*
|
||||
DZE_SP_Rearm_Costs is an array based on the AMMO type. I.e M240, MK19, PKM, PKT, M134 etc.
|
||||
You can disable certain ammo types from being able to be rearmed by making the price disabled text
|
||||
example: ["M134",localize "str_temp_param_disabled"]
|
||||
*/
|
||||
DZE_SP_Rearm_Costs = [
|
||||
[(localize "str_mn_40rnd_grad"),localize "str_temp_param_disabled"], // BM-21 Grad is disabled (ammo is broken)
|
||||
[(localize "str_dn_flarelauncher"),2000], // Flares
|
||||
[(localize "str_ep1_dn_smokelauncher"),2000], // Smokes
|
||||
[(localize "str_dn_pk"),5000], // PKM
|
||||
[(localize "str_dn_pkt"),5000], // PKT
|
||||
[(localize "str_sn_m134"),5000], // M134
|
||||
[(localize "str_dn_ags30"),5000], // AGS-30
|
||||
[(localize "str_dn_dshkm"),5000], // DSHKM
|
||||
[(localize "str_DN_VIKHR_CCP"),5000], // Vikhr 9A4172
|
||||
[(localize "str_baf_baf_l94a10"),5000], // L94A1 Chain Gun
|
||||
[(localize "str_baf_crv70"),5000], // CRV7
|
||||
[(localize "str_baf_ctws0"),5000], // CTWS
|
||||
[(localize "str_baf_m621_manual0"),5000], // M621
|
||||
[(localize "str_dn_2a38m"),5000], // 2A38M Gun
|
||||
[(localize "str_dn_2a42"),5000], // 2A42
|
||||
[(localize "str_dn_2a46m"),5000], // 2A46M Cannon
|
||||
[(localize "str_dn_2a46m_rocket"),5000], // 9M119M Refleks rocket
|
||||
[(localize "str_dn_2a70"),5000], // 2A70 100mm
|
||||
[(localize "str_dn_2a70_rocket"),5000], // 9M117M1 Arkan
|
||||
[(localize "str_dn_2a72"),5000], // 2A72 30mm
|
||||
[(localize "str_dn_80mmlauncher_burst"),5000], // S-8
|
||||
[(localize "str_dn_9m311laucher"),5000], // Tunguska 9M311
|
||||
[(localize "str_dn_ags17"),5000], // AGS-17
|
||||
[(localize "str_dn_d81"),5000], // D-81
|
||||
[(localize "str_dn_dt_veh"),5000], // DT
|
||||
[(localize "str_dn_hellfire"),5000], // AGM-114 Hellfire
|
||||
[(localize "str_dn_kord"),5000], // KORD
|
||||
[(localize "str_dn_m197"),5000], // M197
|
||||
[(localize "str_dn_m240"),5000], // M240
|
||||
[(localize "str_dn_m242"),5000], // M242
|
||||
[(localize "str_dn_m256"),5000], // M256
|
||||
[(localize "str_dn_sidewinderlaucher"),5000], // AIM-9L Sidewinder
|
||||
[(localize "str_dn_zis_s_53"),5000], // ZiS-S-53
|
||||
[(localize "str_ep1_dn_57mmlauncher"),5000], // S-5
|
||||
[(localize "str_ep1_dn_azp85"),5000], // AZP-23
|
||||
[(localize "str_ep1_dn_ffarlauncher"),5000], // Hydra
|
||||
[(localize "str_ep1_dn_m2"),5000], // M2 Machinegun
|
||||
[(localize "str_ep1_dn_m230"),5000], // M230
|
||||
[(localize "str_ep1_dn_m32_ep1"),5000], // M32
|
||||
[(localize "str_ep1_dn_mk19"),5000], // Mk19
|
||||
[(localize "str_ep1_dn_yakb"),5000], // Yak-B
|
||||
[(localize "str_mn_at2_mi24d"),5000], // Falanga 3M11
|
||||
[(localize "str_mn_at5_bmp2"),5000], // Konkurs 9M113
|
||||
[(localize "str_mn_stinger"),5000], // FIM-92F Stinger
|
||||
[(localize "str_mn_12rnd_mlrs"),5000], // MLRS
|
||||
[(localize "str_baf_baf_l2a10"),5000], // L111A1
|
||||
[(localize "STR_DN_D10_CCP"),5000], // D-10
|
||||
[(localize "str_dn_tow"),5000], // M220 TOW
|
||||
[(localize "str_dn_zu23"),5000], // ZU-23
|
||||
[(localize "str_dn_kpvt"),5000], // KPVT
|
||||
[(localize "str_dn_m3p"),5000], // M3P
|
||||
[(localize "str_dn_spg9"),5000], // SPG-9
|
||||
[(localize "str_dn_gau8"),5000], // GAU-8
|
||||
[(localize "str_dn_maverick"),5000], // AGM-65 Maverick
|
||||
[(localize "str_dn_gbu12"),5000], // GBU-12
|
||||
[(localize "str_dn_gau12"),5000], // GAU-12
|
||||
[(localize "STR_DN_KH29_CCP"),5000], // Kh-29L
|
||||
[(localize "str_dn_r73"),5000], // R-73
|
||||
[(localize "str_mn_fab250"),5000], // FAB-250
|
||||
[(localize "str_dn_gsh301"),5000], // GSh-301
|
||||
[(localize "str_mn_23mm_gsh23l"),5000], // GSh-23L
|
||||
[(localize "str_sn_grenade"),5000], // Grenade
|
||||
[(localize "str_mn_at9_mi24p"),5000], // Ataka-V 9M120
|
||||
[(localize "str_mn_at6_mi24v"),5000], // Shturm 9K114
|
||||
|
||||
["SGMT",5000], // SGMT no localization available
|
||||
["M68",5000], // M68 no localization available
|
||||
["GAU-22",5000], // GAU-22 no localization available
|
||||
["GSh-30",5000], // GSh-30 no localization available
|
||||
["M60",5000], // M60 no localization available
|
||||
["GSh-30K",5000] // GSh-30K no localization available
|
||||
];
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Both
|
||||
dayz_infectiouswaterholes = true; //Enable infected waterholes
|
||||
dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance.
|
||||
dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]
|
||||
DZE_HeliLift = true; // Enable Epoch heli lift system
|
||||
DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
|
||||
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
|
||||
DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
|
||||
dayz_ForcefullmoonNights = false; // Forces night time to be full moon.
|
||||
infectedWaterHoles = []; //Needed for non-cherno maps.
|
||||
DZE_GodModeBase = false; // Disables damage handler from base objects so they can't be destroyed.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = false; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = true; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
|
||||
// Death Messages
|
||||
DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
|
||||
DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.
|
||||
DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
|
||||
|
||||
// ZSC
|
||||
Z_SingleCurrency = false; // Enable single currency system.
|
||||
Z_globalBanking = false; // Enable global banking system.
|
||||
Z_persistentMoney = false; // Enabling this stores currency to player_data instead of character_data. Currency transfers to a new character after death. For PVE servers only. Formerly called "GlobalMoney".
|
||||
Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
|
||||
CurrencyName = "Coins"; // If using single currency this is the currency display name.
|
||||
DZE_MoneyStorageClasses = ["VaultStorage","VaultStorage2","VaultStorageLocked","VaultStorage2Locked","LockboxStorageLocked","LockboxStorage2Locked","LockboxStorage","LockboxStorage2","LockboxStorageWinterLocked","LockboxStorageWinter2Locked","LockboxStorageWinter","LockboxStorageWinter2","TallSafe","TallSafeLocked"]; // If using single currency this is an array of object classes players can store coins in. E.g.: ["GunRack_DZ","WoodCrate_DZ"]
|
||||
ZSC_VehicleMoneyStorage = true; // Allow players to store money in vehicles. If vehicles are destroyed the money is also destroyed.
|
||||
|
||||
// Plot Management and Plot for Life
|
||||
DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
|
||||
DZE_isRemovable = ["Plastic_Pole_EP1_DZ"]; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list.
|
||||
|
||||
// Door Management
|
||||
DZE_doorManagement = true; // Enable Door Management by @DevZupa.
|
||||
|
||||
// Group System
|
||||
dayz_groupSystem = false; // Enable group system
|
||||
|
||||
// Weather
|
||||
DZE_Weather = 2; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables.
|
||||
|
||||
// The settings in the array below may be adjusted as desired. The default settings are designed to maximize client and server performance.
|
||||
// Having several features enabled at once might have adverse effects on client performance. For instance, you could have snowfall, ground fog, and breath fog threads all running at once.
|
||||
DZE_WeatherVariables = [
|
||||
15, // Minimum time in minutes for the weather to change. (default value: 15).
|
||||
30, // Maximum time in minutes for the weather to change. (default value: 30).
|
||||
0, // Minimum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0).
|
||||
.2, // Maximum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0.8).
|
||||
0, // Minimum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 0). Note: Rain and snow will not occur when overcast is less than 0.70.
|
||||
.6, // Maximum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 1).
|
||||
0, // Minimum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
|
||||
.6, // Maximum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
|
||||
0, // Minimum wind strength (default value: 0).
|
||||
3, // Maximum wind strength (default value: 5).
|
||||
.25, // Probability for wind to change when weather changes. (default value: .25).
|
||||
1, // Minimum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
|
||||
1, // Maximum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
|
||||
.2,// Probability for a blizzard to occur when it is snowing. (0 = no blizzards, 1 = blizzard all the time). (default value: .2).
|
||||
10, // Blizzard interval in minutes. Set to zero to have the blizzard run for the whole interval, otherwise you can set a custom time interval for the blizzard.
|
||||
0, // Ground Fog Effects. Options: 0 - no ground fog, 1 - only at evening, night, and early morning, 2 - anytime, 3 - near cities and towns, at late evening, night, and early morning, 4 - near cities and towns, anytime.
|
||||
400, // Distance in meters from player to scan for buildings to spawn ground fog. By default, only the 15 nearest buildings will spawn ground fog.
|
||||
false, // Allow ground fog when it's snowing or raining?
|
||||
2 // Winter Breath Fog Effects. Options: 0 - no breath fog, 1 - anytime, 2 - only when snowing or blizzard. Note: breath fog is only available with winter weather enabled.
|
||||
];
|
||||
|
||||
/*
|
||||
Developers:
|
||||
|
||||
@@ -494,4 +236,4 @@ if (!isDedicated) then {
|
||||
|
||||
Variables that are map specific or frequently changed should be included in init.sqf by default
|
||||
with a corresponding if(isNil)then{}; in variables.sqf.
|
||||
*/
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user